Commando Archive

Thread: Commandos: What are your top 5 issues?

Aidn
Fri Dec 05, 2003 6:39 pm
#235

After reading a few more ideas, an extra weapon to master commando would be great! A machine gun would rock (not a heavy weapons type with limited uses of course, i dont want to be paying 20k for a gun that wont last long)



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

DrunkBothan
Sat Dec 06, 2003 5:25 pm
#236






Lofyyk wrote:

5. The flamethower is by far and away the best weapon in the Commando tree, and it's always the one that causes other professions to scream nerf. It could use a minor decrease in DoT related wounds, or another way for people to put out the flame DoT. I've heard a lot of good ideas, but the one that seems to fit best would be a Combat Medic ability, similar to stopping bleeding. Make it require some sort of craftable burn medkit, and have it take a couple of tries to clean off all the napalm.






Hey.. uhh there IS a way to put out the fire DOT. ITs called water....no seriously Just walk/run into a lake or other body of water and the DOT goes away.




Lord Ohari Anasow
Bothan Merchant/Smuggler Loyal servant and advisor to Baroness Tatiana
SWG: The SOE intern program for DEVs


UNDEAD5454
Sun Dec 07, 2003 2:58 am
#237

you people are just sick losers why remove the HAR from the game? why not just fix it, make it better, and make its attack animation look better
DukeGnarley
Sun Dec 07, 2003 5:12 am
#238

1. no ranged specials in the entire commando profession. not enough special attacks. right now your options are A. keep shooting normally B. burn it and be delayed forever. there needs to be something in the middle.


2. it's been mentioned. HAR is broken, so fix it. we also need some some special attacks that work from a distance, add them to acid rifle.


3. Launcher pistol WAS a great weapon (if you also went up smuggler or pistoleer), now it's toast, leaving us with Flame thrower only. spread throughout the commando line should be speed and accuracy stats for the launcher pistol and maybe a couple specials (not applied to other pistols)


4. Master Commando is pointless listed below are reasons why


Acid rifle = pointless


master commando and novice commando(comando 0 0 0 0 ) have the same abilities and stats with LP


the rockets etc. and grenades are way too expensive (for what they can do)and don't work the way they should. the area of effect rarely works if ever, and the time delay for the amount of damage done is aweful. rocket launcher should be very very powerful, dealing as much as 10k max


so what does master commando get (that's usefull) that a dabbler with flame 4 doesn't............................................................????? a little speed and a little accuracy on FT and flamecone2 THAT'S IT i went up three extra trees for THAT?


5. commando either needs better defenses or a way of keeping people away ( which is hard when all of your specials are used within 16m). so either a lot more stats (the only defensive stat we get is defense against knockdown +5 i believe), or...... and this i like more.... some variation of the Mini Gun. something that shoots fast, and is very powerful, and hits multiple targets (should only be certed for masters to prevent dabbeling) but leaves the commando unable to run. i mean actually use the walk function, which is actually very slow.


6. (that's right i went to 6) what's this 2.5X crap. whoever thought that was a good idea has obviously never played a commando character. with so many skill points used to become master commando, a pistoleer should not be able to kill us 9/10 times.


Commando should really be the most powerful class in the game (other than jedi) for massive dammage inflicted on multiple targets. the only class that should consistantly beatcommando in a 1 on 1 duel should be BH.


sorry if that was hard to read, i'm tired and can't construct fluent sentences at the moment.

Dracass
Mon Dec 08, 2003 10:57 am
#239

Concur, the 2.5 damage multiplier is one of the biggest unlrealistic implemented rules.
Range weapons make for good improvised melee weapons. Example, rifles can have bayonets and act like staffs (butt-stroke to the head or groin and slash thrust series). The 2.5 damage multiplier needs to be dropped from the game, no matter what the weapon. Holding a weapon does not increase the damage recieved. If this is due to game balancing, then the melee classes need to be tweaked or range weapons take a speed delay when engaged in melee combat (example, getting a shot off with a pistol will be quicker/easier than an one meter length weapon. But using the one meter length weapon will help to block and attack in melee, more so than a pistol).



Sign off,
Dracass The'Heartless
Terrazahn
Mon Dec 08, 2003 2:23 pm
#240

the only commando complaint i have is make the Acid rifel have a better firing graphic it sucks to fire and have a little arrow shoot out It is a heavy weapon give it the look of some punch.



