Commando Archive

Thread: Our Specials Aren't Gone...they are Built In!!!

nerfherder321
Thu Mar 31, 2005 11:56 pm
#14

stacks of 500 *giggle* that sounds like FUN mr garvin!


time to shove some up a durni's **edit**





Cheat Fetto
Ackehece
Fri Apr 01, 2005 2:59 am
#15






JohboBocal wrote:

Ok, I seea LOT of positive in this. But besides that lets test it on TC before we think negatively. We have not even tested this yet, but honestly it sounds pretty awesome to me. Also, think about how many weapons we can use now, not just the FL.


Just the simple grenades are cool, and FUN. Check out how you damage EVERYTHING around you when you throw them into a crowd.






c12's do knockdown now as well.. with a 22m radius.... and no back splash onto the commando!



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




RazerWolf
Fri Apr 01, 2005 3:19 am
#16

From the looks of things so far:

1) The FT's default attack is a 25m range FlameCone. Nice. The FT fires no further than thet anymore though.
2) All the launchers are no longer consumable! And fire up to 65m! They are all equippable weapons too, and only have the same restrictions on firing as our other weapons. No more kneeling!
3) The HAR is currently at about 70% of the power of the FT, but 45m max range rather than 25m.

So the FT is close-range death, but the other weapons have their uses too.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
TatooinainWarrior
Fri Apr 01, 2005 5:41 am
#17

Ohh btw can i remind everyone.. heavy weapons mods are back and i hope they work now.. cos i got some nice CA's and AA's sitting at home (thank god i kept them) now i just need to make a group of about 300 noobs on TC to go kill nyax or an ns and loot be a CA or AA to test with on TC hehe





Ra'ven (Infinity)
Canceled, last day of play is may 21st
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Thatguyfubu
Fri Apr 01, 2005 6:02 am
#18

I am really liking the new changes. However the grind up to commando is not commando like at all. Since the pre-req is ranged support and unarmed, I am only doing unarmed and grenades. I have no reason at all right now to pick up a gun. Were as before I used lost of different weapons. I am not complaining and really like the lower pre-reqs, but it does feel weird that that this is the path to greatness. However I am getting the rep in my group as the tank that needs to keep the aggros off of everyone. I am some take with unramed 1...LOL




X Zaran Moonwalker X
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__.///REBEL ALLIANCE SPECIAL OPERATIONS


peope
Fri Apr 01, 2005 6:43 am
#19



Thatguyfubu wrote:
I am really liking the new changes. However the grind up to commando is not commando like at all. Since the pre-req is ranged support and unarmed, I am only doing unarmed and grenades. I have no reason at all right now to pick up a gun. Were as before I used lost of different weapons. I am not complaining and really like the lower pre-reqs, but it does feel weird that that this is the path to greatness. However I am getting the rep in my group as the tank that needs to keep the aggros off of everyone. I am some take with unramed 1...LOL





The requirements for Commando dont require a gun. But to use specials with your new guns in commando you would need to get some from other marksman skills AFAIKS.



sigs are for dorks
Cpl_Fisher
Fri Apr 01, 2005 6:56 am
#20






RazerWolf wrote:
From the looks of things so far:

1) The FT's default attack is a 25m range FlameCone. Nice. The FT fires no further than thet anymore though.
2) All the launchers are no longer consumable! And fire up to 65m! They are all equippable weapons too, and only have the same restrictions on firing as our other weapons. No more kneeling!
3) The HAR is currently at about 70% of the power of the FT, but 45m max range rather than 25m.

So the FT is close-range death, but the other weapons have their uses too.





yea the devs "Nerfed" the effective range of a flamethrower.... *Giggle*



Member of the Rock alliance.
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"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
HootGibson
Fri Apr 01, 2005 7:14 am
#21


Garvin wrote "When someone in the navy goes on to be a navy seal, they don't lose those earlier skills...the navy is still apart of them..."


Thought we were the seals there mate...



Hoot Gibson (Dusty Commando)

Ordo-Malleus
Fri Apr 01, 2005 7:59 am
#22

/wonders

/ponders

/hums

/thinks

will a rocket laucher do a sniper move???

/grin

/laugh

/cackle



Indur' Dawndeath
origitat
Fri Apr 01, 2005 9:16 am
#23






Ordo-Malleus wrote:

/wonders

/ponders

/hums

/thinks

will a rocket laucher do a sniper move???

/grin

/laugh

/cackle









------------------------


Ramir Castelanas of Shadowfire - Once a Commando - always a Commando!


Dreaming of the Pre-CU days but will be here to the end!
Ugly_Duck
Fri Apr 01, 2005 9:40 am
#24

Now when they say "built in specials" does that mean were actualy performing a flamecone2 or whatever when we attack or are we just doing a crap area attack with the cool new graphics?

In my opinion taking commando's specials away completely is just wrong. I dont mind that flamesingle and what not is gone, not with the new cross weapon attacks anyways. But I do mind the fact that commandos get no such attacks. I'm not asking for anything on the scope of riflemen or carbineer, but something that makes us unique and not just "uber" dabblers. I'm TKM/Commando(kinda, I have to re-grind after being BH for a short while) and I love it. But now, I have to use something like riflemen or carbineer to improve my remplate on the commando end, ruining the template I was aiming for of TKM/Master Commando/BH 4xxx.



IGN - Ohep Ador
garvin
Fri Apr 01, 2005 9:46 am
#25






Ugly_Duck wrote:

Now when they say "built in specials" does that mean were actualy performing a flamecone2 or whatever when we attack or are we just doing a crap area attack with the cool new graphics?

In my opinion taking commando's specials away completely is just wrong. I dont mind that flamesingle and what not is gone, not with the new cross weapon attacks anyways. But I do mind the fact that commandos get no such attacks. I'm not asking for anything on the scope of riflemen or carbineer, but something that makes us unique and not just "uber" dabblers. I'm TKM/Commando(kinda, I have to re-grind after being BH for a short while) and I love it. But now, I have to use something like riflemen or carbineer to improve my remplate on the commando end, ruining the template I was aiming for of TKM/Master Commando/BH 4xxx.





If I asked you for $100 and then gave you a Pre-Paid Credit card that you could spend up to $1000, would that be a pretty good trade?


Basically, we are losing 2 unique specials to gain the ability to turn any other ranged special we get INTO Flame specials...That makes us the MOST unique profession in this game in my book...


Besides, we DO have specials even without dabbling ANY other professions...we get them from Marksman....Remember, we turn even those into Flame Specials...


And beyond that, we have OTHER weapons now besides the FT that we'll want to use...We have MORE non-consumable weapons then ANY other profession AND we have our Grenades...our Role is "Heavy Damage Specialists"...sounds like we might just finally be that...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Fri Apr 01, 2005 9:49 am
#26






HootGibson wrote:


Garvin wrote "When someone in the navy goes on to be a navy seal, they don't lose those earlier skills...the navy is still apart of them..."


Thought we were the seals there mate...




We are...It was a hint that we still have the specials that we get via Marksman that our FT will convert into Flame Specials...so we aren't left with nothing...How many other professions can say they ADD to any special they get...our FT takes their specials and pumps them up adding a DoT and an AOE.


And that's just the FT...we now have a much increased non-consumable arsenal.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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