Commando Archive
Thread: Update October 1st
The only defense bonuses come from field tactics, and they arent that much to begin with.
I do hope that in weakening certain points of commando, they in return spice up all the skill trees to be just aseffective as the flamethrower one.
F
Keep up the great work! I would not mind at all if the glory of the flamethrower was somewhat diminished, as long as, to refer back to what someone else said in this thread, the rest of the trees finally get fixed to the point that commandos actually want to use them. If people see four commandos, each using a different weapon, as opposed to FlameCone, FlameCone, FlameCone, I highly doubt the cries for nerf will be as loud.
And on a side note, I'm glad to see the Commando dev is getting some well deserved vacation time. After getting the profession to work SO well, he/she deserves the break. ![]()
yeah, and tell the devs to paint the barrel of our acid rifles bright orange. I'd hate for SOE to get sued by not following federal law.
Toy guns must be clearly marked with bright orange colors.
I read the post, and it worries me a bit that while he did talk about removing defense mods and lowering DOT, and rightfully fixing the ranged/melee FT issue, he didn't say a word about what else he wanted commando to be. He said he saw us as high damage-output characters... but he didnt say anything about giving us more useful weapons/abilities.
More importantly, in my opinion, what what he said about combos stacking damage? Will this work for commandos? The reason I ask is for the vast majority of our weapons, we have no moves, so, if i understand correctly, combos dont work there, and for the FT/laughable HAR, we have 4 moves... all of which only operate under 16 meters. So, unless we're under 16 m and alternating FS1, FC1, FS2, FC2(assuming that would work to satisfy the conditions of combos...) , do we commandos get left in the dust as far as combos are concerned?
In other words, can we have some more special moves? ... Maybe some longer range, no DOT moves?
Just a concern...
Athein
Tarquinas
Xeromancy wrote:
More importantly, in my opinion, what what he said about combos stacking damage? Will this work for commandos? The reason I ask is for the vast majority of our weapons, we have no moves, so, if i understand correctly, combos dont work there, and for the FT/laughable HAR, we have 4 moves... all of which only operate under 16 meters. So, unless we're under 16 m and alternating FS1, FC1, FS2, FC2(assuming that would work to satisfy the conditions of combos...) , do we commandos get left in the dust as far as combos are concerned?
I honestly don't know. These are some of the things I'd like to discuss with the DEV when I get the opportunity. It irks me that changes are being proposed to our class without any input being asked from us. In my PERSONAL opinion, I believe that our flame specials should continue to stack simply because every other DOT in the game stacks. I know some other commandos disagree with this.
Anyway, I am going to try to get in touch with Dan, the DEV who has proposed these changes and ask for some explanations. He's supposed to be back from Italy this week.
MasterSynn wrote:
These possible changes may include a few which affect commandos, such as changing commando weapons to be seen as "ranged" not melee weapons
How can this be seen as a "possible" change? This is a bug that is crippling Riflemen!
When a weapon is used mainly at under 16m, most people would consider it melee. It's an up-close weapon and up-close = melee. Riflemen need to be fixed in their own right, and stay OUT of melee range.
Ohoud wrote:
MasterSynn wrote:
These possible changes may include a few which affect commandos, such as changing commando weapons to be seen as "ranged" not melee weapons
How can this be seen as a "possible" change? This is a bug that is crippling Riflemen!
Fedrex wrote:
until 15 mt they don't do nothing
Hehe, I quite liked that one