Commando Archive

Thread: Current Commando Top 5 (revised on 4/7/2004)

Curxcha
Mon Apr 05, 2004 9:49 am
#14

This post by rougesoldier was so sad I just had to post is as a reply here. It says so much about the state of our proffesion:



[quote]I decided to get TKA to compliment my commando skill. I thought that i could use the extra melee and ranged defense and i hear great things about the meditate line. As soon as I got novice TKA, I was near to a comparison to my commando skills (1020). Now I'm TKA 0021 and i did it in a fraction of the time. I'm doing much less damage and my TK skills also let me shed my character or his armor. I also cause more damage. In a rancor hunt I was expirementing with, (enraged) 20 bodyshot2's got less xp than 2 unarmedhit2's. I dont see how this is possible. How can a skill that took so little effort and skillpoints to acheive beat one of the most skill point consuming proffesion availible (second to be exact). Now that I'm TK 0021, I out-match my commando skills with my VK's. Sure I love TK and I'm glad it's like this. But still, everyone comes to enjoy themselves when playing so they expect balance. Now i'm not saying NERF TK cause that's just wrong, I'm completely against NERF'ing, but instead of NERF'ing TK, how about fixing the broken professions? At the moment I'm planning on mastering TK and Commando. But if I see one more NERF to commando without a fix on the side it looks like I'll sadly be jumping ship off Commando, and I dont want this to happen because I've had fun with Commando and I really like it.[/quote]





_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
thepunisher286
Mon Apr 05, 2004 11:34 am
#15

Terrein negot should be the last of our worries. Im more worried about our weapons
Skeptic666
Mon Apr 05, 2004 11:37 am
#16

its just you know where not going to get alot and when a tka beats you down and you try to run to kite to get some distance and you hit a small hill and you are like wow a turrtle passed me and then he walks up to ya laughs then woops ya its sad but I know ide not care if they did something about the rest of the stuff *sniffle*



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
Ster
Mon Apr 05, 2004 11:41 am
#17






thepunisher286 wrote:

Terrein negot should be the last of our worries. Im more worried about our weapons






your right, it was just another thing to throw up as an idea. I think Garvin's top issues have our most important items in mind.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
thepunisher286
Mon Apr 05, 2004 2:05 pm
#18






Ster wrote:





thepunisher286 wrote:

Terrein negot should be the last of our worries. Im more worried about our weapons






your right, it was just another thing to throw up as an idea. I think Garvin's top issues have our most important items in mind.





Couldnt agree more. Terrein Neg, would be nice. Its a "nice to have" thing, like new titles when we had "grenadier" or however the devs spelled it for flame 4.

I think commandos should be able to deactivate mines in a mine feild. Currently I dont think anyone else can.
rebel_gundam
Mon Apr 05, 2004 5:21 pm
#19

you've basically just suggested everything that would make the commando worth the skillpoints.



-Zyke
garvin
Wed Apr 07, 2004 10:40 am
#20

Top of front page revised per popular feedback on 4/7/04



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

nightwolf180
Wed Apr 07, 2004 11:46 am
#21

I think to compensate for our grenades having a chance to hit while CM has 100% chance to hit, they should raise our grenade range to 64m and increase the radius of all grenades to 16m+ so we have some form of artillery weapon. The innaccuracy we currently have would stop the grenades from killing everyone in seconds (50-75% chance to hit at master) But could still cause severe damage.


Also rather then argue over RL and other HWs reloading or whatever, how about we beg for them to be equipable and only fireable while kneeling. I had a blast useing mine to hit at Kimo's, just RL after RL and I only have 1 box in HWs. Reduce the speed of all of them to 9.0 and cap its refire at 4.0, keep the same damage and accuracy and only allow normal fire while kneeling. As a side note you can have the condition drop by 1 or 2 points every shot (as if it were being used with overchargeshot), would give us ALOT more shots and an easier and more conventional way of useing them. And besides, can't you see 1 or 2 commandos running onto the battlefield with shoulder mounted rockets, find a position and kneel and start unloading? I would even macro tumbletokneeling just for that role. This way people would use the RL and HWs alot more in PvE and rarely in PvP since you can't move and shoot with them. It would be great for cover fire and awesome for support (as the entire tree is dedicated too).





----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
LordSeckmoth
Wed Apr 07, 2004 1:16 pm
#22

Got the edits... love it


*Morphs back into the shadows*


jessedredd
Wed Apr 07, 2004 1:29 pm
#23






LordSeckmoth wrote:

Got the edits... love it


*Morphs back into the shadows*








Glad to see you back.



Vyvah Ospowe
Elder Master Commando
Imperial Pilot
Yrega
Wed Apr 07, 2004 4:23 pm
#24

I have only one thing to say Garvin... Excellent Work.


-Yrega Darkstrider



Yrega Darkstrider
Avatar Alliance
-Retired Tactical Commander of the old ERA-
Fighting for the return of Old School GCW PvP You Can Too
Ilatzimep
Thu Apr 08, 2004 12:53 am
#25






garvin wrote:



Last Revised on 4/7/04


To be submitted as is to the Devs today. Please keep feedback coming for future updates to be submitted to the Devs on our ongoing issues.


1) Revamp the Heavy Acid Rifle. Remove ranged restriction, increase to AP3 (only Acid weapon currently in game without Armor Peircing), and combine with Flame Thrower Tree (see Launcher Pistol request for more details). HAR is weaker then FT, has no DoT, no AP, and suffers same restrictions as the FT yet costs more XP to grind the Acid Tree.
One suggestion i have just bytoying aroundwith the HAR: let commandos use the rifle abilitiesgranted by the Marksmantree. The LP can use thePistol abilities so why can't the HAR?
7) Increase benefit of achieving Master Commando by increasing speed and accuracy grants as well as either moving /flamecone2 or adding a new Flame special to Master box.
Please help us out on this one.Even with good speed sliceswe can't even come close to comparing to otherprofessions speeds.Accuracycould stand to be better as well, even with theMaster skill, missing with aFT happens way too often.And the lack of speed often causes us to suffer in pve or pvp

Message Edited by garvin on 04-07-2004 10:38 AM








Ilatzimep Aho - a friggen chef....
Ra'tark Kiev - Jedi
erikAceman
Thu Apr 08, 2004 12:58 am
#26


we need 1 voice


/sign on all the changes above in the orignal post

Message Edited by erikAceman on 04-07-2004 03:58 PM



-Imperial Col Er'ik Striker-
-Guild Leader IEBO-
-Imperial from launch-
-http://www.iebo.net-

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