Commando Archive
Thread: Commando Development Future...a potential compromise?
I know I sound like a Jerkarse always pushing my Comamndo Dream around, but I think not only we would all find it acceptable to our ways of play, if not better, it could be balanced as well.
Many ideals...but only the devs choose (and chose) ours. I have a feeling we won't be seeing specials anytime soon, given the amount (zero...) of dev feedback regarding the issue.
tacwraith wrote:
Tyy you cannot increase the min/max damage of commando weapons without turning them into an instant uberweapon for other ranged proffessions.
You must understand that damage specials (aka legshot, sniper shot,etc) work by adding a damage multiplier to the damage of the weapon. In short, you pump commando weapon damage and you'll give carbineers and riflemen everywhere the mightiest woody of their lives. Then commando gets nerfed to hell because of it but NOT riflemen or carbineers. Commando.
No. The only way to increase our damage without making us the i-win proffession is by making elemental damage (which is NOT affected by the damage multiplier in specials) be real high and commando weapon min/max be low so it does not benefit other proffessions... BUT it would benefit a master commando + other ranged because it does squeeze in a lil more extra damage.
And thanks to our proffession requiring 3 branches to get heavy weapon accuracy and speed (and the bulk of them mods still in master box) then no other proffession benefits overall unless they master commando.
By combineing thise 2 and you get no I win button, just a nuking class with little tanking abilitys.
That is what we are ment to be. High damage, short lifespan w/o back up.
When you have to have 2 full ranged combat proffesions to have maximum damage dealing capabilitys your Healing/Defence options are quite low.
Commando should increase the damage output of any other profesion by 1.5x however by adding commando to that template and getting the damage you loose something else. Give-Take balancing.
Pistoleer by itself is a high defence - Med damage profesion; Combine it with commando and it should havegreat defence with pritty decent damage.
Rifleman is low Defence - High Damage; Comgine with commando and you got the best damage dealing that you can get in game with rather poor defence
Carbine is pritty ballanced; Combine with Commando and you have Good damage with Good Defence
And so on.
One more thing, why the HELL is it us that gets nerfed if MCommando/MCarbs or MCommando/MR or MCommando/MBH is too uber powerful? Why is it that three professions (two of which are not supposed to be 5 in damage) have the best damage the devs will allow in the game? If Commandos were supposed to be 5 Offense, and Riflemen 5, shouldn't MCommando/MR be the best allowable damage in the game? It's not right now, MBH/MR is the best damage in the game (at range). And that's just because you can alternate between 3 high damage specials with no warmup timers (Crit/HEad/Torso) and you have a really powerful attack with restrictions (Sniper Shot). What does MComm/MR give you? One high damage special (Head) and one with restrictions (Sniper Shot).