Terra Zahn
Ahazi
Abisurnal
Tue Dec 09, 2003 1:57 am
#241

ok. you want top five issues... these are the top 5 issues with all the commandos from my guild and a few others...


1: Accuracy sucks and none of our weapons have no AP qualities.


2: Acid rifles are 100% useless, they are slow, weak, and the specials aren't worth the skillpoints.


3: For a commando, the actual combat bonuses seem lacking. of anythin we should get bonuses to def. agains dizzy and what not (commandos are supposed to be refined warfare machines.... but I can easily be intimidated...:robotindifferent


4: What are launcher pistols for?? other than starting a Lag-fest... Oh? what? thats supposed to be a weapon? heh... never woulda guessed.... (IE: NEW BLAST TYPE WEAPONS!)


5: its kinda a mix now some people want commando type traps like claymore mines with laser trip lines or timed detonation pack that commandos can craft. or something that only comandos can craft all together...



So far thats the opinion of several commandos on the Scylla server...

TrueGunner
Tue Dec 09, 2003 10:50 am
#242

Commandos Commandos Commandos...you all want to be Gods in pvp the way you are in pve...but the skill pts arent there...but here goes nothing for some suggestions...(i was a MCH/flame4, and now am a Master Commando, so its not coming from no where)


1. Master Brawler...if a commando wants to be a GOD make them put the pts into it, this will also help the dropping of some dabblers...b4 all the commandos get upity about this, with this you dont have to worry about a melee doing 2.5x dmg cause intimidate 2 does -50%dmg for 1 minute when it lands...and warcry 2 is a 20sec delay(which is all a commando needs).


2. Weapons...Flamethrower leave it as is with DOT, but maybe add a little accuracy addition to it...HAR take it out completely, and make it a reg Rifle with ap2 or3, and make it like a BH's Carbine is with state effects, and effective from 60m out so a commando gets some range, just give it a dizzy, but no kd cause they have suppression1 which can make people drop if a dizzy is on them...Heavy Weapons and Nades make them do state effects or delays something to give people incentive to use them outside of pve, and definately add acc to them cause those things rarely land for me when i use them.


3. Melee...arent commandos tought how to defend themsevles without guns...i woud say give them a slow and powerful melee line to climb, so in close encounters they would be deadly (maybe a polearm line, so it is difficult and whatnot)


4. Defenses...put defenses in the Master Box only so it will give people a reason to master it...this is my same opinion on a MBH, cause neither have any defenses that are worth having.


5. Pistol...leave the pistol alone cause if the pistol gets jacked up all commandos will dabble in smuggler and commando for total UBER pistol skills, as of now a Flame4 commando/Dirty Fighting4 Smuggler are too devastating.



just my opinions...


the MB which would obviously be hard to put in now, would be the best way to stop a dabbler like i was...unless an annoucement was made to all people that commandos needed to free up the skill pt room and then the devs give them the boxes needed...thats the only way i can think of to adding that in...and anyone who dont free up the room gets their commando dropped from them.



just my 2cents.




i would give everything to get back to day 1 of this game
i do have one thing the new players dont...the memories of the past
Flurry.... Opern, Opern', Dogi, Dogi' and Verbal'
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Yachew
Tue Dec 09, 2003 9:34 pm
#243

Ok I wasn't sure where to post this, but it is an issue i guess so here it goes. More than once, while in a duel pvp, and I'm running after someone when I keep hitting my button for flame single 2 it says I'm out of range even though it says I'm 13m away. Whats the deal? Also, I got knocked down by a pistoleer today and didn't know they had knockdowns. So anyway can someone tell me if they have had the same problem with being "out of range" even though I wasn't?



-Yachew
-Corbantis
-Master Gunfighter/Master Smuggler
Just gimme a tell in-game if you need anything sliced
Gren187
Wed Dec 10, 2003 11:38 am
#244

1. Merge the Heavy Acid Rifle and Flame Thrower Tree's. Both tree's perform the exact same function for two different weapons and the HAR tree is currently broken.


