Commando Archive

Thread: Commandos: What are your top 5 issues?

jphillips1868
Tue Dec 02, 2003 7:50 am
#222






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 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.






Interesting, TH, that is not how you choose the new Sqaud Leader correspondent. For us it was the well considered rule of first come, first serve.
MightySquid
Tue Dec 02, 2003 8:48 am
#223

quote:



Pikeman : The only class that couldn't hit the ground if they droped thier weapon.
Pikeman : Doing massive damage; to the air surrounding our target.
Pikeman : Your dead meat, unless you happen to be standing in front of us.
Pikeman : Because the devs were one profession short.
DEVs : Pikeman? Thats a class?




Oh man...this really made me laugh! If only it wer'nt true.




_______________________________________________________

Gard Keylley
Teras Kasi Master, Commando 4040, Master Marksman, Scout 4040
Retired Master: Scout, Brawler, Entertainer, Creature Handler, Ranger, Commando
Laoabal
Tue Dec 02, 2003 9:27 am
#224

I would like to pose my candidature to be the next commando representative.
I have been on wonderhome and other servers since day 1 of SWG.... I have extensive experience in multiple facets of the game. I read the forums pretty much everyday, so I am aware of player satisfaction and dissatisfaction. I believe that I would make a pretty good correspondent.


Even if I do not become the next correspondent, please note that you can send me a gmail or a /tell in game anytime if you have any questions on any professions ... keep in mind though that my expertise are CH - Ranger and - Commando.


Here is a list of professions that I have mastered in the past:


Ranger (1 point short from master :-), Medic, Scout, Creature Handler.


I am currently a Master Commando/CH/Smuggler



Laoabal Fierce


PA: Order of Life


Wanderhome




---LAOABAL---
---FiERCe---
FekAltor
Tue Dec 02, 2003 1:08 pm
#225






maddogs wrote:

waahhhhhhhhhhhhooooooooooooooooooo finly


ok top 5 isues (theres actuly a tome more then 5 but ill pick the 5 most anoiying)


1 HAR(HAEVY ACID RIFEL) is junk it should be exactly like the llc expt it would do acied dam ensted of elc


2 gernades SUCK ham speed and acrucy and factory time


3 the HWP(HAEVY WEPONS ) the RL(rocket luncher) should be alot more powerful it should be the most powerfull wep in game (it cost the most recorses to make and is a casumabel) and all the otheres need acrucy and dam uped to i can do more dam with my flamer


4 fix aoe and AP


5 LP needs specials and ac+speed mods


bacicly like this


(NUMBER 1 THING TO DO FIRST)


FIX AP and AOE


and remove being abel to do ocs2 and sapresion fire from the HAR and FT


Prone should be better than Kneeling!!!


(HEAVY ACID RIFLE)


make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2



(FLAMETHROWER)


needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m


needs dot wounds removed or lowerd but keep same dam


needs a cure for it besides watter sagestion


a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )



(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 )



(HEAVY WEAPONS)


take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m


make all hw have atlest 50 charges


make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m


make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs


make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs


The LC needs more dam the LLC dose more dam then it dose


Lower HAMs (heinously high)


make ALL have AP3


(GERNADES)


make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect


(hey plzs give us a phouspherious gernads to )


theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot


the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be


ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32


Max Range should be 48m (at least equal to what a combat medic/ranger can toss)


make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m


(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)


make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)


make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)


make all gernades have ap 3


make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m


make it so u dont hit ur shelf with ur own gernades


add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode


and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )



this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them


and the gernades be worth useing becous there fast accurat and aoe with not to high of ham








Wow. I deem you a complete retard. Why?becous you are sapose to be abel to spell and useing correct grammar, or mabe your typing skills are not that accurat. By the way, its 'range' not rang, 'grenade' not gernade, and 'roll' not role. Put down the booze and pick up a **edit** book. It's only a sagestion.



