Commando Archive

Thread: Major Commando issues (Updated for July 10th)

crimsonkhan
Thu Jun 30, 2005 7:57 pm
#14

You are a creative and dedicated individual. Dont waste yourself on this game. Dont do SoE work for them.
RankorCity
Thu Jun 30, 2005 10:40 pm
#15

Armor:

Commando is certed for Assault armor, which gives bonuses to Kinetic, and not Energy. Commando, is at its heart, a ranged profession. The Commando should be recerted to Battle Armor, as this armor is neutral in its bonuses to energy and kinetic energy type. If the Commando is to be in the middle of the battle, then they should be afforded the protection that being in the middle of the fight would be required.

Movement:

Commando is the slowest moving ranged profession in game, when a heavy weapon is equiped. This makes the Commando an easy target for kiting, by even a Pistoleer. This movement further burdens the Commando in that they cant kite melee fighters. Therefore they are left vulnerable to melee attacks (thank goodness for the Kinetic bonus to Assault Armor!), and at the same time extremely vulnerable to all ranged profs (lack of energy bonus in Assault).

Basically, the Commando cant run from a melee'r, and cant keep up with ANY ranged profession.



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
PyscoJuggalo
Thu Jun 30, 2005 11:13 pm
#16

Hey ummm, why can't we have two armor certs?



For the SP we spend we deserve it. We are an equipment based profession, so we should have alot o crap in the equipment area. I see nothing wrong with us getting a Battle Armor cert added. Hell we take novice brawler and most brawler professions get battle anyway, so we could have both without being too imbalancing.....





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Knightcrest
Fri Jul 01, 2005 4:21 pm
#17






PyscoJuggalo wrote:

Hey ummm, why can't we have two armor certs?



For the SP we spend we deserve it. We are an equipment based profession, so we should have alot o crap in the equipment area. I see nothing wrong with us getting a Battle Armor cert added. Hell we take novice brawler and most brawler professions get battle anyway, so we could have both without being too imbalancing.....








I agree with this. I always thought it seemed silly that my my Commando/Smuggler is better off in ranged combat because of leathery looking ubese armor with it's high energy prots than my Commando/BH that is stuck in rebel assault armor that looks like it could withstand a shot from an ion cannon. Always seemed like the armor types were backwards to me... maybe they did it on purpose though to try and force certain templates that they felt would complement one another more.







Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
bikebum
Fri Jul 01, 2005 5:33 pm
#18

You can have 2 certs just like everyone else. Eg. MCM + MCommando = Battle & Assault Cert.
Knightcrest
Fri Jul 01, 2005 11:12 pm
#19






bikebum wrote:
You can have 2 certs just like everyone else. Eg. MCM + MCommando = Battle & Assault Cert.






That isn't the point. Our current cert has nothing to do with our role. The only reason I can fathom that we have the Assault Armor cert is because of Mand. Armor. Our armor only benefits us when we are tanking melee types using kinetic weapons or critters. That is not a Commando role. Yes a Rifleman can make use of a LD-1 Rifle to cause havoc with energy resistant armor, yes an Adv. Scatter pistol causes kinetic damage and can be devasting to energy armor, but primarily we are taking Energy damage because we are ranged.


Yeah I can take various professions to use them as a toolbox for more armor choices. We are a toolbox for other profs... utility... in weaponry. Why aren't we utility in armor as well then I ask you. Would you tell me that there was no such thing as a Storm Commando + (Insert Battle Armor Prof or Assault Armor Prof)... they all must havebeen profs with a Recon Armor Prof cert right? I don't see that as being likely. That ever popular clone armor is Commando armor by item description and story context. I guess every Commando was a MComm + MDoc/MCM/MCarb/MRanger/MFencer/MCH/MSword. Yep all those DC-15 riflewielding Commando/Rifleman folk were 'sploiting wearing that katarn armor that you have seen in the films. Armor certs are not unbalancing. They are used to define a prof and in general are lacking in the fullfillment of the role. The certs are a forced dabble to become complete but not well thought out.


When it comes to armor the Devs made it to where you had the least benefical armor to your class in order to force you to dabble. It is obvious. The most glaring example is a non combat prof.... Bio Engineer. Why the hell would a critter sampler not wear the highest kinetic proctection possible if you are going to walk up to some wild animal and stick a needle in it's ass? The name sounded good with it... not the stats. A BE should be recon'ing in light leather-like ubese to move more quietly and quickly in order to RECON... unless it is assault that they forced the needle upon the buttocks of the Bantha. That same ubese should be durable for a claw of an animal clawing at you...it should not be taking more energy damage than a ranged firefight geared prof like Commando/BH/SL. They were bass ackwards with their resistances on armor and roles. Let me with my 64m acid stream launcher tank for my group memberswordsman because I have higher kinetic armor by cert and not role.


