Commando Archive
Thread: Here this commandos we dont know anything about our class.
Well most weaponsmiths are not in that 90% we make your weapons and we understand how badly they really suck right now. At least those of us worth a **edit**. 2 out of every 4 posts I've made has hinted at my suggestion for commando weapons:
Launcher-AR1
Acid and Flamer-AR2
Rocket and Acid Stream Launcher, Plasma Beam Cannon, Lightning Beam Cannon-AR3
I'll not hold my breath on them actually putting an AR on them though. It seems commandos have lost the spotlight from the devs, guess it was the old tell em something good and then ignore them for a week. You'd think out of fairness that even if the new changes were a little overpowering, they'd at least push them forward to make up for the 2 months that commandos have essentially sucked. They could balance them out a little later. I still think of commandos as an Elite Fireworks Profession, and my secondary character is one.
Well after 30mins of reading all the posts....and now myh head hurts and my temper is rising that fool Zarlock abosultely has no clue what he is talking about. Well anyways this is my list on what our AR should be :
Luancher Pistol - AR1
FLamethrower and Acid rifle - AR2
Rocket luancher - defintely AR3
Just my two credits
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Knight1138 wrote:I agree with you on those points EXCEPT for the flamethrower. It shouldnot have AP, however, anything else hostile within 10m of the target should suffer some degree of 'heat' dammage. Flamethrowers IRL are an area effect weapon, that should be reflected in the game. (They were used for clearing trenches and bunkers inWW2, the Devs need to watch the History Channel more.)
Well after 30mins of reading all the posts....and now myh head hurts and my temper is rising that fool Zarlock abosultely has no clue what he is talking about. Well anyways this is my list on what our AR should be :
Luancher Pistol - AR1
FLamethrower and Acid rifle - AR2
Rocket luancher - defintely AR3
Just my two credits.