Commando Archive

Thread: What is Our Number One Issue?

LukeHalcyon
Sat Sep 20, 2003 1:47 am
#14

I'd have to go with two issues merged into one (if you don't agree then the HAR problem is what I'd go for).


Launcher Pistol and HAR, two weapons that have potential to be good in our arsenal. To fix the HAR would be very simple. Make it have Light Armour Piercing, and sort out the problem with the mods not stacking. This makes it on a par with the Flamethrower, as with the AP1 it would have more power then the flamethrower in some cases but the Flamethrower has a DOT and in most cases a better speed. Merge these into one tree as they both have the same 4 specialMoves anyway.


Then to Fix the Launcher Pistol I'd like to see it get it's own tree with 2-3 specials but more importantly mods that only Commando's can use, also make it so that Pistoleer's can't use this weapon with their mods and Specials, and I think Commando would be fixed Majorly. After these are sorted it's just a case of abalancing act.

Barkingbantha
Sat Sep 20, 2003 2:38 am
#15

Number one has got to go to the HAR. It sucks. Yet again you have to get within 16 meters to do anything other than lob a brown stick at the enemy. If Im going to get within 16 meters of someone, you can be sure Ill be ramming my flamer down there throat.


Heres a bunch of ideas, some of which have probably been covered:


Push the HAR tree into the flamer tree - this will then become the close range heavy weapons tree.


Use the now redundant HAR tree for both the launcher pistol and the beam rifle. These can then cover medium/long range combat, with unique specials for both weapons.Anyone with half a brain can do over a commando simply by staying out of flamer special range, it would be nice to be able to stand back and blast something for a change and it gives the kiters something to worry about.


Melee: Why? Does anyone use it? Not me for sure. Give us a reason to grind up the unarmed brawler tree - some specials that would take it into account like "buttstroke" -kinda like pistol whip but with a heavy weapon.


Field tactics line: This has absolutely nothing to do with field tactics at all, and everything to do with throwing grenades at people. I like grenades, they are fun, but why on earth does the proton grenade ask you to get within 10 meters of your target as ideal range? Its a "small nuclear device" according to the description - who in there right mind would get within 10 meters of that!?!?! If they are going to remove our defensive bonuses from field tacs line, replace it with something fun that actually involves field tactics - camofulage, crawling around in the dirt to sneak up on the enemy, planting demo charges with timers. Riflemen have "sneak," an ability that allows you to move while in cover. Can we have an ability that allows us to move stealthily? Combine this with a brawler special and you can have the ability to sneak up behind that stormy and drive a dagger into there throat like in the old war movies or knock them out.


Master commando: Its a bit of an anti-climax hitting master commando as things stand, be nice to be able to stand out from the grenadeer crowd and do something unique - cutting that stormies throat for instance!


shutout
Sat Sep 20, 2003 2:59 am
#16

madcow8me and syralis have it right. what's the point of getting master commando if you can be just as effective wiith flamethrower specialization4? may as well just build that up and save a ton of skill points to use on other helpful skills. i've seen more grenedeers running around than i've seen bounty hunters or pistoleers lately. if you make master commando something to strive for, i bet you'd see more of those than just grenedeers.


yes, i do know you get flamecone2 and acidcone2 at master commando. you also get a bit more accuracy with a rocket launcher. but with flamesingle2 being used almost exclusively, getting a piss-poor AOE attack isn'tworth the effort to many.




--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
MajorDork
Sat Sep 20, 2003 3:06 am
#17

1.HAR - still don't bother useing
2.Grenades - still don't bother using
3.Master - migrate some of the accuracy pts into master from the trees
4.Rocket Launcher production time = cost to smiths vs # of shots cost to commando
- either A) give it 2-3x the shots so it's worth the production time to the smiths and price for commandos or B) reduce production time
- production time on grenades must also be reduced or stack size increased, again simply not worth it to the smiths or the commandos

Currently commando is no more than flame4 and flamecone2 at master.
PoeDime
Sat Sep 20, 2003 4:17 am
#18

Would like to see some HAR fixes (animation is busted on all moves but acidsingle1 and 2) the speed never improves and the dmg is worthless when you put it up against the Flame Thrower also its the only acid weapon to have a AP of 0 .



