Commando Archive
Thread: Commandos: What are your top 5 issues?
Dajaan wrote:
kind regards,
a master pistoleer
Nal Do'Urden - Master TKA- Radiant
Has any commando come to your top 5 list and posted? I wonder, because you seem to have wandered into ours... Just checking on **edit** you think you're doing here.
~Cero
Imperial Commando
Are any devs reading this thread?
The original request for top 5 issues was asked months ago.
Seems the focus has been on mounts and vehicles.We'll be able to get to our destination fasteranduse the same broken skills while exploring the same gameplay content. This applies to all profesions.
What is happening Devs?
Stickeh - Farstar
Stickeh wrote:
What is happening Devs?
Straight and to the point. Thanks ![]()
I do get to everything, but it takes a while. There is an immense amount of data flowingthrough all of these forumsand being thorough takes time and effort, which is why the Player Correspondents are vital to this process.
Which brings me to my next point - - youCommandos need a player correspondent.
I had several good candidates in line, but my PM box was overfilled and got flushed. (If anyone gets overlooked, I apologize)
So, if you are interested in being a Player Correspondent for the Commando Profession, please let me know.
I choose based on knowledge of the profession, I'm looking for an understanding of the profession, a strong ability to constructively post on the boards and strong communication skills.
Drop me a PM and lets get you guys hooked up with some representation.
commandos seem to be in perfect shape compared to Chef, DE and Pikemen
IMO
LeBob wrote:commandos seem to be in perfect shape compared to Chef, DE and Pikemen
IMO
*nods* why are they even considering going here next? so much is worse....
Thunderheart wrote:
Stickeh wrote:What is happening Devs?
Straight and to the point. Thanks
I do get to everything, but it takes a while. There is an immense amount of data flowing through all of these forums and being thorough takes time and effort, which is why the Player Correspondents are vital to this process.
Which brings me to my next point - - you Commandos need a player correspondent.
I had several good candidates in line, but my PM box was overfilled and got flushed. (If anyone gets overlooked, I apologize)
So, if you are interested in being a Player Correspondent for the Commando Profession, please let me know.
I choose based on knowledge of the profession, I'm looking for an understanding of the profession, a strong ability to constructively post on the boards and strong communication skills.
Drop me a PM and lets get you guys hooked up with some representation.
LOL
And you asked for a correspondent how long ago?
Somebody made the comment here that commandos are too powerful. I completely disagree. One thing I've notised is that we can pack alot of punch, but we dont' have much in the line of defense. This is a good traid off, when it comes to solid commando skills.
A few personal notes.
This is probably a combination of lag and my lack of talent in PvP.
But I am still getting my but wooped by various classes even after hitting them with specials off an FT. At a relative distance I think I should be able to put a substantial hurting on any player in game, however if I let a TKA for example get too close then I should berightfullysmeared.
Rocket Launchers: They need to pack a massive punch, I mean substantial. Obviously we can't rapid fire these things, but I should be able to shoot one at a Turret and put a notisable dent in it. In addition if I'm lucky enough to hit a player in PvP with one, they should beinchesfromdeathif not dead. Now the traid off... Like I said these things can't be rapid fire, so try to work out the time it takes a "real" commando to load, shoot, and reaload a rocket launcher, and consider that for your delay. Oh and obviously we can't move while we're useing these things, and finally when it comes to PvE combat they would be instant aggro grabbers. With the appropreate balance in delay and power, these weapons could be great fun in both PvP and PvE combat, without makeing it impossible for an opposing player, or Turret to kill us first.
Grenades: I've alwayse thought these should be Area of Effect weapons for the most part. The delay in these weapons are far too long, and the encumberances are a bit too high. The traid off to reducing delay and encumberance with an Area of Effect added would be that we could kill our selves by accident if we weren't careful.
Anyhow, just my thoughts. I like the balance of how Commandos have pore defensive abilities with strong offense. In addition, I don't want to be invensible in PvP, just wanna be able to hold my own a little better. ![]()
my issues with commando.
1. Change the launcher pistol schematic back to before the patch was released. The launcher pistol is supposed to be a heavy weapon. With the schematic no longer requiring power handlers the weapon is now basically useless. Its not a heavy weapon anymore but now a whimpy weapon.
2. the har is useless. plain and simple. replace this column with a launcher pistolcolumn and give the launcher pistol specials. so much more can be done with the launcher pistol.
3. the hpbc and the rocket launcher accuracy need to be increased. for a weapon you get 30 or so uses and the price its not worth it. either make the weapons with unlimited uses or get the accuracy improved.
I am a commando on Lowca, and my 5 problems are as followed.
1. Give the launcher Pistol its own skill tree
2. Decrease the waiting time after firing Flame Single 1,2 or Flame Cone 1,2
3. Grenades are useless, Heavy Acid Rifle needs to be redone
4. Support weapons should have better Accuracy. (what's the point of support fire if you cant hit anything but a turret)
5. Commandos need a better defense against KD, Dizzy, etc., we are commandos, weren't we trained in unarmed combat?
thx
who cares about spelling? His making his point clear, His doing an Excellent job too. ![]()
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(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
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Give us more Accuracy Bottom Line!! We are far more Advanced compaired to a MAster Marksman we should have 100+ Accu. And also special Moves for Commandos Pistol. If not just take it out it makes too much noise and does stupid DMG. ![]()
I think giving the launcher pistol its own branch in commando is a mistake. However it could have some mods and specials thrown into the heavy support line. One special would be an area of effect attack, since we are launching little missles at them.
As for the acid rifle, just allow our marksman rifle and rifleman mods/specials to apply here and this would help this thing out a lot. The Acid Rifle itself isnt a bad weapon, but it needs some pizazz, some flare that makes it unique.
Put some area of effect damage on grenades.
Other than that there are no big issues with the profession that I have seen.
Cim Taurus