Commando Archive

Thread: Commando/Weapon Role (lets review, come to consensus and submit to SOE).

Kreistor
Thu Aug 07, 2003 12:28 am
#14

I'm afraid we'll have little say in this. The Beta testers had no say in the original re-write, and now you've got 20-30x more people to satisfy.

I don't know of any case, post-release, where a class was allowed to define itself.



Ub-ick Esava
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Bria - Working towards Master Dancer one fall at a time

Lowca - Master Dancer Extraordinaire
*CENSORS* Cantina, Honor's Keep, Corellia,
NautilusMaximus
Thu Aug 07, 2003 12:39 am
#15

I allways thought they thought of our weapons to be like this..

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.



~Love Peace and Soul~

Uzu'matiX
~AoW~
Wookie

Bounty Hunter Imperial
Ivoni
Thu Aug 07, 2003 12:46 am
#16

That does seem to be what they had in mind with the little time they spent creating and testing this class.

Nicely done.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Alukor
Thu Aug 07, 2003 1:08 am
#17

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!



Ivoni
Thu Aug 07, 2003 2:00 am
#18

What was said about our lack of defenses is in regards to defensive bonuses. Simply put we don't get any.

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.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
s_ripper
Thu Aug 07, 2003 2:22 am
#19

er... how is under-handed shot a flamethrower ability? Or maybe I'm just reading it wrong.



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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
Xite
Thu Aug 07, 2003 2:33 am
#20

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?




Xite Sora
Pistoleer/Smuggler/BH... 25 professions mastered... no unlock...
Geico Sora
Master Doc/Master carbineer
Seraphine Sora
Politician/Master architect
Sora Resources and Installations -3322, 3418 Sidiousan Rite, Talus (just NW of the Imperial outpost)
s_ripper
Thu Aug 07, 2003 2:49 am
#21

Igot flamethrower 1 using my flamethrower on crazed durni's. I had to kill about 500 of em to get there, and since I need to kill 700ish more for flame II, I'm just going to work on some other skills until the patchcomes.



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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
s_ripper
Thu Aug 07, 2003 2:51 am
#22

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.




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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
Daris_Deek
Thu Aug 07, 2003 3:07 am
#23

/agree


Like so many other things in this game, I think we only have to wait. The potential is there.

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