Commando Archive
Thread: State of the Commando Profession, May 2005
Tyyylowyspetily wrote:
We're closer than many might think to being viable, without being overpowered. It's just a couple of small pieces that are missing, and some old sore spots that really should have been addressed by now (grenades anyone?).
i agree wholeheartedly with this. i dont think we are too far from being set up, if they would just patch a few errors.
actually, i've had similar performance to your own. i tend to hont with my brother, who sports a master BH template, and when i hit, i actually do more damage... but he hits more often with less damage, which does more over time, and he doesnt have to change weapons to get the exact same state effects i try to deliver. i dont mind having to change weapons, but it does bring my overall speed down quite a bit, and over time, im pretty sure i deliver less damage.
dont get me wrong, however.- if Area Effects worked, i would care less about individual damage, as my combat potential would be balanced with the ability to deal damage to multiple targets simultaneously.
it is sad to me, however, that once again, our flame thrower has become our primary staple. i was hoping for a bit more variety.
freez7 wrote:
Harv,
I really found you story very interesting. I am having the same issue with my MC. I feel like my weapons are pretty much useless and i want to buy some new one. I can't seem to find any weaponsmiths that have a great heavy weapons.
I shoot my rocket launcher and i get a knockdown right away. I switch to me flame thrower and barely does any damage. I feel that heavy weapons should be doing the most damage above all others. I find also when i'm in a group other people are hitting far more better then i am. I think Master commando should be dominate in this case.
What about hitting the lair's? I can't hit for all that much anymore as well.
I'm also TKM, i see everyone now is using some sort of gun and i can't even get a kick in. Also when i do get a kick in, it takes like nothing out of the enemy. I just find any Matered profession is not worth it.
notably, i started as a commando TKM, but after the rebalance, i found them contradictory professions, and respec'd to commando rifleman. now, i have aranged my stack to provide for the maximum damage i could muster as well as a wide array of state effects. my final template is: marksman 4404, brawler 4000, master rifleman, master commando, novice smuggler, pistoleer 0403.
this configuration gave me substancial access to state effects that i could employ on top of my commando weapons, and gave me the rifleman techniques that allow me to pack a punch if necessary.
The rest, are small pieces missing (like grenade damages, timers, and states or DoT damage, or how blind is really the only state we have that really seems to stick or is useful at the moment...AoE as well, a lot of little pieces). The problem lies in the fact that those little pieces fundamentally add up to what commando is all about, and really hurts the profession concerning its role when they are broken. Hence why we're better off from a combat standpoint post-CU, but worse off from a role standpoint (and practicality in PvE). Funky isn't it?
Our truest issue has to deal with our lack of variation to do damage (with the AoE, as ALL our weapons doing AoE is a bad idea), which ultimately dissallows us to realize our role in the end. The rest are the small pieces that we're trying to get fixed or increased where they're lacking currently.
Message Edited by StarNick on 06-03-2005 08:03 PM
Message Edited by StarNick on 06-03-2005 08:06 PM
nbd9k wrote:
this is something that im just beginning to experiment with. its these kind of tactics that allow commando to be competitive even with the current weaknesses we are experiencing. although imagine the rocket launcher having that effect as an area weapon. that would be perfect.
you bring up an interesting issue, though. have our weapons been so weakened in order to be more comparable to effects from melee specials? its an iteresting hypothesis, and probably viable, but if it is, why do the bounty hunter specials still pack such a punch?
still, good to know that other people are actually using these things.
anyone else out there that has been field testing the less powerful commando weapons?
i never played commando until the respec so i have no idea what im missing.
I was mbh mpistoleer before new cu and took advantage of respec tried out everything i could.
now I am a master commando mbh novice smuggler.
i hunt for income (man and beast) I like dueling and running the themes in pvp mode at 4 am in the morning.
all that useless info aside i have had great success playing the template i regularly switch from pistol to carbine to heavy weapons with all the choices of 0-4-4-4 marksman and mbh for attacks and defences .the defences mcommando offer are great with the mbh and i have not been beaten in a duel yet.
once again im new to the profession and maybe dont know what im missing but hey we all play a little different and thats just my 2 cents. (would still love to see the mcommando profession get hooked up )
I wonder if the devs even read this well done work.
They seemed very clueless about the top concerns of many professions at FanFest. It was like they never ever heard of them before.
Great work, as always, StarNick, and I hope it reaches receptive ears/eyes.
Points of interest about weapons resource costs. It's not just commando weapons that didn't have their resource requirements brought in-line with their new uses and levels. All guns were ignored except for one: The T21. They actually lowered the resource requirements of T21s (from 10 power handlers to 5, making them now able to be easily krayted). They made no differentiation in resource requirements for novice and master level weapons, the few there are. The Laser Rifle and the Adv Laser Rifle, for example, take exactly the same stuf and amounts. They didn't adjust things either. The Geo Blaster is the most expensive pistol to make, and it's just a CL 30 energy weapon. The E11 Mark II carbine, CL54/MCarbs, is an extremely powerful gun that takes far less to make than the CL40/- DXR6 carbine. So resource requirements for guns are just all out of whack. They simply never touched 'em. Melee weapons show similar inconsistencies. They swapped the power and levels of the VL and LVA, for instance, but the LVA takes a LOT more stuf to make than the VL. The Scythe (Energy/acid, CL50/MSwordFinesse) and the Hack (Kinetic, CL30/-) still take exactly the same resources. So they really never touched any of the weapons as far as what it takes to make them. We're not alone in that respect, and it makes it very difficult for mid-level combat profs to find the weapons they need.
Xix13 wrote:
Great work, as always, StarNick, and I hope it reaches receptive ears/eyes.
Points of interest about weapons resource costs. It's not just commando weapons that didn't have their resource requirements brought in-line with their new uses and levels. All guns were ignored except for one: The T21. They actually lowered the resource requirements of T21s (from 10 power handlers to 5, making them now able to be easily krayted). They made no differentiation in resource requirements for novice and master level weapons, the few there are. The Laser Rifle and the Adv Laser Rifle, for example, take exactly the same stuf and amounts. They didn't adjust things either. The Geo Blaster is the most expensive pistol to make, and it's just a CL 30 energy weapon. The E11 Mark II carbine, CL54/MCarbs, is an extremely powerful gun that takes far less to make than the CL40/- DXR6 carbine. So resource requirements for guns are just all out of whack. They simply never touched 'em. Melee weapons show similar inconsistencies. They swapped the power and levels of the VL and LVA, for instance, but the LVA takes a LOT more stuf to make than the VL. The Scythe (Energy/acid, CL50/MSwordFinesse) and the Hack (Kinetic, CL30/-) still take exactly the same resources. So they really never touched any of the weapons as far as what it takes to make them. We're not alone in that respect, and it makes it very difficult for mid-level combat profs to find the weapons they need.
It's a piece of cake compared to the DE-10, which coincidently sux after the CU.