Commando Archive
Thread: Correspondent Report Submitted 9-10-03
Oh yeah and we miss... A LOT. Maybe the more you play you will see this. We miss so much it is crazy.
yes, i m going to have to agree that some of the suggestions,like increasingrange on our hvyspecials, willmake us too strong, but i do like the bug reports and the arguement that there is little incentive to become a master commando.
A fewothersimple suggests i would like to see is:
1.having a /command for specify thrown weapons, like /throwglob, /throwthermal, etc..
2. Instead of making the hvy acid rifle identical to the flame thrower, how about changingits special range fromits current0m to 16m to 50m to64m. Reduce the dmg and adjust the accuracy mods so that its bad in close to close-middle range.
3. Infield tactics, giventhat aCommando has awide choice ofweapon type dmg (heat/blast/acid/cold etc.) add the ability for commandos to see what type of anattack a humaniod wearing armoris vulurable to (either total armor calulation or the the ?chestpeice?). Similar to how CH can see a creature's lvl, butyou shouldn't need to"exaime" the target. Maybe, littlesymbols or letters. branch,also on the condition thatarmorresistance/type gets more interesting than composite's +30ish to alland weak toelecticity. (interesting, but need farther delevopment)
4. Interesting and "balance" hvy weapon power-ups. Like, a "true" flight" for the rocket luancher, where u wouldn't need to knee to fire; at the cost of dmg and a littleaccuracy. Or larger dmgradius at the cost of dmg. Etc on the ideas.
5. A "weapon cycle key" option, similar to many first person-shooters. This would be useful in all combat branches. There are many times i would like to switch weapons but i need thekeys closest to my finger, like the 1-6 as specials attacks/moves/heals/etc. For example, let the player specifiywhat key andalso let them set the primameters, liketoolbarSlot 25 through 30 (after 30 goes back to 25). Mechicism like "firing a gun withother classspeificspecials selected" will stillfire a normal shot with the currentselected gun.
Hope that helps. ![]()
Once again i say fine,lets keep the damage as is for now.
Then no one of us comes back here and say "Commando got nerfed in PVP AND PVE WHYYYYYYYYYYYY??????"
Just cause instead of having the cake and eating it,we wanted to eat it barf it then re-eat it.
Best example i could find sorry for it being disgusting lol.
Just look at any other gundam nerf that passed,CH pistoleer,BH,suppression,knockdown.
Everything gets nerfed for PVP AND PVE,i thought that maybe if we would ask for it to be nerfed SPECIFICALLY in PvP our PvE fun would stay the same.
Flame and trolling,all i always get when i try to save a bit of damage to my current class.
Same happened when i was on chilastra with a CH,told everyone,"Just take the lil damage decrease of pets." NOOOOOO everyone kept going nononononono dont nerf damage on pets pleasepleaseplease.
Then what happens? It doesnt,worst happen,lets see if history really repeats itself here.
Anyone as any Constructive idea on making us a bit less "WHAAAAAAAAAAAAAA" targets for nerf bat other than killing in 2 shots instead of 1? (hell i would even accept being a 1shot then burn DOT kill 2 kind of shot,just to give the guy a slight chance to do something about it)
I say just fix or add something useable to the HAR. .it's too slow.. to inaccurate.. and with damage comparisons .. it doesn't hold a handle to the flamer.. even on 100% heat resist mobs . .(which I've tested/tried)
Perhaps giving acid a wound only 'corrosive' dot on the hit locations.. something akin to the fire damage.. but only wounds no damage. and have the afflicted pool the pool hit..
There needs to be some advantage for have a 16m range.. and with the HAR.. damage definatley isn't it.
IN response to item #14 (sorry, dont know how to use the quote function on this particular board), where you claim that using flame cone on a mob wields no xp except for the one you had targeted, I dont find this to be true at all.
Im a mediocre commando, not yet master, but well above novice. I hunt baz nitches on dath alot as well as various things like pubams on endors. I usually use my buddy and his graul to tank for me. The first thing I do once the graul has tanked the creatures, is apply a flame cone 1 to the whole mob. Never once have I not gained XP from every one of the creatures I hit. If he was on fire, and he died, I got xp from it.
Because these are higher level creatures and I am hunting with others, most of the time by the time the attack delay has worn off and I begin attacking again, I only end up shooting at 1 or 2 of the creatures in the mob before all of them are dead. Alot of times the fire from the flame cone kills em before I get to shoot at them, or my teammates do. And everytime one of them hits the floor that was on fire from my flame cone, I receive some kind of xp, usually quite a bit actually.
