Commando Archive
Thread: ok i am seriously pissed at soe. rangers getting commando -type abilities? what the heck????
Message Edited by MsNiL on 09-18-2005 03:42 PM
Thats something I'm starting to push harder now (Damage, Role, and weapons being fubar)...some other Corro's agree as well. Certain news, also hints at this but I'm still waiting for a follow-up and permission regarding it though...
Hopefully, our AoE will get some loving real soon but keep your fingers crossed everyone!!
**Edited for Clarification**
Message Edited by StarNick on 09-21-2005 05:28 PM
Based on what I saw, I am going to guess the pre-reqs for Ranger will indeed lower, but my guess is a pre req of Scout 4/4/x/x- (Terrain Negotiation and Trapping). They said the other skills like camping and hunting would be dropped from Ranger, so loosing those skill lines makes sense. This would also keep BH/Ranger templates from becoming over powered, as opposed to a Scout 4/x/x/x - Marksman x/x/x/4 requirement which would leve way too many free points hanging around IMO, but we'll have to see how that goes. I like this new view of Ranger, all except for the pick pocket thing. That's almost like a "we-couldn't-think-of-another-cool-spec-ops-ability-so-we'll-stick-this-in-the-last-skill-tree" type thing. Other than that though, I do think this may lead to many long time Commandos going over to the Ranger camp, sincethe newset of skills falls in line with what many have seen as a commando role.
I'll admit to being envious, but I'm not upset that Ranger is now shaping up to a more modern view of what a "ranger" is: long range recon, infiltration and spec ops specialists.
/cheer for the Rangers. They've waited a very long time for their due.
Yep, at least leverage with some stuff (*cough* damage *cough* and hopefully grenades), since the big revamps are now either coming out or being coded. Maybe not a full fledged revamp (we dont necessarily need, another role change...we need tweaks and a mini-revamp or two for gameplay mechanics to achieve our CU damage dealer role).
Nevertheless...the future's looking pretty bright now till TOW at least...
Instead of Unarmed IV, substitute Scout Trapping IV.
Get rid of the Melee modifiers in Commando, Add "Trapping/Mine/Explosive - Whatever" skill modifier that would be used with traps.
Rangers get their profession specific traps/mines.
Commandos get profession specific HIGH DAMAGE/NASTY STATES traps/mines.
Since Rangers will craft their traps/mines, Commandos should craft their MINES and GRENADES. That's right. GRENADES. Weaponsmiths don't like making them anyway, and it was the original SOE beta vision. And that grenadier belt is still out there with grenade assembly mods, LOL.
Doing the above would give the commando profession a LOT more flexibility to mix BH/SL/Ranger in our templates, but it will make getting Smuggler/TK more challenging, but still possible for those that chose it.
But it's time for the unarmed pre-req to be dumped. We are a ranged profession after the CU, so rather than have us waste 29 points, put it somewhere we can use it. In Scout.
what else you expect man?
They got the same morons that worked on EQ2 working on SWG. The CU is nothing more than an EQ-izing of SWG.
The original pre-cu combat system was beautiful. It was the devs themselves that ROYALLY screwed it up with the doc buffs and godlike armor and superloot weapons.
tacwraith wrote:
actually pre-cu SOE had commando ALMOST right.
Rifleman were the heaviest long range single target hitters. No one could deny their 'nuking' capability.
Commando was the short range multiple target heavy hitter + dotmaster and nobody could deny their mastery in this role. For long range commando had the consumablerocket launcher which did (in the small time frame it actually WORKED) massive damagein AOE but the cost was high: very long timers and very high cost credit-wise ...we paid for our ability to do damage in both money and leaving ourselves vulnerable for awhile.
All SOE needed to dowas remove thedumb massive wound damage and curb down the dot damage by about half (it really was too high) andfix grenadesand acidrifle andlower the craftingcomplexity of consumables and we wouldve fit in PERFECTLY in this CU as a high damage short range combat proffession with one hell of an AOE arsenal.
but instead we got turned into this barbieproffession. Welook pretty but thats about it.
I'd have to agree here.. Pre-CU, we were almost godlike in damage abilities.. I actually had people look for me for stuff, simply because I could walk up and destroy just about everything, including AT-ST's. The AoE from the FT was a GREAT thing to have, made destroy missions a breeze.
Now, I have to use carbine specials to be even semi-effective.. grouping with melee types is a pain because I draw all the aggro, no matter what I do, and there's not much I CAN do alone anymore. (although, I did manage to take out a couple of novatroopers the other day)
We need some serious fixes if this is to remain a viable profession. Our OWN specials, maybe some great extra abilities and weapons that actually work.
New Ranger traps are placed before combat.
Commandos are point and click.
New Rangers are set down and wait to click.
See the difference? Tactics. Just because they used certain words does not mean they are stealing things from this profession.
tacwraith wrote:Starnick,What really worries me is that SOE is giving a lot of power to these proffessions. SL... Ranger.. Smuggler (you bet they will be given good stuff)...by the time they get around to commando (which being a realist i bet its going to be a heck of a long time. I think commando will be among the last to get revamped) they will have created too many proffessions that already give too much power. Then commando, the supposed heavy hitter will be looked upon and they will say: oh theres too much power out there that commando can mix their proffession with so lets revamp them into a utility proffession.which is im sure, exactly what happened when theyredesigned the proffession skillsets inthe CU.IMO we should push to be the next proffession revamped after ranger. Smugglers got a massive revamp in the CU that turned them into a combat proffession. Sure they still lack their 'smuggling' flavor content..but hey, commando LACKS content AND damage AND role AND its weapons are totally FUBAR. We should be priority.
Those professions were slated for revamps at FanFest Anaheim. That is why they are being done at this time. Rangers were "outside of the scope of the Combat Upgrade" as stated by Thunderheart, so please let us have some combat capability for once in our miserable history.
Thank you for your perspective. I believe the Commando community in general supports the Ranger and Squad Leader revamps. We understand that these were promised by SOE at the Anaheim Fanfest that followed the CU.
But please consider this: Commandos were promised that they would be fixed BY the CU. If that didn't work, we would be revamped. SOE's promise to fix commandos actually pre-dates their promises made at Fanfest.
The CU did not fix commandos. It actually (and unbelievably) made things worse by taking away specials, putting our skill into the weapons, and relying on AOE that does not work!
It's a small point, since Commando's and Rangers and Squad Leaders all suck like a bilge pump in a New Orleans basement right now. It's a concern for Commandos that many of the items that have been suggested to make commandos actually FEEL like commandos (remote mines, infiltration missions, etc) are being put into Rangers rather than Commandos. But that doesn't detract from the heartfelt belief that most commandos (no, I haven't done a poll, just judging from postings) support other hybrid professions being revamped.
Let's just try to stay away from the "SOE Promised us this and that on such and such a date so there" sort of position taking. SOE promises a lot and delivers not very much.
Thanks for visiting.