Commando Archive

Thread: Commando stuff for you to look at

Jerod
Wed Aug 20, 2003 1:13 pm
#209

How much longer am I expected to play a completly broken class. Personaly I wish they would stop waisting time nerfing others and fix us. Once they at least have all the classes working then maybe they should worry about breaking out the nerf bat.



This is just stupid - 4 months into release and still the commandoprofesion is worthless.




Jarod Sinj - Master Commando
Sgt Rebel Army

Wanderhome
Oikaleek
Wed Aug 20, 2003 2:04 pm
#210

this game was realeased on June 24th I believe...it is now August 21st...you do the math....still it has been a long time for them to fix us and we are still waiting for the fix...but it is coming soon


a little more patience will get us there

MrCreed
Thu Aug 21, 2003 12:49 am
#211

I got my flamethrower IV cert last night and missed 2 outta 3 times on chubbas 15m away.



Evel (Kauri Server)
Master Commando / Master Pistoleer


Oikaleek
Thu Aug 21, 2003 12:51 am
#212

The fixes arent live yet so....


Plus I am fairly certain our current weapons will not benefit from the change. Most likely, we will have to get new versions of the updated weapons since there was a schematic change.


lennoxa
Thu Aug 21, 2003 5:05 am
#213

Hopefully this will be soon, i want more damage.



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Aukul Skaul
Commando, Master Marksman, Master Scout, TKA Student
Pround Member of the Empire and It's Glory
lennoxa
Thu Aug 21, 2003 5:07 am
#214

Jerod, how do you get 4months? i think it is more like a month and 3/4.



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Aukul Skaul
Commando, Master Marksman, Master Scout, TKA Student
Pround Member of the Empire and It's Glory
GoldSstar
Thu Aug 21, 2003 5:08 am
#215

Launcher pistols don't need a specific tree they got the whole marksman+pistoleer skill mods-moves it's more then enough and good.


others are the problems of commandos (AP , ideal range , damage on every wep)


not launcher pistol trees.

Garibaldi_di_Alia
Thu Aug 21, 2003 6:30 am
#216

Well, its not 4 months since release..

But it is 4 months when you add in the time in Beta, we tried very hard to test a class that was totally broken.

Beta 3 was April.
In April, there were no commando moves, and the class was completely redone the last week in beta, and other than a few flame throwers and heavy lightning canons (that were tested for like 2 or 3 days, and totally ignored) there was zero playability for the commando..

There has literally been no real online testing of the class, with the expection of the last week or so on TC, which I am suspect of, since the weapons are not readily available there to really put em thru the ringer.
Oikaleek
Thu Aug 21, 2003 7:46 am
#217

I keep seeing Armor Piercing posts in relation to the T21 and Commando weapons...


What are the current Armor Piercing ratings on our weapons?


I know the Launcher Pistol is 0 (should be at least 1 right? it fires rockets?)


What I am getting at is that if the Rocket Launcher's AR value isn't 3...and the t21's is....you see what I am getting at...


I don't have a rocket launcher myself to test so...


Also, Garibaldi, you posted something in regards to this in relation to commando's and AT-ST's....IF the Rocket Launcher has a armor piercing value of 3...then commando's will be the ONLY viable means of taking one down...maybe a rifleman with a T21 to help. I still expect that it will take multiple commando's to take down 1 AT-ST , but that is realistic to me...I don't want to see Uber commando guy going around soloing AT-STs with his Rocket Launcher...


But that's just me

Garibaldi_di_Alia
Thu Aug 21, 2003 8:12 am
#218

Oikaleek,

If you look at the math, the rocket launcher can only do about 500 pts per hit to an equal armor rating. (on average barring any damage type modifiers)

With the delays, and range modifiers, it would take 12 to 24 commando's firing the RL 2 or 3 times to take take down something that can one hit anyone in the game.

Not really all that affective.
Acacius
Thu Aug 21, 2003 1:29 pm
#219






PhelioTrainbringer wrote:
Well, personally I think it really is viable for one or two commando's to take down an ATST. In the real world a couple of skilled special op's can take down a tank with stinger missilesor rocket launchers, why would this not be viable here?





You keep using that word. I do not think it means what you think that it mean.


Garibaldi isn't saying that it shouldnt be possible for a few commandos to take on an ATST. He's saying that the way the game is set up now, it would take multiple shots by MANY commandos to take one down, which means that commandos are not currently a viable countermeasure to ATSTs.

nwargasm
Thu Aug 21, 2003 1:42 pm
#220

I bought a rocket launder yesterday that had 205 charges on it and heavy armor rating. Although i don't think AR is figured into the game.


I shot it 10 times.


the 2 times I hit, i did about 300 dmg each time.


If the butterfly i was shooting at had no armor, then shouldn't my Heavy AR weapon get a bonus on damage? Like max dmg + 25% (AR1) +25% (AR2). I don't remember the exact bonus, have to read the armor guide again.




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nwargasm WHAMbulance :: Corbantis :: Imperial :: Master Commando
Zhaon
Thu Aug 21, 2003 9:24 pm
#221

Excellent. The start of Heavy Weapons lovin'.



Time will tell.
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