Commando Archive

Thread: Anyone Else Upset about becoming the new FOTM

Novock
Fri Apr 01, 2005 1:29 am
#14

I understand your sentiment and I'm one of those who like being a unique type player myself however its difficult to make commando an awesome proffession and at the same time make it so know one to be a commando. So we have to accept as we become a better proffession more people will naturally migarte to our skill trees. That being said with a more balanced system though we might see more people simply be what they truly want to be rather than go FOTM or uber stackers or whatever which should give a nice mix of playstyles and templates... atleast thats what I'm hoping for.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

garvin
Fri Apr 01, 2005 1:34 am
#15






Olsson wrote:

Garvin, you keep using Rifleman/Commando as an example, which makes this Rifleman/Commando from launch day very happy. Those of us who've been Commandos all along get to be grumpy, wise old masters telling horror stories to all the noob Commandos from the olden days. "And there I was, faced with a horrible Nuna and all I had was my flamethrower."





I use Rifleman/Commando as an example for not particular reason...mainly because I know a lot of Commandos already currently pair up with Rifleman. Personally I can't wait to try the rifleman specials will my Commando weapons. Rifleman will have some "special" abilities that sound cool, but not sure how well they will pair up with Commando (it's one of those "wait and see" kind of things)...


The templates I'm most interested in trying are M.Commando/TKM, M.Commando/M.Smuggler, M.Commando/Ranger, M.Commando/CH, and M.Commando/Doc (or CM). Each of those template build represent combined roles that interest me...I like the avoidance of TKM...I like the Mezzing of Smuggler...I like the idea of being able to track what I want to hunt (via Ranger)...I like the idea of having a decent Tanking pet to set up my heavy damage shots...and I'm really interested in seeing how these "healing" abilities work with the idea of Commandos being front line soldiers (which means we could take heavy damage as much as we give it...healing abilities might offset this). It's all about figuring out what our new Commando weaknesses are and finding ways to fill them that suit your playstyle needs.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Cpl_Fisher
Fri Apr 01, 2005 1:35 am
#16

Time to resurect The old school commando thread again!



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
garvin
Fri Apr 01, 2005 1:37 am
#17






garvin wrote:





Olsson wrote:

Garvin, you keep using Rifleman/Commando as an example, which makes this Rifleman/Commando from launch day very happy. Those of us who've been Commandos all along get to be grumpy, wise old masters telling horror stories to all the noob Commandos from the olden days. "And there I was, faced with a horrible Nuna and all I had was my flamethrower."





I use Rifleman/Commando as an example for not particular reason...mainly because I know a lot of Commandos already currently pair up with Rifleman. Personally I can't wait to try the rifleman specials will my Commando weapons. Rifleman will have some "special" abilities that sound cool, but not sure how well they will pair up with Commando (it's one of those "wait and see" kind of things)...


The templates I'm most interested in trying are M.Commando/TKM, M.Commando/M.Smuggler, M.Commando/Ranger, M.Commando/CH, and M.Commando/Doc (or CM). Each of those template build represent combined roles that interest me...I like the avoidance of TKM...I like the Mezzing of Smuggler...I like the idea of being able to track what I want to hunt (via Ranger)...I like the idea of having a decent Tanking pet to set up my heavy damage shots...and I'm really interested in seeing how these "healing" abilities work with the idea of Commandos being front line soldiers (which means we could take heavy damage as much as we give it...healing abilities might offset this). It's all about figuring out what our new Commando weaknesses are and finding ways to fill them that suit your playstyle needs.






Doh...almost forgot...I really want to try out Commando/BH...fry me up some Jedi...lol...Actually, I have nothing against Jedi, but I've always wanted to out the "hunting" aspect of the game...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Bachreus
Fri Apr 01, 2005 1:39 am
#18

I guess the real question is...Why Wouldn't you want to be a commando?


Less skill points to master means to me that we are getting dumbed down from the original vision and power of a commando. We were the elite in the beginning..then nerfed...and never fixed...and nerfed again...So once the CURB hits, can we expect to be elite again....or are we only going to be an add on prof. only good when combined with a true combat class (i.e. pistols etc)



Bachreus
Master Artisan--Master Weaponsmith--Master Merchant
Granock
Mayor of Ghost Town--Master Shipwright
Charos
Master Commando--Master Smuggler

Armorlite Weapons -5084 -6056 Dantooine in Ghost Town
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