Commando Archive

Thread: The Commando Wars: A New Hope

HiyaEiseiKaishi
Sat Jul 26, 2003 10:58 pm
#14

c'mon guys, don't skim over this, post if u agree, post if don't agree even!!



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Quality may be better then quantity, but quantity has a quality all it’s own."

LarsFamilyLandspeeder
Sun Jul 27, 2003 7:12 pm
#15

These are really good ideas, but I still think Commando should be renamed "Heavy Weapons Specialist" or something similar to that. The only way to keep the name Commando, without causing me to bust up laughing, would be to completely rework the skill tree to use stealth, close up fighting, agility, and advanced special moves with lightweaponry (i.e. carbines/pistols/rifles, not cannons/rockets/BFGs). That's more like real commando.
HiyaEiseiKaishi
Sun Jul 27, 2003 7:22 pm
#16

lol, i happen to agree, but thats a very minor thing atm



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Quality may be better then quantity, but quantity has a quality all it’s own."

HiyaEiseiKaishi
Tue Jul 29, 2003 6:37 pm
#17

reeeeeeeeead this!!



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Quality may be better then quantity, but quantity has a quality all it’s own."

MasterSynn
Wed Jul 30, 2003 6:20 pm
#18

Like everyone else, I'm frustrated by the pathetic weapon damage. I came to the Commando profession with real life experience which provides me with a certain perspective. I was an infantryman for 8 years with several of those years spent in heavy (support) weapons squads. I have experience with Dragon missiles, M60 machine guns, AT-4s, etc. Those heavier weapons provide increased firepower in support of the lighter armed riflemen.


With my background and the description of the Commando, I expected the so-called heavy weapons to be just that. We have all worked hard to get to Commando only to find that the "heavy" weapons do very poor damage, even when well crafted. In addition, why is Master Marksman a prerequisite for the class when we don't seem to benefit from the rifle accuracy bonuses we earned as Marksmen?


Right now, I do more damage with my scout pistol than my flame thrower. How is that? Well, I don't look at max damage only. I take the average between the min and max damages then divide by the speed to get an average damage per second (many of you do this). The scout pistol is so much faster (1.7 speed) that I can pump out much more damage in the same amount of time. In addition, the blaster has better range (64 as opposed to 48) AND I have all the special shots I earned as a Marksman, so I can target pools selectively.


Changes need to be made.



  1. Heavy weapons should ALWAYS do more damage than regular weapons. Why else use them? We've worked hard for the ability to carry them.

  2. Ranges should be higher, even for the flamethrower. In reality, 64 meters is terrible range for any weapon. I don't have personal experience with flamethrowers but increasing their range to 64 seems reasonable.

  3. As many others have pointed out, the weapons should have special effects. For instance, once hit by the flamethrower, the target should continue to burn, taking large amounts of damage every few seconds.

  4. Some of the weapons should be rapid fire while others, like the flamethrower should have large areas effect.

A few relevant changes would make the Commando what he should be, someone who is sought after by hunting/raiding parties to provide the "big guns" needed for tough targets.


BTW, I will be cross posting this in relevant threads.




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Oikaleek
Wed Jul 30, 2003 8:15 pm
#19

Nonaken...the commando tree that is in place was put in the last week of beta....the last week....



Biggest problem with commandos is the weapon certs, the lack of heavy damage from weapons and grenades, the range mods on weapons are all screwey...oh wait...thats getting to be alot of biggest problems huh?

Buzz1096
Thu Jul 31, 2003 4:32 am
#20

That's good stuff..


/agree


SOE are you there? Paying attention...


/hears crickets


Oh well, I guess not...



Buzzy




Drege Duece
Master Smuggler
Master Doc
Generally Stoopid for Speccing this way...
bpeter3
Thu Jul 31, 2003 11:39 am
#21

Overall, a very good set of ideas.



My only comment would be that something like a "blind" atttack would be more appropriate for the spray type weapons along with the DOT attacks. For the linear fire weapons, like the rocket launcher, some specials similar to the autofire carbine attacks that have a random chance of doing dizzy, stun, or intimidate.

Frostz
Thu Jul 31, 2003 2:52 pm
#22

Funny thing is a bounty hunter can set his target on fire (DOT damage that stacks with toher dots - Poison , Disease and bleed) with a pistol but with a Flamethrower all we do is sneeze at the MOB.



Once I enjoyed this game. Now I find myself coming back to it even though it is not what it once was. True massocist behavior.
Arqitt
Thu Jul 31, 2003 3:46 pm
#23

I don't agree that a total rework of the skill tree is in order, but I do beleive that a lot of work has to be done with regards to the weapons. Blow up all the commando weapons that have already been made, if need be, and redo them.


At this point the only reason to use a commando is because the weapons look cooler and it gives some variety. The idea of big guns that are much stronger in a group setting is perfect, that's what I pictured and wanted. I don't want to be the king of PvP, but I want to be an asset to a group. Frankly I did this much damage with a DH17 carbine when I hit advanced.


The skill bonuses for the weapons should pile up high and fast. Getting novice commando should instantly push you up to near the skill (+40s across the board?) that you have going into a pistoleer, carbineer or rifleman profession. And then it should continue from there.


No matter what, something has to be done. Though a total rework will never happen, and I dont think it needs to. But the weapons and our ability to use them have to be changed on the ASAP.



-=GoldenDarkness=-
Novice Commando

Oruedin
Fri Aug 08, 2003 8:26 pm
#24

The tree either needs to be reworked, and rethought, or reassessed for what it's supposed to do. The question that keeps cropping up is -- What is their role? I think SOE's intention is that we're fire support. Hvy wpns are for taking out turrets, emplacements, and vechicles (which, aren't in the game yet, but...) -- However, none of our stuff uses the Master Marksman Tree.


The rest of the elite classes do. How to fix that? When we hit Novice, our Hvy wpn accuracy sucks, unless you're using a LP. That's our mainstay? It's fine, but-- The Rifle should use Rifle accuracy, and specials.


If not, let this be the case: Each weapon has specials, or uses the Marksman Specials to target a specific HAM. At least then we'd be efficient, and helpful in a group. But! The problem with this is that we'd have to carry at least, six guns. Pistol. Carbine. Rifle. Flamethrower. Acid Rifle. Particle Beam Cannon. Grenades.


We'd be armed to the teeth, and versatile. But, at a major cash cost. Grenades need to be made cheaper, or cheaply. I don't know any other class that has to pay 500+ creds for a 5 use weapon. Traps, maybe, but you can harvest the resources you need for those, easily as a Scout.


BH has cost of droids, too. So, we can't really complain. It's just that grenades as of now, don't do much of anything save look cool. Well, so do the rest of the weapons! But, maybe they will.


Sidenote: Does the Lightning Rifle under BH truly give hvy wpn xp? If so, I might be saving up my combat xp for that. Well, if we're not fixed within a week or so, I'm prolly going to go BH too just so I can go up and get the certs I need for the weapons that give hvy wpn xp.


=)

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