Commando Archive
Thread: Pub24: Thumbsdown. Sry SOE, it shows this was a 5 minute brainstorm not a planned fix.
This message isn't going to be well liked but tbh I think Commandos are in a pretty good position right now. With their innate AOE on their weapons commando's have great template possibilities and much more potential than any other class out there. A commando/smuggler can AOE concussion shot every enemy around which could most definately turn around any pvp battle - its near impossible to lose a fight if you are capable of stopping every one of your opponents in their tracks and taking them down 1 by 1. A commando rifleman in a pvp situation with a SL in his group using called shot could incap every enemy on the field using an AOE sniper shot and the new toow commando weapons (Which are the highest damaging toow weapons shown - and with a 75% splash) and if people managed to not be incapped by such an attack I guarantee you they will be in a very compromising position after.....
Commandos are definately the best AOE fighters in the game - no other profession can still use specials while AOEing. Granted a commando is nothing without the right template, but with the CU no profession is supposed to be very efficient alone.
Giant2005 wrote:This message isn't going to be well liked but tbh I think Commandos are in a pretty good position right now. With their innate AOE on their weapons commando's have great template possibilities and much more potential than any other class out there. A commando/smuggler can AOE concussion shot every enemy around which could most definately turn around any pvp battle - its near impossible to lose a fight if you are capable of stopping every one of your opponents in their tracks and taking them down 1 by 1. A commando rifleman in a pvp situation with a SL in his group using called shot could incap every enemy on the field using an AOE sniper shot and the new toow commando weapons (Which are the highest damaging toow weapons shown - and with a 75% splash) and if people managed to not be incapped by such an attack I guarantee you they will be in a very compromising position after.....
Commandos are definately the best AOE fighters in the game - no other profession can still use specials while AOEing. Granted a commando is nothing without the right template, but with the CU no profession is supposed to be very efficient alone.
Problem is AOE usage is VERY situational. Combine that with the fact that in many cramped interiors AOE goes through walls and such makes commando's a viability in groups. Not an asset.
And as far as our specials go, they're broken. We have one with a huge windup and a huge cooldown that does less damage than the marksman specials I use. What's the point of that?
AOE is a stupid idea. Its FINE if two or three of our weapons have innate AOE, I mean that would be good!! but ALL weapons? Idiotic.
Something I whole heartedly agree and wish the devs would listen to, but that wasn't the point of my reply, nor even a point anyone here would disagree on. The difference starts forming regarding, how exactly can the devs go about making commando, a commando? Some want the AoE we have now, others want a total move away from AoE. I'm in the center; AoE has a lot of applications, but the whole profession can't be built on it, especially if we're ment to be flexible as AoE limits flexibility in damage and groupwork, while increasing it in crowd control/speciality damage. However we need:
1) Less emphasis on looted weapons for our non-AoE weapons
2) Streamlining of our arsenal, clear distinctions and roles of each weapon. This would entail more exotic states, as well as clear non-AoE and AoE from novice to master. We need a massive cut on redundancy as well as the overabundance of AoE weapons...
tacwraith wrote:The game currently bases its PVE in many players vs ONE mob for xp'ing or loot-hunting purposes. AOE in such an instance is not desired by a group. Any dungeon, any other situation other than powerleveling spin-groups (which are going away with new AI changes I hear) will see commando as a liability not an asset.
That was my initial impression too, but having been in some AoE groups helping 3-4 new Commandos grind up in my guild (including grinding my alt up) I have to say that a well designed Commando can do a better job in a spin group then any jedi can. Granted, it is relying on other profession's specials to do it, but the effects are impressive (and even though I was/am a proponent of the innate AoE being a major fix, it was actually more impressive then I had anticipated).
I should also comment that in one of those groups we had 4 commandos and a carbineer and AoEed an entire lair of Lvl 80 bols on Dant without anyone incapping or anyone going into a healing orgy.
tacwraith wrote:In PVP perhaps commando AOE sees some use... however, it is extremely unlikely to see a bunch of people close together to shoot at them in the cone of fire. Not to mention that if this PVP is taking place where there's mobs around the commando is just getting himself aggroed and theres no other option for him BUT to use an AOE weapon (unless he has a loot gun proton rifle which i find unnaceptable).
I agree 100% that the loot weapon idea is stupid and unacceptable. Currently on Kettemoor, both sides are guilty of bunching up because AoE attacks in PvP are so rare. The few times one side will spread out so they're not clustered they tend to leave a flank open for a cone attack to screw them over.
tacwraith wrote:AOE is a stupid idea. Its FINE if two or three of our weapons have innate AOE, I mean that would be good!! but ALL weapons? Idiotic. Of the 4 'flamethrower' type weapons (lava, normal flamer, plasma flamer, republic flamer) only the lava and plasma should be AOE. the other 2 should be single target. Acid Stream cannon should be the other commando weapon with AOE. All others should be single target. (unless of course soe does change the acid rifle into the launcher rifle hehehe).
I guess I'm just one of those wierdo's that thinks that innate AoE is the most powerful ability that could be added to a profession. Fortunately for me, I've convinced a majority of my guild to think the same way. This isn't to say that I wouldn't like a nice mix of weapons with a reasonable SAC on the non-AoE ones.
Melvic wrote:
tacwraith wrote:
*thumbsdown*
The addition of specials based on min/max weapon damage to commando proffession is a HUGE mistake.
Firstoff we are seeing the obvious errors in this idea:
3) Weapon innate abilities STILL impractical, useless and pointlessly redundant. I can do all of what the entire commando arsenal does without switching guns and by taking just 1 tree in a ranged proffession. So what's the POINT???
4) Enchance commando weapons with EXOTIC innate abilities. Weaken, armor break, root, kd, intimidate, paralyze. We can get the other abilities like blind/stun/dizzy from other ranged proffs.
First off, I see a lot more thumbs up to this patch than thumbs down. AoE alone made my day, the lackluster specials were a bonus anyway so I won't hold that against the publish.
As for the proposal, the redundancy depends on what temp you have. At least 4 of those 'EXOTIC' abilities are already available to ranged professions or ranged support profession (not sure what weaken is and don't SL now have something similar to armor break?), where as a Commando/Pistoleer I don't have any other way to blind, dizzy or DoT. Seems you may want to look at working on a template with some mix of Carbineer, SL, BH, and maybe Ranger instead of turning Commando into that mix.
Above and beyond that, you want to remove AoE, which as a pistoleer (Crowd Control) just sucks. There are enough primary damage dealing profs, AoE is key to Commando, lets try to work with that role.
That said, I can agree to some aspects, such as the grenades and fixing our specials and damage output. Still not sure on the armour thing, I like the assault armour, I just wish the clone trooper armour was assault.
QFE! I'm sorta liking where we're going with 24...