Commando Archive

Thread: What should be number one problem brought to dev's.

PyWhol
Mon Aug 04, 2003 12:51 am
#14

Theysaid the moves are supposed to "shine" in the next patch. Supposedly, they upped the damage for specials. "We'll have to see.", me says skeptically.


Anyway, more to the topic, the number one commando issue for the devs should be the purpose of the commando.If they can figure that out, thenthey can figure out what the commando will be good at. Then they can rework the commando weapons so that they're useful. They need to place the commando somewhere on the board of elite professions:


Pistoleers are fast. Riflemen deal big damage to one target. Commandos do ?


They have lots of drawbacks. Which things shouldthey do well to offset the drawbacks?

Nodion
Mon Aug 04, 2003 3:08 am
#15

As mentioned, we're literally forced to take Pistoleer and Rifleman tech branches just for the defenses. If Commandoes are supposed to take x3 melee, they pretty much have no chance whatsoever since their current mainstream weapon (Flamethrower) requires a max range of 48 m. Anything on legs will easily catch up. And the heavy weapons aren't the "kiting" type.

Still baffles me how insanely accurate the pistol is at max range even for a marksman as opposed to pistoleer.

If the intended trade-off for lack of defense is superior fire power and damage, then the type of damage output I should be expecting would be one-hit kills in pvp. 10-15 sec delay between specials is not quite a practical application. I once recommended a separate timer that simply delays how often you use your special but you are still able to fire normal shots at your current attack rate.

The marine gears and weapons from "Aliens" movie should be a good reference for "cool factor" for commandoes





Ryden (Master Commando) @ STARSIDER
Gurbokolok
Mon Aug 04, 2003 12:51 pm
#16

Well, since they're fixing the certs and specials. They should work on grenades next, i dunno about you, but 5 grenades for 500 credits is too much. If we could make our own, that wouldnt be too bad. The problem is, how would we get our materials? They should change the materials of grenades to more common stuff. 100 for 1 hit that barely does 500, if it hits. Ever hear of the phrase "Almost only counts in horseshoes and handgrenades" Well, as said before, unless you lob the grenade 20 meters over the target, you shouldnt miss at all. They could change the damage so that, a direct hit 100% of the damage,X meters away 1/2 damage, Y meters away 1/4 damage and so forth. Also, they should do plenty more damage. Like all of our weapons, the damage should be quite big. The whole launcher pistol being our primary, using pistol skills is a terrible idea. Why should our class have to get a whole nother elite profession in order to meet our full potential? Being able to use the marksman pistol skills is fine with me, we have to get it anyways, we might as well use those. But it being our primary and not even have a tree designated for that is a joke. They should seriously get rid of that idea asap. I think the specials and weapons, if fixed/enhanced were done i'd be quite happy.

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