Commando Archive
Thread: Update October 10
Whew, I knew you had to be lurking around somewhere. Thanks for defending us.
/bow
Thanks for posting,
Now please add as an addendum that this change has made the flamethrower and acid rifle, our close-in, melee range weapons, suicide. We cannot unequip the flamethrower or HAR until after the specials attack has gone through it's 9-15 second delay.
I'll guess we use our other weapons... oh wait, arocket launchercosts 1k+ credits to use per shot. We have no specials for our launcher pistol.I refuse to use a pet, I want to be a master commando... this change to stop us from having a damage mod vs ranged (which I agree with) has had the side effect of absolutely crippling us in PvE against melee creatures.
Balance and Communication. Two excellent points and two areas where the game has proven itself to belacking. I generally give the developers the benefit of the doubt when it comes to evaluating balance changes. There comes a point when one has to wonder who is driving the train though. This is another example of a poorly thought out and implimented change. It creates as many problems as it solves. Part of the problem is the test server has an inadequate population to properly evaluate the changes under real game conditions.
In the real world most businesses have a term called accountablility. Its time to start asking who is responsible for the current sad state of the game.
I think you're doing a good job so far, but...
What about nixing the 2.5x melee dmg mulitplier against US? That's the bigger issue right now, because I don't appreciate being mauled by little critters as well as big ones. Sadly, this problem has caused me to seriously consider the pistoleer line to complement the launcher pistol so I can do crazy Body Shots on mobs without taking extra dmg that would normally kill me (This approach, however, doesn't yield you any experience, period, and I suspect that this something to do with the fact that we may not be MEANT to target the health bar or any other bar!). Or, I could just use regular pistols...
Frankly, as a tactically minded individual (And I'm sure some of you commandos are as well), I've found a way to trick the idiotic AI into not hitting me--but it only works on humanoids and not creatures. Trick is to use cover. Yes, you can't shoot, but during the delay time for specials, you can hide around a rock and the AI will do one of two things:
1. Stand there like a moron,stance ready with gun drawn, attempting to (and failing miserably) to fire through the cover.
2. Attempt to close in and around to fire at you.
Either way, it buys you some time to avoid getting shot up while doing your specials, waiting in downtime. And then you move in and do the special again and then hide right after.
Furthermore, I've adopted my old rifleman tactics: Get at furthest range with your special heavy weapon and go prone. Open fire and peace out, taking only one shot. That way, if you miss, you can always redirect fire to the rushing mob--and sometimes the mob you initially target walks out of range. In any case, keep doing this until you kill the mob; you should get like two shots off and you can usually kill them ok. Note that this may be the best tactic to avoid some damage initially, but many mobs will simply mob you and close to melee. At that point, just switch to the trust sidearm of the commando, the launcher pistol, which is now seeing more and more use after having been neglected for so long.
These are the two solutions that I can offer to help mitigate some of the terror that has befallen us. We must stand firm, fellow commandos behind our correspondant to get this fixed.
That's a good post. I hope the devs take it to heart.
One new point, just to share, I was fighting an blue con NPC rifle-user in game today and he incapped me. How? I ran towards him on burst run and tried to use a special. My toon stopped, allowing the NPC run out of range of the specialand shootme.Then I missed with my (normal) attack, likely because I was suffering the penalty for firing while moving.
And repeat until incap. (I did land one shot out of the five I fired, but it only did 370 damage...not sure why)
Admittedly, it was my fault for getting frustrated and charging the NPC over and over, but it bumped that little pause we do before shooting from "minor annoyance" to "life threatening."
Jeren Sehn--Master Commando
I will give up Master Commando when they pry my Proton Grenades from my cold, dead , furry hand.
Thanks MasterSynn...
I consider myself officially 'hand-slapped'
Sorry for sounding desperate I apologize, I know you are doinga great job and I commend you for it (and for having a life as well, unlike me I suppose).
I agree completely with your post and we'll back you up with anything you may need.
Thanks again!
F
just wanted to say i totaly agree happy and hope by responding the list wil keep getting bigger and bigger till the devs cant ignore us and do something about it
hey whining works so now all commandos whine ![]()
Spankling wrote:
Half the PvP players in the game are screaming to nerf us, and instead of doing the right thing (removing the rifleman/melee damage and lowering DoT wounds) they totally screw us
I heard that a change to lower our DOT wounds is on the testcenter right now... can anyone confirm or deny this?
I agree someone must not have been thinking with their brain when they require us to be an unarmed specialist and then apply us a vulnerability to melee damage simply because we have a flamethrower in our hands, which is the equivalent of heavystick which in RL is handy for blocking an attacker and cracking him up-side the head. Plain silly.
don't know if this is the correct thread ![]()
discovered a bug concerning combat xp
hit HW xp maximum (900k it isat the moment forme)
nowi only get 1 combat xp per kill