Would like to see some better incentive for being a master commando cause right now its not even close to the bonuses vs skill points spent to get it.


_________________________________________________________________________________________



Poe Dime -


Master Commando -Scylla Resisdent Destroyer Of All Things Imperial.





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Poe Dime frillless Sig maker K.O.T.O.R
&
Ithmossa
Omiso
Sat Sep 20, 2003 4:19 am
#19

Master commando needs a boost. And the HAR needs a fix
wolfgang74
Sat Sep 20, 2003 4:36 am
#20

The HAR is by far the biggest problem. I also like the idea added incentive to obtaining the Master Title, too many people are just using the FT tree, and for good reason lol



Grifter, Interpid

Darkguhl
Sat Sep 20, 2003 4:47 am
#21

I totally have to agree with solstise - master commando is not worth it. And as a commando we definatly need sort of machine gun or something.


Urroxx Ta'Resch

ZombieBunny
Sat Sep 20, 2003 4:54 am
#22

I would say its the fact that only Flamethrower seems useful... I thought Commandos would be using loads of weapons, but lots of commandos pretty much just spec Flamethrower IV and spend the rest of their skillpoints elsewhere.


The heavy acid rifle seems pointless, unless in a situation where the target has high Heat resist... it feels like they mixed the stats on the flamethrower and HAR... flame does more damage pretty much in all situation just due to the fire dot.


Grenades have issues with area not working, not to mention it takes time to throw em, making most people prefer flamethrower again...


Heavy Weapons? Does anyone even use these and if so... for what? Master Commando just has a improved Cone attack.... in my opinion they should spread out the weapon speed/accuracy a bit, maybe have one tree with accuracy bonuses and another with speed... and add more abilities. Id like to see some kinda heavy suppressionfire attack for the Flamethrower / Acid Rifle...


In groups a Commando can take up to 80% of all xp earned, just by killing stuff in 1-2 shots... it doesnt make for a fun grouping experience for either the commando or his members...


Commando has to be the easiest combat class to skillup in after hitting novice tier 1. Just yesterday I made 750 000 heavy weapons xp... solo. At that rate ill be master at the end of the weekend... I was hoping for a challenge with this proffession, instead I get God Mode.


Yesterday I went to Moenia alone for some fast PVP, I had to stay for 20mins due to not being able to board the shuttle and the total score ended with 25 - 2 for me.


Im scared the day Jedis pop up and commandos insta shoot them....


Of course some of the reasons for high damage is the melee modifer bug and dot overriding resists... but still....

Harvydood
Sat Sep 20, 2003 5:24 am
#23

Not sure if anyone brought this up, but every weapon in the heavy weapon line, save for the rocket launcher, seems to have it's ae screwed up, was doing a imp destroy mission, came up on a reb general, lt.col, major and medic all on top of eachother (litterally, they spawned but didn't spread out kinda thing) I shoot my HPBC (cheapest, most useful hvy wep on my server) and I only hit one target, I didn't miss the other 3, it didn't even say I missed them, just said I hit (insert rebel Medics name here)


I'm a master commando, with high accuracy mods, so you would think that even if I did miss and it doesn't tell you, would have atleast hit 2




Harv. . .
Klarnnrr
Sat Sep 20, 2003 7:54 am
#24

It's the HAR line for me too, needs to be something different than FT. AR1, lower damage( a little), and faster, with no DoT attack. Maybe change up the specials so they are not exactly like the FT's



----------------------------------------------------------------------------------------------------------------
"`My doctor says that I have a malformed public-duty gland and a natural deficiency in moral fibre, and that I am therefore excused from saving Universes.'"
CooperHawkes
Sat Sep 20, 2003 7:57 am
#25

they should put the HAR into the flamethrower tree OR they should change the specials of the HAR tree


perhaps long range specials ? keep in mind its a rifle !


i dont want 2 similar trees !!!


Mister_Heavy
Sat Sep 20, 2003 8:20 am
#26

Fixing the HAR.


I suggest using the LLC as a benchmark for the HAR. We really need a faster-firing AP 1 weapon.


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=21026




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
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