Commando Archive

Thread: Revised Commando Weapon Roles

-Krillin-
Mon Aug 25, 2003 9:49 am
#14

plz don't have applied for the correspondent role. Nothing personal, but you're so far off the play testing and opinions of the other commandos that we'd be in DEEP DODO. Other non-elite combat specialties blow us away in dmg and specials. The only role we play atm is for base conversion in the GCW. The promised Holo changes are so far off from what he posted....that i'm feeling the angst I felt as a TKA.




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ReblSoldier
Mon Aug 25, 2003 10:06 am
#15

Flamecone sucks for kiting



I kite beter with my launcher pistol and novice Pistoleer



Just hit 2 dots on all the target and spam body shot 2



using the flame thrower just causes you too need to slow down get withen 20m and risk death for about 900 more damage that forced you to wait 15 or more second which could have been about 3000 damage if you just kept using the pistol.



and if Flamecone 2 is super good for kiting Great cause youra Master Comando then why do you need the exp?

DrkSensei
Mon Aug 25, 2003 10:13 am
#16

"

The flamethrower has very specific uses which make it the most powerful weapon in the game, bar none. It is specialized though. Look for my other post about the FT (it deals with kiting). In a PvP contenxt, you will probably be better off using a charged weapon, but thats how it should be. Charged weapons should be powerful.


The HAR will be our LP, unless you need a knockdown, once you hit HAR III. If you go pistoleer, then your LP will have added life, but then you shouldnt be using a LP...use a real pistol.


We need some minor tweaks, but for the most part the changes to the test center weapons verifiy that we are a viable and needed class now. Once I hear about the Rocket Launcher (which I suspect will be AR3) and grenades, we will know whether we can say "good! go fix other professions now"."



I kept looking for the smiley at the end of the post that marked this as a joke. You do realize you are LOCKED FROM COMBAT ATTACKS once you use the special to get the bleed.Exactly how do you kite from 14m with 15 seconds of LOCKED ATTACKS? I am capitilizing as you seem to have missed the several posts discussing this issue. The test center commandos are saying how useless it is. Tell me how this says it is a fix?? Hell they LOWERED the effective range of the special.Normally I try to be fairly mellow(all a game and all that) but do you even read what other commandos are posting?


The flamethrower on test does a dot comparable to health shot 1(thats right 1) with a larger initial damage(if you hit) of course it locks attacks for 15 seconds and only has a 14m range(mobs melee at 15 btw).Tell me again how this is the most powerful weapon bar none?I do a larger initial hit and bleed with a laser rifle and mind shot.(course it also has AR 2).


Frankly this is probably the single most off base post I have ever seen in awhile.





Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

TarionBesbald
Mon Aug 25, 2003 11:56 am
#17

to mystidia: sorry, but posting an opinion like this is definately *not* making you any friends in this forum as the commandos happen to have a pretty strong consent regarding what has to be done with our class




as for the rest, I'd like to stay with our day-by-day mentioned demands:


ar for lp, ft , har


specials for our LP, especially knockdown and targetting certain HAM pools, plus 2 bleeds


increased dmg on FT and HAR (they should not only set on fire, but also blind or make dizzy...)


increased special rage on FT and HAR... come on, 14 metres.... better use a power hammer than your big kickass no-dmg gun at that range....




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