Commando Archive

Thread: wth why arent we good a PvP

Stupmster
Wed Jul 07, 2004 5:04 pm
#14


commando rules in PvP, as long as the person you're fighting has no flame protection.....



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Sazu Nez'kre - Bothan Super Commando
ninel1ves
Wed Jul 07, 2004 9:42 pm
#15

My friend asked me to kill the other day because he had an action buff left with a 30min timer on it, and all his other buffs had wore off, I thought this shouldn't be to hard after all i'm a master commando, thought i'd try some of the worthless consumable weapons i bought that ended up sucking for well everything first, rocket launcher after 3-4 misses i finally hit for a whopping 227 dmg (weird considering its ap3 and has 1019-2789 dmg) anyways he wasn't even wearing armor, tried my beam cannon (nice special effect but only 334 dmg, and the stupid thing hit his action pool so he was still alive) so i switched to my flamer, after missing twice he sat down and i finally hit him, and after a little while the flame dot killed him. Mind you he was maxed on meelee and ranged defense but still he had no armor on. Anyways decided to drop commando after wasting 47 rockets to take down an atst and the swordsman i was with killed 2 other ones and still had time to watch me with amazement as to how sucky my proffession is, after all aren't we supposed to rock against atsts



- I support keeping & balancing the current combat system You can too
Jazzminn
Wed Jul 07, 2004 11:40 pm
#16

Ninel1ves,


Iunderstand your pain and frustration. As of right now, commando isn't a working profession, and it requires a ton of patience to keep master commando. 2 of our 4 trees in consumable weapons and grenades are expensive and ineffective at what they are supposed to do (dealing massive damage), another tree has a completely broken weapon, and only one tree functions okay but at subpar level. All for the cost of 169 skill points. This is plain injustice.


I am sure the combat balance will address many of our issues, but I don't see it coming for another 3 months at least. That is heck of a long time to wait for even a simple fix to boost our profession, while all their efforts are put in for Jedi revamp and Jump to Lightspeed expansion. If I were in charge of the development team, I would make the combat balance the first priority, but I guess SOE doesn't see it that way.


I have been keeping master commando until now because I just like the feel of the weapons and the nice explosions. Just one big fireworks graphical extravagenza and nothing more. I don't know if I can take this any longer. It's been very frustrating for me as well.
Banzai51
Thu Jul 08, 2004 4:10 am
#17

Because we are, by far and away, too slow across the board. Speed kills in PvP. The only weapon remotely usefull is the FT, and it is too slow recovering from specials even at Master level. Compare that to Riflemen and the like that use specials at the speed cap.


We seemed geared towards taking down structures and AT-STs. We really, really need some sort of anti-personnel weapon. The forum is littered with suggestions for an assult rifle and I agree as long as it is fast and has some AP.



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Gone, daddy gone. Accounts are gone.
Twentytolife
Thu Jul 08, 2004 7:21 am
#18

To answer the topic question directly.


The reason we are not good in pvp.


We are have been hit with a 75% damage reduction per soe "balancing". This happened months ago.


I suggest you take your 75% back and master CM.


Ster
Thu Jul 08, 2004 9:57 am
#19






Twentytolife wrote:

To answer the topic question directly.


The reason we are not good in pvp.


We are have been hit with a 75% damage reduction per soe "balancing". This happened months ago.


I suggest you take your 75% back and master CM.








CM is the bane of the PvP existance. I didnt even know you were a commando Twenty...



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
AvataroftheSith
Thu Jul 08, 2004 10:34 pm
#20

If I weren't also aTKM PvP wouldn't EVER be an option for me. I simply can't hit anyone.



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