Commando Archive
Thread: Updated list of Commando Issues
But the question, is it really effective? And if not, can it be changed to make it effective?
Maybe thats where the ammo packs could come in... (commando-only elemental damage power ups) hmmm
StarNick wrote:
The LBC has good use even despite elemental. Range - the PFT is limited to 25 meters whereas the LBC is to 40 meters. Both give around the same DoTs, and a good LBC can come fairly close to a good PFT.
I am looking at around a 80 or so base dps difference between my LBC and my PFT. The problem is though that we are trapped within 25m to do our max dps with a flamethrower. We haveno viable Master Cert weapon equivalent to other profs in base dps that have any range (loot weapons do not count especially when we may not even have a legit chance at attaining them). I wouldn't mind a master level LP, but I don't want to be wielding a pistol as a master commando for my main source of destruction. We need a concentrated fire Advanced RL that is non-AoE or some equivalent that is a craftable weapon. If commando is my primary prof, I have no issue needing to use other prof specials... I do take issue when I have no powerful weapons to make use of the specials with, besides a 25m ranged flamer. Got spoiled by the proton in beta, so it never dawned on me that we would be in this situation until I play live and realize that my elite carbine makes all my "heavy weapons" look like peashooters. Well it also never dawned on me that they would put it in RotW and not in live as advertised in the CU weapons FF's... let alone possibly putting it in a very high level dungeon.
In short... if we have an Adv LP coming, cool... but we'd better have something that is not a pistol for a master cert equivalent heavy weapon that is craftable and is not AoE, and has a range of more than 25m.
Message Edited by Knightcrest on 05-03-2005 08:40 PM
DarthMercilous wrote:
While it is true that our specials are built into our weapons, and if we dabble we can gain other profession's specials, if you for instance to Master SL with Commando, you don't have much to rely on. If nothing else, it would be useful to have all the recovery specials for commando. Also, I don't know if any of you have played Republic Commando, but there is a commando weapon that is very useful and innovative within the game. I don't know how viable it would be in SWG, but essentially you have one stock base, but various attachments that make it like a sniper rifle, launcher pistol, carbine, etc.. you just swap out the attachment. It would be cool to have a quest weapon like that, with perhaps the various attachements being additional quest items, and to increase the rate at which we can throw grenades, perhaps make one of the attachements a grenade launcher. Or just give us a grenade launcher. Have it recognise the grenades in your inventory, or have an interface window for it where you can load what grenades you want to use into it.
Yeah, SL/Commando was a huge failure when I tried it no matter how much I wanted to do it because of having no specials... It flat out was a death trap. AoE to get my group killed, high HAM cost on our weapons with much lower DPS than most weapons, and all the AoE brought the aggro right to the squad leader.
Anyways, have played republic commando and well, that is what I always wanted a completed commando to be like. I don't see any flamers in there, just explosives and blasters... pistols, carbines, sniper rifles, grenades that could be thrown faster than the ones in live where I throw one and then have time to run to the fridge and back before I can use another. The DC-17m in Republic Commando was flat out hard core. That is what I was hoping we would have as an assult rifle added in... now we don't even have one. Loot items should be additional collectors items and rare items to a profession, not something that a profession should have to depend on like the Proton. It shoulda been craftable and then set up a quest to do something similar to what the poster I quoted suggested, or just something unique but not mandatory to perform your role.
*Edit* The reason I have a bur up my arse about all of this is the fact that the respec deadline is nearing and we have no clue if/how/when they are going to make any changes to this profession. If all we will be after the CU is a flamethrower wielding AoE/DoT prof, with a nice light show rather than dealing damage. I would like to know soon so I can finalize my template and make use of the extra XP rather than grind nothingness waiting to see if there is a point to even having commando besides general ranged mods that can be gotten elsewhere and have even better dps.
Message Edited by Knightcrest on 05-03-2005 09:07 PM
StarNick wrote:
Hmmm the next few updates may bring good tidings, make sure you guys "test" everything out when the time comes, and post feedback here =)
Message Edited by Knightcrest on 05-03-2005 09:10 PM
Pretty much balances and fixes in terms of...whats broke now and whats not functioning 100% now (like our AoE, elemental, certain specials perhaps, etc). Small stuff that really will be helping with balance issues...
StarNick wrote:
Heh, all I can do is tease...
Pretty much balances and fixes in terms of...whats broke now and whats not functioning 100% now (like our AoE, elemental, certain specials perhaps, etc). Small stuff that really will be helping with balance issues...
I know you can't say and just thinking outload, but with no Non-AoE weapon for us... I don't see a point for us in most situations with the exception of large scale PvP. That is killing me at the moment, and I guess I could just keep using my Elite Carbine with my Master Commando tag using BH specials to deal damage. Am I the only one disgruntled about this? Everyone else seems chipper with our role of mob magnet with subpar damage. Loving the CU, hating our lack of firepower and the AoE only role. We aren't crowd control or are we?
So, you don't like fighting zombies?
Raptor2k1 wrote:
NPC targets that loose all their HP from fire DoT's become incapped and have to recover from that, then they get up (and can get incapped again if the DoT kills 'em again) and you have to shoot them again to kill them. This can be annoying as they regen some HP when they get back up; this also means that once you've fairly killed something, it has the potential to get back up and bit you in the rear. Not working as intended I don't think.