Commando Archive
Thread: Commando/Weapon Role (lets review, come to consensus and submit to SOE).
I don't know of any case, post-release, where a class was allowed to define itself.
Flamethrower - Is a Carbine
Launcher Pistol - Pistol
Acid Rifle - Rifle
And taht we could be effective in all its just wwhat you want to choose for that situation.
Nicely done.
Excellent post!
This is what *should* be our class's role. As someone has mentioned above suggesting to make Flamethrower use Carbine bonuses and moves whilst Acid Rifle use Rifle bonuses and moves is a bad move. Commando should be an unique elite/hybrid profession not a class that bases off other lines like BH is doing currently. I don't think we want another BH-like profession where people could just go one line in Commando to be good at what they do. I didn't like the idea of launcher pistol using pistol bonuses and moves, but now I thought about it and I think it is a good start personally... keep up the good work! ![]()
Go pull up the post which compares all the classes.
There's also a post which compares our accuracy and speed bonuses. Which we also suck at.
For being a "powerful" class we come in last place for defensive and offensive stats.
Not to mention our Flamethrower Knockdown ability is given to the bounty hunters under carbine 3.
Ok, It would be nice if something would actually get done about this issue....
These are the problems as I see it...
1. Commando Pre-requisites are far higher than most combat type characters... For example; Teras kasi, which only has a 5 skill box requirement compared to the 23 skill box requirement for commando(counting basic profession learning). And yes, i do understand that teras kasi is only a hand-to-hand combat art, I know i am one also....
2. The majority of other combat proffessions which require far less to learn are capable of FAR more.... In respects to battle effectiveness... i.e damage, speed, u name it.
3. Weapons... or should I say HEAVY weapons? What happened there? I understand why heavy weapons are slower than your average rifle or any other ranged weapon for that matter. But, can anybody tell me why I can dish out far more damage using a scout blaster than I can with a Heavy Particle Beam Cannon? That makes no sence at all... Oh yeah, and we get to buy new ones all the time because they're charged. Which brings me to my next point.
4. Weapons 2... resources and components to craft these jokes are pretty rare and can be expensive. Hhhmmmm.... So, how can somebody be expected to buy these pathetic weapons when they're far too expensive when compared to how obsolete they are?
Yeah, and can anybody tell me... I know that the launcher pistol is a pistol, but since commando certifies you for it, then why do you not get commando xp for it... Has anybody tried to get experience using the flamethrower yet? I have and only through a bug have I learned a new skill.
Well, I could go on and on about this forever... Could somebody please tell me if anything is being done about this and if not, then why not?
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=5121
The launcher pistol now gives heavy weapons xp on the Test Center.
/agree
Like so many other things in this game, I think we only have to wait. The potential is there.