Not flaming ya... just clarifying the thoughts of a lot of folks around here.





Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
QuiJonOz
Sat Jul 02, 2005 7:00 am
#20

In regards to our investment in melee skills, it seems to be totally forgotten. Commando should be more than just a heavy weapon user, commando should be a special forces kind of combatant, skilled at both heavy weapons and stealth operations. We need some sort of sneak attack capability. Think about all of the movies you've seen where the "commando" sneaks up behind the enemy guard and silently dispatches him. We need something like that, only usuable when unarmed or equipped with an "unarmed" weapon like a vibroknuckler.


This is just off the top of my head, but they could push the weapons into the first 2 trees, making tree 3 consist of unarmed specials designed for first strike and tree 4 stealth. Stealth would work similar to WoW, hiding you from sight and radar but significantly slowing your movement (and only usuable when when "unarmed"). Something like 10% movement per box, plus 20% at Master Commando. Have tracking still work, making Rangers a little more useful.


Just a thought.





No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Tyyylowyspetily
Sat Jul 02, 2005 8:18 am
#21

I agree whole heartedly that we need some sort of melee component. Fighting styles like Sambo, or Krav Maga come to mind. They aren't pretty art forms to watch, they're down and dirty. More of a set of tactics than a formal stylised "art". Maybe something that would give the commando access to a melee based attack that has a combination effect like BH's confusion shot. Something that has a chance to both blind and stun for example. As another potential option, and something that would be in flavor with the grappling involved in many military hand to hand systems, maybe some sort of choke effect of short duration at master commando would be a worthwhile addition. Nothing super powerful, just another tool in the inventory for a commando to draw from, and a real boon to melee commandos, giving them a DOT to use so that they are not penalized in terms of dps for choosing a profession which should by rights be as grounded in melee as it is in ranged. Adding a couple of things like this would make themelee Commando a much more viable option.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

bikebum
Sat Jul 02, 2005 9:53 am
#22

Maybe we could add some special commando armor like the BH armor. And maybe a garrote style attack. Or a special kidney rupture attack if we equip a survival knife and get within melee range behind an enemy. Yeah, that is it, that will fix commando....


Maybe more realisticly there could be something like firearm strike in one of the commando trees to give us a close ranged KD to follow the line of unarmed that we had to take. As far as other close ranged states, I don't see the devs giving any to us since they already exist on our weapons. Considering that a RL is not necessarily the best weapon to use against a creature standing next to us we might have an arguement for a melee ranged KD.I recommend we just ask that the devs make our weapon states funcion as advertised and make grenades function with a reasonable cooldown and have their states fuction properly also. Fix those 2 items with our AOE and things become a lot more reliable for commandos to perform solo and in a group using commando skills (weapons).

xPREDATORx
Sat Jul 02, 2005 2:11 pm
#23


and dont forget the ranged arms that dont work for us too....

im sorry you lot mite allknow me as the serial whiner of the commando forums but i have been commando along time and just to think the commando profession was pretty much broken through it whole pre cu life and was never touched once by devs only giving us nerfs... doesnt that scare some of you guyz? they spend too much time on a so called profession called jedi.... yes they fix that because most people are jedi but only becasue no one can really be a$$ed with normal profs coz they can never be bothered to fix them.... commando squadleader have always been left aside and so have smugglers and ch's as much that i can remember...

blimey the word commando desereves respect in any other game they would have it a kick a$$ profession this is about the only game that doesnt and even in most other starwars games have a good idea what a commando is maybe soe should take alil bettre look at republic commando or starwars battlefront i dont see rockti launchers doing little damage there.


sorry bit off topic but yes starnick you have it in a nutshell.. but can i ask no mattre how u sumerise it will the devs even listen or even take note of what you have to say?

or are athey just gona think about more jedi stuff?



Boe-Os Darksky Former SWG Veteran (Reactivated)
Proud Member of ATO (Yes we're back!)
Jedi and Melee hater No more...NOW NGE hater (We all preferred pre-cu didnt we!)

thepunisher286
Sat Jul 02, 2005 2:20 pm
#24






StarNick wrote:
Btw submitted this list to the devs.




Great stuff. Hope to get an ETA on any fixes...
Tyyylowyspetily
Sat Jul 02, 2005 3:38 pm
#25






thepunisher286 wrote:





StarNick wrote:
Btw submitted this list to the devs.




Great stuff. Hope to get an ETA on any fixes...





Hopefully sometime before a blizzard hits Tatooine.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

cooperly
Mon Jul 04, 2005 5:44 am
#26

Page 2 of 6