Commando Archive

Thread: Commandos: What are your top 5 issues?

Gairon
Tue Nov 18, 2003 7:01 am
#14

Oh yeah.. and if you're still looking for a commando correspondent.. almost everyone thatactually posts to these boards will tell you to give it up and pick Ivoni already.. sheesh, No offence to Master Syn, but they shoulda picked Ivoni LAST time



Seul Gnommer - Head of Clan Alya
I-B_Bangin
Tue Nov 18, 2003 7:11 am
#15

Master Commando IS NOT totally pointless, you dolt. Look at everything you get, including +25 Ranged/Melee defense.


MY top five issues:


1) Remove HAR from game and give us a tree that gives additional, useful bonuses...such as State defense modifiers and specials for Launcher Pistol (Such as Lock On). Call this tree Field Tactics, and change Field Tactics tree nameto Demolitions.


2)Heavy Weapons are a bit to Expensive to Justify cost, but this is understandable. Not asking for any change here, I can live with it... but perhaps they weapons should either be more accurate or do more damage?


3) Explain to the Nerf Herders why we cause so much damage and wounds WHEN we hit you with the flamer: Our accuracy bites, and we have nothing else we can use reliably in combat. We should get a little bit of love here. DON'T NERF FLAMER or WOUNDS ... and personally I think that extinguishers and all the cry babies lolligagging over the DOT need to go play something else besides the GCW.


4) What exactly is the commando's role in destroying/capturing GCW bases? A better explanation of all professions involved in this would be helpful.


5) Fix our titles and explain to us your DEVELOPMENT Vision. What exactly is our niche supposed to be, besides nerf scapegoat for cry babies?




------------------------------------
I've never opened a Holocron.
Mishap
Tue Nov 18, 2003 7:25 am
#16

I completely dropped all my commando skills after being a master for a couple months due to the fact that there is no real advantage to spending all the points to make master versus just being a FT4 dabbler.


Heavy Acid Rifle The accuracy still does not stack. The range modifiers for the weapon need to be on line with other rifles. AP1 (atleast) would be nice since both of the Acid pistols in game have AP1. This weapon should not be reduced to being a Acid version of the FT without the DOT.


Launcher Pistol This is the only weapon weapon in the game that you can not get better with as you use it. It gives Heavy Weapons exp but there is no way you can apply Heavy Weapons Exp to gain pistol skills. This is a serious flaw. LP should have it's own modifications and specials.


Grenades The miss rate for grenades is atrocious and the blast radius is bugged. Most grenade tosses yield no damage to the target or to mobs standing around your target. Grenade HAM cost ( especially for Proton grenades ) is set to high. Grenades ( along with all disposables weps ) should have more uses per stack or should be able to be stacked withsame serial numbered items to save inventory space.


Disposable Heavy Weapons These weapons need more "bang for the buck". The amount of resources and time required to make these ( hence directly effecting the cost ) is not worth the amount of uses and/or damage that these weapons are capable of. Disposable Heavy Weapons should be the hardest hitting weapons in the game. There has to be a reason for someone to want to pay high prices for a limited use weapon. Right now there is no real reason.


Flamethrower The wounds or damage should be toned down only AFTER 100% of all other commando issues are resolved. This weapon is currently the commandos only saving grace. I think all commandos would agree that this weapon could be "nerfed" a small amount if they had other viable options for combat. If this weapon is nerfed prior to the other issues being addressed there will be a greater mass exodus of commandos.



I personally will not return to Master Commando until all these issues are resolved. There are too many other worthwhile options to spend skill points on to waste them on the current commando skill tree.




Misfortune
TKA/Doctor- Radiant
Jazuhl
Tue Nov 18, 2003 7:25 am
#17

1) Heavy Acid Rifle.
Does less damage than a flamethrower. Fires slower than a flamethrower. Does not have a DoT like a flamethrower. Has worse range mods than a flamethrower. Conclusion: Completely inferior to the flamethrower in all possible ways. Additionally, it's the only non-armor piercing acid weapon in the game (so much for being heavy). Also, the Speed and Accuracy bonuses from the skill boxes are not being applied.

2) Our accuracy with our Heavy Weapons is too low. I've mastered the line and I still miss like a fiend in PvP while kneeling at ideal range and using /Aim. At 500-1500 credits a shot, this really hurts. Also, why do we have different modifiers for each weapon? How about a general Heavy Weapon Speed/Accuracy mod?