If people are having problems with this, my only suggestion is that they check the resistances of the creatures in question. I have never received a single point of xp from a creature with a 100% resistance to heat, no matter what type of flamethrower attack I use. Its impossible. And people can tell me till their blue in the face that they get xp from creatures with a 100% resist to heat after they put a fire dot on them, but its not true because ive tried it dozens of times.
I too disagree with range changes for the specials - I like the weakness, and i like be close when people start to panick because they're on fire ![]()
I like the suggestion made about HAR targeting Action with a DOT, somethingto go intothe next report maybe.
I remeber reading in a post a suggestion for 1 or 2 launcher pistol specials that you could get when you get master commando, like an evil mind DOT. I like this idea and think that it would sort out the LP to make it a decent weap as it is, AP1 too would be nice though.
And finally I think the voting has given us some much better titles, even though none where what I voted for ![]()
Cheers,
Roakee
On a side note, I agree with everyone else here that our delays and ranges for specials need to be left alone. They are powerful attacks and should have some serious repricussions for using them. This is whats going to keep the nerf bat away from us and from a balance standpoint, its the only fair thing to do. I dont want to be godly, I just want to be powerful like a true hybrid profession is supposed to be. And as we stand now, tahts what we are.
Secondly. I would like to see more work done on the HAR. There are a ton of reasons why this thing should be the acid spitting equivalent to the flamethrower but none more important than the single fact that we spend 1/4 of our skill tree learning to use this thing. But as it is now, the accuracies dont seem on par, the animation is horribly disappointing compared to every other heavy weapon, its got lower base damages, and the special offers very little wounds and no DOT.
If the HAR continues to lag so far behind the flamethrower like this it will only serve to ensure that us commandos are all exact replicas of eachother because every commando is going to be using the flamethrower as his primary weapon. And in a class with very little to offer for diversity already (less specials than all the other classes and the fact that we cant rely on the specials we have) it would be nice to have our 2 class defining weapons be on par with eachother.
The main reason people cry nerf over the flamethrower damage is due to the revenge TEF where you can just run up, hit a special and inflict a large amount of damage and a big flame DoT. This is not a problem with the flamethrower, it's a problem with the revenge TEF. Take that cheesy move out of play and you can just turn round to anyone who cries nerf andask him what the hell he was doing that close to a Commando with a flamethroweranyway. You don't run up to a TKA and start a fight with a baster within melee range do you?
Our damage is fine when taken into consideration with the range and accuracy penalties that apply. I do not want to see the specials range increased on what are supposed to be short range weapons but I would rather see an overallbetter range on the Acid Rifle, that way Commandos might actually use it and we gain a decent ranged weapon that isn't charged.
The Specials timer is also fine. It's the price we pay for dealing massive damage. Take it away and we will be nerfed soon after.
14) No exp from mobs who are MISSED on initial AOE, but die due to DOT. I always get exp when I do damage to the mobs (untargeted).
HAR - I don't want to be an archer! Fix the stink'n graphic and sound!
Prone - "Quake days" Lag-O-Rama.
*though after playing with this for other weapons, had the same effect with my scout blaster, just not as FPS intensive*
Unarmer Prereque - Make it usefull for us. Roll Flame Thrower and HAR back into one tree, and make a close combat tree using unarmed.
3. The range of our specials is extremely short. The profession may be designed for close combat but the current range of 16 meters is prohibitive. Could the range be extended?
4. Recovery from our special attacks is very long with reports of up to 15 seconds. Could recovery time be reduced a bit?
*endquote*
I am interpreting point #3 as MasterSynn as indicating that our special flame attacks are 16m or less and that is fine, but can the range modifiers for our normal shots be extended.
If the range mods for Acid Rifle are adjusted to be in line with a others Rifles, then this is a non-issue, otherwise I would like to have them adjusted.
Second, recovery time on our specials does not need to be increased. I find it enjoyable to my play style to have to use tactics and forethinking as to whether I use my flame single now on this first Storm Trooper running up to engage me to do I toe-to toe it with him for a few seconds while the other troopers are within 16m and flame cone....
Increasing the recovery time on specials would unbalance our class.
I would actually prefer seeing an acid dot on the acid rifle.
Lor Raiku
Chilastra
Commando