2. Add a new forth tree 'Heavy Weapon Special Abilities'


Intermediate -Accuracy while Prone +10, Defense vs Stun +10, Special Move - Heavy Weapon Melee Defense 1. This special is essentially a 'Butt Stroke' with the Stock of either the HAR or FT, where the weapon is raised over your shoulder and the stock is then smashed into the nose/face of the target.


Time 2, Damage 2, Cost .5/.75/.5 Has a chance to Blind, Stun and/or Dizzy the target.


Advanced - Accuracy while Kneeling +10, Defense vs Blind +10


Expert - Accuracy while Standing +10, Defense vs Dizzy +10, Special Move -Heavy Weapon Melee Defense 2. This special is essentially a 'Butt Stroke' with the Stock of either the HAR or FT, where the weapons stock is swung up under the jaw of the target.


Time 2, Damage 4, Cost .75/1.25/.75 Has a chance to Knockdown and Stun/Dizzy the target.


Master - Accuracy while moving +10, Defense vs Posture Change +10, Defense vs Knockdown +10.


3. Add the Launcher Pistol to the Heavy Weapon Support tree giving the same bonuses as the Pistol markmanship tree at each level. These bonuses would only apply to the launcher pistol and no other Pistol type weapons. Add Body Shot 3 to Heavy Weapon Support IV for the Launcher Pistol or at Master Commando.


4. Weapon Changes - Add DoT to the Acid Rifle. Have water remove it just like FT DoT. Change the graphics for the Launcher pistol or 'Lag' pistol as most call it, to something less FPS intesive.


Change the DoT for HAR and FT to adjust for Armor and Resistances. Leave the damage at its current level. Have it scale from 10% to 100%. If a MoB has 100% resist to Acid and/or Heat it will still take 10% of the damage as a minimum.


If the Mob or player has armor that is 60% Heat/Acid resistant as an example, 60% of the damage is absorbed by the armor and 40% by the player/Mob HAM. The 60% is actually deducted from the Armor's Durabilty, the armor is destroyed once it hit's 0.


If they have no Armor or a vulnerability to Acid/heat they take 100% of the damage.


Allow the DoT to continue to 'DB'




The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving.
Ulysses S. Grant
DizzyBum
Wed Dec 10, 2003 12:39 pm
#245

My top five issues:


1) We miss waaaay too much, for a combat class that fires so freaking slow.


2) We need more special Field Tactics modifiers - Terrain Negotiation, possibly some Cover bonuses, Defense Vs Whatever...


3) Heavy Acid Rifle. Make it worth using. I still think creating a new type of Chemical Burn that temporarily lowers armor's AP and effectiveness while adding a bit of DOT would seriously rock.


4) Grenades. Fix them. Make them worth using.


5) Is Unarmed I-IV really necessary for this profession? I'd think a Scout's Exploration I-IV would make much more sense.




-------
Nobody cares what you mastered.
Yachew
Wed Dec 10, 2003 11:14 pm
#246

Here's an issue, bounty hunters kill me before I can even target them n they only have eye shot and I'm a master commando that sounds fair. Or, how bout how a pistoleer with stopping shot can kill me before I get one shot off. Pistoleers take hardly any skill points to get good we take tons of points and I beat a pistoleer 1/7 times. Those are my issues.



-Yachew
-Corbantis
-Master Gunfighter/Master Smuggler
Just gimme a tell in-game if you need anything sliced
Thak_Skyblade
Thu Dec 11, 2003 12:32 pm
#247

Ok I didn't read every last post soI might be repeating someone. Or I could be wrong in some of my info. these are my thoughts into a commando, not facts.


1.) Commando's are NOT I repeat NOT a PVP character nor should it be. Commando's are a heavy weapon/damage character.anotherwords for killing AT-ST's, Krayts, Rancors, etc. High damage slow rate of fire.


2.) I agree the Commando's weapons should be fixed, however everyone has been complaining about not having a skill tree for a launcher Pistol,lets think about this for a sec........If a commando had a skill tree for this weapon that means a Master Gunfighter/ Rouge/ Commando would have all of the pistol skills combined. U guys are screaming about the Pistoleers now, once u added a pistol tree to commando's u guys would start whining about how much more powerful pistoleers are. Personally being a pistoleer/ rouge/ commando I know. I would love it if they did it however,i realize that if they did I would become incredibly powerful pistoleer.


Thak- Skyblade


Gorath


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