3) Field Tactics Line, not useful in general.

4) Incurable flame DoT (we hate this as much as our victims).

5) Titles that make no sense. (Level 4 Acid Rifle gives you the title Ordnance Manufacturer).
Sahnd
Tue Nov 18, 2003 7:26 am
#18

Thanks for coming to us and getting this information while you're still looking for a Correspondent.

1. Heavy Acid Rifle. Everyone else has already said how it's an issue.
2. Our melee penalty needs to be reduced.
3. Counter to the Flame DOT, usable by medics or doctors or what have you, so it's not so frustrating for players.
4. Launcher Pistol - we get it at Novice, and never get any better with it, and never get specials for it. Please look at ways to make this a weapon for commandos, and not Master Pistoleer/Novice Commandos.
5. With the difficulty in crafting + the difficulty in use of the consumable weapons, we need to get more charges/uses to make them viable.

Thanks, TH!

---Kai
Kettemoor

(I vote for Ivoni)
Ozzymydus
Tue Nov 18, 2003 7:28 am
#19

1. Heavy Acid Rifle: The broken certifications, I can see little or no increase in speed even with the +45 mod from novice to master, make it AP1. Shorten the delay on specials.


2. Grenades: Make them have the potential to at least do a knockdown, maybe a stun or dizzy as well. HAM costs are insane making them too easy to kill yourself with, increase the effective range to move it out of the blast radius.


3. Heavy Weapons: Make them re-loadable or just have more charges so I actually want to use the things, and so that they are actually worth the money that we spend on them.


4. Launcher Pistol: 100% useless for anyone other than novice.


5. State Defenses: Add even just a +5 for stun, knock down, dizzy would make a world of difference. We the only/one of the only combat professions that does not get decent state defense mods.





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ChewGoBack
Tue Nov 18, 2003 7:39 am
#20

Yeah master commando is nice, buts its not worth the28 points you have to spend on HAR (which is totally useless) and grenades (which is mostly useless). Have you actually tested the defensive modifiers? For all I know the defensive modifiers could just be a placebo to make feel better about wasting a load of skillpoints.


Like I said I've gone back to being a flame4 dabbler, and I haven't noticed any decrease in my power at all, thats in both PvE and PvP.


And lets try to keep this thread civil so we can show TH that we're a mature community.




Gimble
M*A*S*H
I am Elder, hear me ROAR!
Disable ratings for a happier life!


PadawanChong
Tue Nov 18, 2003 7:45 am
#21

First, I am NOT a commando. I just specialize in commando gear.


As a crafter of grenades who gets a fair amount of feedback, I'd say grenades definitely need some sort of improvement. As many stated, they should change your state- to Stunned, Dizzy, Blind, etc...


The crafting process in them isn't so bad in my opinion. One thing I'd like to see though is enhancements like Kliknik glands, etc to be REALY enhancers. Who wants to take the trouble to enhance a few grenades when it adds 20-90 dmg roughly? Perhaps making enhanchers that release a poison is a thought. Perhaps upping the values to something like 100-400 extra damage is a thought. But as it stands right now, who's going to want to bring me a bunch of klikniks so I can make a couple single stacks when they can just buy a crate which is almost as good damage-wise andbetter storage wise?


Also, Imperial Detonators are way too slow. The best I've seen them is around the 10 second mark, but more commonly can be found around the 20 second mark.


The Chemical Dispersion Mechanisms in Glops is still bugged. 5 min dmg, 5 max dmg no matter what. Even on the advanced component.


I think there should also be less complete misses. You should at least do minimal damage if you miss. Grenades have this thing called Shrapnel. Don't get near a grenade or you SHOULD be hit by it. In this game, it doesn't happen.


Also, I'm not sure if the Radius is really as effective as it states. I've seen a few times where grenades hit multiple targets - the keyword is a few. I've thrown lots of C12's myself.




============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
============
HarrisMoD
Tue Nov 18, 2003 7:59 am
#22

Hey TH would it still be possible to apply for the Commando Correspondent Job.


My application would be what I notice and what needs to be done to help out the Commando Profession. So here it is.


