Commando Archive

Thread: Garibaldi, Suggest this to the DEVs

Drist
Tue Aug 05, 2003 7:53 am
#14

I agree with ya all the way BobaF377. I didn't become a Commando to wield a Pistol like a Pistoleer. I wanted a flamethrower, acid rifle and rocket launcher. I looked at the Commando as the DAOC-Fire Wizard. All damage with a weaker defense but offset by his huge amounts of damage. As you know this isn't remotly close to what he really is.


I give them to the next up date to fix it. I'm working on my scouting now and will be ready to join ya BobaF377 if they don't follow thru on a decent fix. The Launcher pistol is side stepping the issue and no matter where you stand that does not make us unique.

HiyaEiseiKaishi
Tue Aug 05, 2003 9:58 am
#15

the small arms one is an OK idea, id prefer to see heavy weapons just be more versitile myself. the unarmed...nah, the only reason for unarmed pre-req is to make sure we can't git too many other professions, and as much as that sucks, deal w/ it.



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Quality may be better then quantity, but quantity has a quality all it’s own."

TheBadLlama
Tue Aug 05, 2003 10:11 am
#16

Eisel, how can you say that about the unarmed? Tell me you have seen the movies where a squad of commandos sneak into a enemy base and start breaking necks . its like a staple of the commando butt kicking diet! Anyway, the small arms stuff make sense to me too. It builds on our prereqs and gives us more versatility. I would like to see heavy weapons more versatile but the devs are right that sometimes, they aren't the right tool for the job. besides... currently the Flamethrower and the HAR both have a max range of 48. your gonna need that extra 16m sometime and having extra punch in it is always a good thing.
Kensar
Tue Aug 05, 2003 10:38 am
#17

i like many of your ideas. i agree with how ever said replace the small arms line with a commando specific small arms. personally i'd like to see a repeater be a new weapon which is commando specific.



Kensar Apaki - Bloodfin
SolidicPwnage
Tue Aug 05, 2003 5:20 pm
#18

i have only been commando for ooooo... all of 45 min but i totally agree with what u have suggested.. it would make the class much easier to handle



=====================


Tersidre - Commando
been here since before the beginning.. was my beta char only remade for the launch.
Stryder' -Spy
Post NGE created abomination..

=
====================


-Everytime you come to the boards to
complain about something ask yourself
this question first, "Do i know how to play?"-
JediMasterAJ
Tue Aug 05, 2003 7:25 pm
#19

I like alot of the ideas that have been posted already but i got a few suggestions and what not just like everyone else too


When I started reading up on this game back like 3 months ago the commando caught my eye right away. The Commando was the heavy weapons master and in most games be it FPS's or RPG's I always perfered the heavy hitters and heavy weapons users. I read about how they could make det packs for blowing stuff up and i pictured a commando climbing up the leg of a AT-AT (like luke did) but putting some det pack on the leg and blowing it clean off bringing the AT-AT down. When I got beta i couldnt stand how they had to learn Eng 4. I didnt expect a commando to make his own weapons and after doing the math you learn that he cant go up the whole tree.... sorry just ramblin


So I think the way the commando tree is set up now is fine. I personally dont think we need a extra unarmed + small weapons fire. I think it was intended that we already knew some of them and that we werent suppost to be givin extra special moves ( like a bounty hunter or smuggler) I always saw the class as a Heavy weapons and Nades class.


Also I think the reason why people are thinking on two sides of the line is that Some people see the class as a Commando like in the movies wicked at everything. But in reality i think it was ment to be a Heavy Weapons class maybe they just need to call it that then people wouldnt think of all the choke holds and what not. (personally i would perfer to play a class that was just really really good with heavy weapons then a class thats good at everything)


Also I cant believe they gave the launcher pistol Heavy weapons xp. Its just such a sloppy fix to such a big problem.


Hopefully by christmas our class will be set up with all the weapons workign though


A'J Lori Eclipse




Intrepid - Stev Syoj
MBH / MMarksman / MRifleman
New Republic -NwRep-
MuppetLazarus
Tue Aug 05, 2003 8:58 pm
#20

can I give thebadllama a big sloppy kiss, thats like a work of art hehe, and something like what I was thinking it should be like hehe sorry like 5am here, very happy to see somone put alot of thought into it
BobaF377
Tue Aug 05, 2003 10:44 pm
#21

I agree with AJ about the commando's not really being able to be designed for their name.


If that were true it would be like every class in the game would be standard grunts, then the commandos would be Delta Force - just cant really make them too good


Basically the commando should be called Demolitions Expert instead of commando with the way they are designed right now




~Do not cross a man, with nothing left to lose.

~Honor until death - No fear.

Ex Bounty-Hunter
TheBadLlama
Tue Aug 05, 2003 11:49 pm
#22

AJ, i too was hoping for some amazing things like blowing the legs off AT ATs and maybe the heads off of AT STs but with the way we are set up right now, were jsut not going to be doing that.

I personally think the way the specials for the weapons was a SERIOUS rush job and if the Devs want to fix things right, they will need something like a total overhaul for the Commando.


The current prereqs and class description say that the Commando is an Elite Soldier. Pretty much, we are Delta Force. We are trained in all types of weapons and close hand to hand combat. We are all about Combat. Currently, bounty hunters do cost more Skill points to achieve novice but Commando requires more skill points from combat tiers. From what i can tell, Commando is supposed to be a force to be feared on the battlefield. The new specials that I added into Small arms are really nothing great. Overcharge3 would be nice and keep the idea of a commando's damage large but unfocused on a single pool. the Ambush thing would also be nice. The unarmed moves are just classic Commando things and make sense with our unarmed Prereq.


Seeing the Commando as a Heavy Weapons and Grenades class would be fine... if the prereqs pointed to that kind of thing. Currently, they point to a super Soldier. Suggesting that the only thing really wrong with commando right now, besides the bugs, is the name of the class, is totally ridiculous. Heavy Weapons are meant for support right? Maybe our prereqs should just be Ranged Weapon Support specialist. For what is available to the class with its current setup, thats what would make the most sense. Whats the point of getting other special shots if you can't use them with your main weapon anyway?


I'm glad you agree on the Launcher Pistol heavy weapons exp being a sloppy, ungate the class but still leave it crappy, fix.


Hopefully if we can draw enough attention to our problems, we will be fixed sooner that the first expansion pack.... which will prolly have enough bugs that we will get pushed to the back burner.



Chilastra
Deela Ven Leading Commando


Test Center
Deelo Ven Lightspeed Commando Grind

TelekFragger
Wed Aug 06, 2003 12:53 am
#23

I think the rocket launcher should be left to an EXTREMELY hard to craft (lots and lots of subcomponents each with subcomponents)limited use weapon (5 charges is good) but be pretty much aratheraccurate at high levelone hit kill with a very long delay after firing (30 seconds?)


Maybe another weapon in place of the rocket launcher mentioned in this post.


I doubt commando would get such an overhaul but it sure would be nice. I like the idea of the class going towards being able to use lots of different weapons each intended for a different situation.




enough skill points to master both commando and weaponsmith? *begs

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