Folks, typos or spelling mistakes are one thing, but disgusting grammar and repeated mistakes (IE: gernade and specils) just make you look like a dumb**edit**, and your post more difficult to read.. or comprehend.




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Stickit
Tue Dec 02, 2003 3:16 pm
#226

Fehk,



Sorry to say, but your grammar sucks also. You have way to many "Run-On" sentences. You should look in the same book you referred to. Just my two cents!

JohboBocal
Tue Dec 02, 2003 5:10 pm
#227

With the way new Launcher Pistol are, it would be useless for it to have its own tree. Change the weapon to a more powerful pistol and then give that weapon its own tree. But do not make the LP into its own tree, it has dropped its potential, along with the fwg5, in the last patch.


I would put the HAR in with the FlameThrower tree. Then make the HAR tree into a new support wepon tree (any one of the suggested weapons would be great: e-web, etc.) Make theHAR AP2, and add a Dot.


Obviously fix grenades (all of them) and change the disposable weapons. Either make them easier to make for weaponsmiths, or add about 10 times the amount of charges. Also make them more powerful.







Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Nunchi
Wed Dec 03, 2003 5:05 am
#228

I am a master TKA I lose more than I win when I fight a commandos. I get one shot a lot but when a rocket hit me I should die. I get one shot by a rife allso that not to cool. I do not thing the Commandos shouldbe nerf. Nerfing just makes ppl leave the game besize I can be a commando if I wish to win more.


Some commando say that they have no melee skill they should have the same skill the a brawer with four UA block has. That not much when fighting a Melee Master and should not be but it should help them when fight a ranger guy are a CH.

FiZZioN
Wed Dec 03, 2003 6:37 am
#229




I would put the HAR in with the FlameThrower tree. Then make the HAR tree into a new support wepon tree (any one of the suggested weapons would be great: e-web, etc.) Make theHAR AP2, and add a Dot.




A lot of people have suggested this and it seemed to me as a reasonable requested. But the more I think about it what is the single most dabbled tree in the commando line up, Flame. This would give the dabblers another possibly good weapon with no skill points used to level up in it.


I used the word possibly good weapon because right now it is completely useless. I was fighting rancors last night (100% heat resistant) so I thought hey I will use my HAR, seeing I haven't used it since I started, That thing fires slower then my c22 grenades!! I waited and waited for it to fire and when it did I would only hit it 2/10 times. Completely worthless in its current state so something needs to be done with it, I just don't want to see the HAR and Flame tree merged.


Peace


jaidaan
Wed Dec 03, 2003 12:11 pm
#230

Here are my issues with commando. Bh and Commando should be equal in strength. they are different branches of the samestarwars characters. Bh has a higher skill req because they must track people. Commando doesn't need to track because don't collect bounties. We should have missions of our own and not battlefields where if u die you have to wait a full hour before u can return. Commando's since they have a severe lack of defense should be among the most powerful professions. Our purpose is to take out multiple targets. A bh might be the best dueler outside the new jedi's a commando should be unparralelled in faction battles and battle field fighting.The ham issue on heavy weapons and grenades is rediculous. We do more dmg to ourselves then we do to any player or group of players when using them. it took two rickets to take down a medic with no armor on. Proton grenades with a wmin of 1500 dmg barely scratching a wookie and pets? thats not believeable. and hello but does anyone else realize acid burns like flame ? napalm clings to armor or body so does the acid how can that not have dor dmg? and fire dmg on ft should incap. i don't get how bh torso shot with any pistol can dot incap but a flamethrower is not supposed to? and if u wanna make commando weak make it weaker for dabblers. those who master it should not be penalized because too many people are grenadeers. heavy weaps should be just that heavy and strong and since they cost so much and have charges should do a significant and immediate amount of dmg. otherwise why bother wasting tim as a commando. i am not saying no one should be able to beat us but if we can't even harm large groups they why have this class it was not made for hunting but i think soe has no idea what they want to make each class because it seems to change every two seconds if your going to make elite professions then make them elite if takes longer to master thats fine but make it worth it having the mastery don't wasteour time i know its not five issues but it doesn't matter these issues need to be addressed period. forgive my spelling no time to spell check and i type to fast