1. Fix Combat Spam so that the actual damage is displayed not the potential damage. For Example When I use my Flamethrower against a Kiwi that has 100% Heat Resistence the combat spam says 3000 damage, however We know that this is not possible beacuse it still has 100% HAM. Make the spam be the damage after all the modifiers are calculated. This also affects Heavy Weapons such the Rocket Launcher because we have trouble seeing the damage after its AP mod is added to the equation.


2. Speaking of Flame, many people camplain that Commandos can set things on fire that have 100% flame resistence. I agree this is wrong, so set the DOT from flame to be modified from the flame resistence. Say a gnort with 95% Flame resistence is set on fire. The DOT from flame is 1000 HP. 1000 - 1000 * 95% = 50 points of damage. This will hurt the power of our profession a bit but it will help eliminate dabbelers who just take the Grenadeer tree. This will also help balance out the commando profession with the rest of SWG. Also, if this step is taken we would need to be compensated by other means.


3. Of course if we reduce the effectiveness of Flamethrower it will hurt the Commando Class. Another problem is the uslessness of the Acid Rifle. So make it useful. I have heard that using AcidSingle 2 in PVP results in a condition loss to Armor. This should be carried over toward PVE. Make a status attacklike Flame or Poison that affects the resists of a MOB or NPC. Such the acid eats the armor. So while a MOB/NPC is affect by acid its resists lower by a precentageover time, making them more vulnerable. Of course the lowering of the resists would be affected by the resistence to acid. Like flame, entering water will clean the acid off. This can be transfered back to PVP by Lowering the condition of the Armor. Like flame and bleeding It will decrease over time. This would not be a DOT attack.


4. Another commando problem is the lack of Spam for DOT. We should be notified when a target is set on fire and when the sustain fire damage.


5. The next problem is with Heavy SupportWeapons. I believe if you fix spam from part one more people would have a better realization of the effect these have on a battle. However the damage they cause is not consistent with the price they go for. I feel that with the time and HAM penalty the normal damage should be increased to around 5000 - 6000 as the max damage. Htey should all have Heavy AP. and in general be a little more accurate at non ideal range. As it is now these weapons in general cost as much as a Flame Thrower and per shot cause as much damage. However since they only have so many uses it is rare to see them used other that to show off the really neat animations (I particually love to use a Rocket as the last shot against an AT-ST because it just looks bueatiful.) Also a minor decrease in construction cost and a minor increase in natural number of uses per weapon it will go a long way to making the weapons more of a natural commando attack. The implemention of Number 2 would also affect these weapons as well. I feel that the numerous minor changes to these weapons would be more effectivethan one major stat change. One last comment there is a skill box without a cert how about a cold attack weapon. Just a thought for the future.


6. Grenades. Grenades are currently about as useless as Heavy SupportWeapons as of now. They require a significant decrease in HAM cost to place them more around Heavy SupportWeapons. I am content with the damage they cause but not with the costs they run. Maybe a medium AP rating across the board and a qualityarea affect would be in order. Grenades are a support weapon, using they as a sole attack is suicide therefore the speed is quality if you add status effect to grenades such as stun, bindness, dizzy, Posture Change, KnockDown. I would see Posture Changea requirementfor all grenades. And other status applied to each grenade.


7. Blaster Pistol. This should be the main weapon for Commandos. It is speedy and effective. I would like to see a few added skills for the weapon added. Does not have to be anything superpowerful but something to complement the weapon we are all Certified for. These skills and some added pistol mods would fit well in the Heavy Support Weapons Tree. I for one am content on the stats of the Blaster Pistol. The only change would be a minor decrease in sound or animation to reduce the lag that comes with the use of the Blaster Pistol.


8. The issue is Unarmed Skills. All commandos are required to undergo Basic unarmed train however these skills are practically useless. I would like to see some unarmed moves and modsadded to the Field Tactics tree. I would prepose the skills emulate the Dirty Fighting smuggler skills. A high HAM moveor a longrecovery time move that causes high damage or many status effects. Except for Flame and Acid Specials Commandos are Support Fighters that attack from a distance. Since we should be deadly up close as well this would give us a last ditch attack once the enemey has breached our effective perimeter.


As far as the Correspondent goes I can read and listen to and express the concerns of our profession, as well as provide logical solutions to the problems we endure.




