Commando Archive
Thread: 3rd Letter to SOE.
As for the defense modifiers be careful remember we get +2 ranged, melee, and something else from the field tactics tree lol. Just tell them this is not nearly enough.
/agreed We need some feedback on what we are supposed to be, then we can get somewhere.
Please forward this Garibaldi
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=5047
Again, thanks to Mystidia for posting this.
The Skill tree should look like this:
Master Heavy Pistol Master Heavy Rifle Master Heavy Cannon Master Support
Pistol skills with launcher Acid Rifle certsRocket launcher etchand to hand combat
Go here (NOT pistoleer) FlameThrower skillsBeam Cannon expert
I could easily expound on this more...(I can actually put REAL thought into this class unlike the developers)
I think everyone can expound on it. Our unarmed skill tree should continue through the master combat (using combat xp which enables grenade use as well and other moves). Commandos ( I was one in the USAF - Combat Controller AFSOC) learn hand to hand and disabling abilities (arm breaks etc).
Heavy Pistol should get it's own specials which are different from Pistoleer, hello I dont want to be forced to take pistoleer to get HEAVY ability...that's just a cop out so they don't have to fix the class more. Have it use the previous marksman tree abilities we had to learn though. Just like BH.
Heavy Rifle - DUH use the rifle tree from marksman but add new moves (or keep what we have and allow rifle moves).
Heavy Canon - Use carbine skills we had to use previously BUT change the specials again to be different than carbiners which can be used on armored vehicles and creatures. We SHOULD be the ONLY class that can knockdown an AT/ST or Mech, disable a turret for periods of time etc. Man, imagination is a cool thing.
Hand to Hand - Use combat xp to continue this line, but have it progress not ONLY grenades but some hand to hand combat abilities as most soldiers have.
Of course this would all take some thought and time to implement, none of which will be given to use seeing as it's not about producing a great game anymore, its about maintaining a low SG&A versus Margins gained...RIGHT SoE?
I can honestly say I have an inside information specialist who has let me know, they have way more priority set on other things besides putting an honest effort into our class. It's all about time invested vs. the bling bling for them now.
Too bad they are losing customers by the day ![]()
Didious
Master of the Flame and Acid Trees
Destroyer of nothing.
Thank god for my gurreck or I'd still be a novice ![]()
The last column should read Master Support (it looped over)
Hand to Hand combat expert
Mind you I only have Flamethrower and grenades... havent been on the TC... as far as I'm concerned it doesnt count until its live...
Pet peeves...
1. Grenades... pointless... why not make them actually AE to a distance greater than 0... or higher Damage/Piercing
2. Special moves from other lines is a bad idea... should have own version of special moves for our weapons so to cut down on the need to cross-class
3. Defenses and accuracy... Can lump these into the Field Tactics section along with added accuracy in the individual columns.
4. Either more damage is needed or the top of the line armor peircing... What is it.. rating 2 armor pierce?
5. Keep the graphics for the laucher and flamethrower... what do youexpect from an AE weapon... maybe make them AE too?
6. Consider.... (Flamethrower) When a creature cons white as a novice pistoleer, then cons light blue as a novice commando should be easier right? Point is... Commandos should not get tooled in the newbie yard...
Cambion
Pet peeves:
Our weapons still dont do enough damage. Our launcher pistol gives off lessDPS than just using a pistol.
Im soon going to drop my Commando skills. If you look at the in testing page they have yet to do anything or have told us when our time will come. I sincerely dont want to wait another month of doing nothing and with 0 HW XP because my server is completely dry of any HW... and the Launcher Pistol plan hasnt even gone live yet.
I LOVE the tracers for the Launcher Pistol but the explosion is a bit much and shouldnt be as big as the Flamethrower. I think they should make the impact look like very small explosions and alot less smoke.
The HAR(Heavy Acid Rifle)needs a graphical increase(or fix if its broken) cause the sounds are very very weak and the projectile does not show up at all.
They can Hot Fix missions to add text stating the waypoint was moved and has been updated on your display (not exactly what it says but close enough), And they can hot fix Kima's, and all other slow moving creatures to run at intended speeds. But do you think they could hot fix Weapon Certs? Come on throw us an Fing bone. At least fix the Launcher Pistol. By the time the "BIG PATCH" goes to live we could have earned several thousand exp points in HW.
And yes Why are there two skill trees soley devoted to the Flame Thrower and HAR but they are considered special use weapons???
"I dont like the fact that our "main weapon" (Launcher Pistol) does not have its own skill line in the Commando Tree. Instead we HAVE to get pistoleer to have any special moves with our own main weapon. This is NOT how it should be."
You do remember you have the pistol sp attacks from the marksmenship tree right? noted that they aren't very good, however they are sp attacks are they not?
You do remember you have the pistol sp attacks from the marksmenship tree right? noted that they aren't very good, however they are sp attacks are they not?
Well of course Hybrid classes like Bounty Hunter,Smuggler of course use this also but each one has skill lines within their skill that advance this even further(BH=Pistol/Carb, Smuggler=Pistol),but Commando(2nd only to Bounty Hunter in terms of requirments) does not have advanced skills with any of the basic weapons(rifle/pistol/carb). You do not see a Smuggler needing pistoleer to do the more advanced moves cause they have a skill line of advaned pistol moves in their Tree.