Dracass
Thu Dec 04, 2003 9:43 am
#231

1. The Hvy Acid Rifle is useless. Needs to be an actual rifle which has good range and be its own weapon instead of a weak flamer knock-off.
2. Rapid Firing Weapons need to be introduced. Be it in movies or in real life, the special forces of all nations employ such weapons (SMG, MG, and HMG). Where is the big M-60 equalivelent in SWG?
3. Drop the Unarmed Combat Tree requirement. This only exist for role-playing purposes and requires role-playing game content in this "hack & slash) system. For example, unarmed combat would be useful to kill someone/thing quietly or when fighting near to a fusion reactor (reactors do not react well to bolts). Make the skill tree requirement something else, like Exploration for land navigation purposes or medic to know how to heal.
4. Upgrade the damage potential for heavy weapons. If AT-ST's are to be greatly upgraded, then the heavy weapons must follow suit (its an arm race). AT-ST's are Armored Fighting Vehicles (AFV) not Main Battle Tanks (MBT) and MBT's can be knocked out by a one man or two man rocket crew (sadly even the M-1 Abrams). Imperial players will complain and the simple solution is to then have AT-St's not suffer perma-deaths. One commando should be able to destroy such armored vehicles.
5. Grenades are weapons which should NOT have their own tree. All grenades have the same principles of use, be it smoke, concussion, thermite, or fragmentation. Pull the pin and throw/toss/lob it. The throwing skill can be merge with Support Weapons (which grenades are).



Sign off,
Dracass The'Heartless
StingRay11
Fri Dec 05, 2003 11:21 am
#232

Most of the gents brought up the same thoughts I've had:



1)Acid Rifle: An entire tree of nothing. I think this is most important because you waste 14 skill points on a COMPLETELY useless tree. PLEASE FIX THIS SOON.



2)Master Rank: Rather pointless. There is no reason to grind up the acid tree (with a flame thrower of course) just to get to Master and get NOTHING but a pretty title.



3)Grenades: Useless, a waste of time in combat, too little damage, too high in ham to use, and too long of a delay to waste time on them.



4)Heavy Weapons: Not effective. It took 170 rockets to kill a large turret...if you do the math on the resourses and cost of a set of 35 you can see they do too little damage, at too high a cost.



5)Don't have one...other then the 4 issuse listed above I'm quite happy with Mastering this Profession.




Master Commando
SToD Leader
-Targus-
Fri Dec 05, 2003 1:11 pm
#233

just make the heavy weapons what they need to be... and make the others besides flamer worth using....make them equal to it...just different in type of damage.... and um...can we get rid of the 2.5? lol



Colonel - Imperial Army -
former CRIMSON ELITE 507th/former SE/now part of the Imperial CREED
Bounty Hunter(retired :Commando/Ranger/Carbineer/Fencer/Rifleman/TKM)
...the road is long...the benefits rewarding....
-Targus-n-Talia-

Aidn
Fri Dec 05, 2003 6:34 pm
#234

1. Figure out a way to prevent dabblers in the commando line from just getting flame-single 2 and drop the rest.


2. Give a bonus to the damage of heavy acid rifles (flame has a DOT, acid rifle should do muchmore damage).


3. Create a more thoughtful line of grenades, that effect states (ie. flash bang grenades, sonic grenades, foam grenades that make enemie's immoble, etc), not just do different types of damage.


4. DON'T give commandos special moves for carbines, rifles, and pistols (would be too much like BH), give them specialized launcher pistol moves.


5. Though its not a real issue, I would like commandos to meet their skill description (In the game skills tree). What vehicles are we specializing in taking down? Am I missing the hover tanks that we are supposed to 'specialize' in taking down?




__w_____________________
Aidn of Shadowfire
Master Commando-Teräs Kasi Artist
Unguilded
No current residence

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