Commando Archive

Thread: On the Possible Nerf...

Zekiel-PRX
Sun Sep 14, 2003 9:44 pm
#14

Well if they do it right, the nerf may not be too bad. What the devs can do is lower the damage on flamesingle1 and 2 and flamecone1 and 2 so that it doesn't 1 hit a person. Of course what they then need to do is then remove the silly 16m restriction and the 15 second delay. One can hope right?
Falator
Sun Sep 14, 2003 9:52 pm
#15

Combat medics give wounds even better than we do though so if they nerf us because of the wounds we give, they better nerf combat medics too.



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
humberton
Sun Sep 14, 2003 10:08 pm
#16

What's sad is soon people will learn how to beat a commando... not standing still 13m away, not forming tight groups. Then Commandos will be owned on the battle field once again. The current state should be left alone for a wile to see what happens... then if it's needed the bat should swing. The first night I was a command I said on /gu Yeah, this is getting nurffed... but now that I have had a little time with the class (3 days!!) I see that If I'm moving, or the target's moving I can't hit a thing.. and if we are both moving, I go for my FWG5 every time



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