Commando Archive
Thread: WHAT WE THINK WOULD FIX US
Good ideas Maddog. I personally disagree with giving us a ranged KD (let alone a ranged KD and dizzy), because I can imagine being pretty frustrated by that were I not myself a Commando. (In PvE I once did more than 12,000 damage with a flamer following a KD...KD and dizzy would have let me double that...and even with the 75% damage reduction, that's a lot of damage. Even buffed.)
Commandos seem to be about raw damage and AP, not about dizzy and stun effects.
Rofl ArcAngel32 you really think TKM can hit for 900 damage in pvp? Youd be surprised.....
At most TKM's can hit for 400 in pvp........ now this is TERAS KASI MASTER
Now look atNOVICE commandowith flame single 1........like900 damage in pvp with a nasty burn. 900 damage in pvp should be done by a master commando, besides, when u guys wear armor you are almost KD proof. Now I know you miss a lot.... but really don't you think thats a lot? Besides, it took me as long to get tka novice as it took me to get master marksman.I think that if we only had a way to heal fire, not many people would complain about commandos. What most people are ticked off about is that fire causes massive wounds (as it should, but not having a way to cure urself with the absence of water is stupid).
Now for fixing commando, I do agree you guys need more fixes, and I used to be one =) The launcher pistols HAM costs are horrible and the damage is incredibly low considering that it shoots ...bullets with EXPLOSIVE tips. Grenades suck as well.... Except for doing AOE damage, they have no real use unelss you want to use them for combat xp. Besides, they miss a ton and are very expensive to buy. THe Acid Rifle is an almost obsolete weapon that is never used by commandos, it needs to be brought up to par with the falmethrower and given a DOT attack such as acid.... but like fire, it should be able to be healed by a medic of sufficient abilites. Finally, heavy weapons are very expensive as well, more charges will be a great idea.
For all the people that cry nerf..commando is NOT overpowered... the only issue is that fire cannot be healed. Now if a doctor can make a poison or disease pack, shouldnt he be able to make a cure fire pack? You guys need loving =) ..... but I think that doctors/medics/combat medics need a way to heal fire.
Just my 2 cents
just up dateing agen keep looking at othere fourms and adding or taking away buf/nerf what should be done ![]()
(NUMBER 1 THING TO DO FIRST)
FIX AP and AOE
and remove being abel to do ocs2 and sapresion fire from the HAR and FT
make gernades and are hws useable in biuldings
Fix Accuracies Prone should be better than Kneeling!!!
(HEAVY ACID RIFLE)
make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2
The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.
(FLAMETHROWER)
needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m
needs dot wounds removed or lowerd but keep same dam
The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.
needs a cure for it besides watter sagestion
a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )
(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils inone of are treeswich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the timeyou get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m
make all hw have atlest 50 charges
make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m
make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
The LC needs more dam the LLC dose more dam then it dose
Lower HAMs (heinously high)Since the weapon is consumed the costs are out of balance.
make ALL have AP3
(GERNADES)
need a few more charges maybe 20..... 5 is just to littel
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect
(hey plzs give us a phouspherious gernads to
)
theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot
the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be
ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)
make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)
make speed on gernades 2.0 (this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif) You are tossing a grenade. It doesn't take that long.
make all gernades have ap 3
make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw and this would make them do 2x moredam .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode giveing ppl time to move (if there smart enough
)
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high of ham
keep the ideals comming
ifyou see any thing you think is over powerd or not stated right plzs say so
just a tad bit up dated
(NUMBER 1 THING TO DO FIRST)
FIX AP and AOE
and remove being abel to do ocs2 and sapresion fire from the HAR and FT
Fix Accuracies Prone should be better than Kneeling!!!
(HEAVY ACID RIFLE)
make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2
(FLAMETHROWER)
needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m
needs dot wounds removed or lowerd but keep same dam
needs a cure for it besides watter sagestion
a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )
(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m
make all hw have atlest 50 charges
make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m
make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
The LC needs more dam the LLC dose more dam then it dose
Lower HAMs (heinously high)
make ALL have AP3
(GERNADES)
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect
(hey plzs give us a phouspherious gernads to )
theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot
the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be
ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m
(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make all gernades have ap 3
make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high of ham
keep the ideals comeing
as for spelling and grammer i will have one of u guys rewright it with perfect spelling and grammer befor i let TH read it ![]()
Ivoni said:
2. Fix the Heavy Acid Rifle.
If it was equal to or slightly better than the LLC seems fair. Also make AP1.
This would be the best "first step" move the devs could make. Make the HAR a weapon that rivals the LLC and make it a viable alternative to the flamethrower.
The second step would be to fix grenades. Give them a stun and kd effect.
ok i have looked around alot and have found a few things
how many of u think we should have terrian negotiation
how many think we shuld be abel to craft thos enhanchments agen
also theres alot of tallk about throwing gernades over walls and around corners what you all think (i say if yes we should but this would make us way to uber so there have to be a big down side to being able to do so) acctuly i dont think the dev can even make it so it can be done lol
I'd rather they just let us throw grenades to 64m and no closer then 20m, considering CMs can throw their poisons that far I think we should be able to toss a grenade that far, maybe add +range mods in the field tactics tree?
AcidGuru your still being ignorent. And you wonder why I flamed you, look who needs reporting now.
And the rest of you guys have to realize english is OBVIOUSLY maddogs second language and considering how he was typeing before I think he's actually improved in the last 2 months. Some of you have actually said you understood his post (hell I tripped barely at all reading it).
Anyway back to post. Alot of that I don't much agree with (alot I doubt the devs will do, the grenade launcher for example). But oh well anythings better then nothing.
And Ivani, not everyone HAS novice medic. And I'd rather not waste money buying wound pack B's just incase I get burned by fire dot that should be doing 1/4th of the damage its doing. It needs fixing period.