Ruemenzo X. Dauntlis - [Master Pistoleer, BH Pistol Master, Smuggler Pistol Master, Novice Commando]
L'dil - [Master Doctor & Merchant]
=======================================
Midgar's Acumen - [3388 -1582] Auroria, Rori -Starsider-
---1200 items in stock---
sarnsereg
Tue Nov 18, 2003 8:04 am
#23

1.ACID RIFLE - completely useless when you have a flamethrower. i wanted to use the acid rifle too if it did more damage and had less of a delay after specials it would be worth it(heck even just a less delay after specials would be fine with me)


2. SURVIVAL - i have a very hard time surviving. ever since the damage multiplier went in i can't ever survive solo. even when using a non ch pet as a semi tank(it lives long enough to get off a flamethrower move) i die in 1-2 hits. i don't know how to fix this but we need something, and using armor only hurts more since we take more damage the armor absorbs more meaning we go through armor faster.


3. Unarmed requirement - why is it there if we get no melee defense bonus or toughness or any skill line with skills for it? unfortunately this is probably not fixable. you can't change the prereqs for a skill unless you take the ua req out and let us spend those skill credits elsewhere.


4. Weapons - maybe not so much a commando issue but i have heard some weaponsmiths complain the resources needed to make some weapons are not available. this is an issue for other classes i know too


5. thats it, i can't think of any otehr issues right now






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BaukaRaun
Tue Nov 18, 2003 8:11 am
#24

Too be honest, I'd like to them take the HAR out of the game all together and give a heavy repeating Blaster. Perhaps something along the lines of an M60. They were in the movies as well. We are commandos and this would run right along the lines of our professions. However, it should be long range 70m and big damage as it would be used to take out turrets and At St. Give me that and I wouldn't mind a lil nerf to the flamer DOT wounds.
Sadius
Tue Nov 18, 2003 8:16 am
#25

First I'd like to say/apologize to TH, I has said that'd I doubt you'd post, but I realize that you are busy with other things so I do apologize Thunderheart.


Also Ivoni for Correspondent!!


1) The HAR: Needs to fix the accuracy on this weapon. The mods don't stack(at Master we only get +30) and the range mods. are horrific at best. I think that you get a +2 or +3 at Point Blank Range, If this stays maybe it should be changed to Heavy Acid Bat??


2) The Heavy Weapons are too expensive to purchase and you basically have to "give a little" to a Weaponsmith for them to even make them, and when they do they are not only slow but seem to be lacking in the power department, when you hit with them. (Atleast in my opinion)


3) If the HAR isn't fixed either remove it, put it in the Flamethrower box, or if it is removed please either put back in the Beam Rifle with some Commando Rifle Specials.(Not sure what they might be but I'm sure people here have some ideas.) I wasn't in beta but I was wondering why the Beam Rifle was removed?


4) We need some LP mods/LP ONLY specials. This would make it so you had to use the LP to use the specials, because it is basically the only weapon you can really use to get HWxp until you get Flamer Accuracy. If this is going to stand that means that we have to use our Marksman skills to get 100Ks of HWxp to get a Flamethrower that doesn't miss 9/10. Lock On shots that were stated before would be a great idea, but it's have to be pretty high in the tree to discourage Pistoleers from getting it to let it's mods stack with their skills.


5) Field Tactics need something else added to it, I know it would be a hard too implement/control, but maybe a sabotage command so we can sabotage some factional items(Factional only) but we'd get a TEF to that person, and maybe would allow them to place a Player Bounty on us(Bounty Hunters would love this one, I think)







Sadu - Master Commando (Lowca)
Straight from Merriam-Webster Online:
Commando: a military unit trained and organized as shock troops
especially for hit-and-run raids into enemy territory.


We can hit and run.... but it's mostly running while being hit.
PadawanChong
Tue Nov 18, 2003 8:20 am
#26






Sadius wrote:

5) Field Tactics need something else added to it, I know it would be a hard too implement/control, but maybe a sabotage command so we can sabotage some factional items(Factional only) but we'd get a TEF to that person, and maybe would allow them to place a Player Bounty on us(Bounty Hunters would love this one, I think)






I've said this needs to be a possibility for a long time now. Something I think would be cool is that if a faction-aligned player went Overt and you saw them, you'd have a chance to destroy their harvester. It'd be rare, but it's a consequence of going overt. Only Commandos should have this ability, by placing charges or something around the harvester and igniting it!


Perhaps it shouldn't destroy it completely, but it should cost a lot to repair and render it useless until it was repaired.




============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
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