Commando Archive

Thread: Commando Profession Top 5 Discussion Thread...Started on 3/30/04

garvin
Thu Apr 01, 2004 9:20 am
#14

Thanks everyone for the feedback...keep it coming...I want to get this refined and shipped off to the Dev's very soon...The sooner we get it in, the better...I have heard rumblings that since the combat balance is delayed, the Devs might just look a lot closer at our Top5 to help us make it to the Balance, so every little bit helps...


I will probably take what's posted here, review the most popular suggestions, refine the Top5 and ship it off Monday or Tuesday of next week...


And remember...Currently form of our Top5 is to ask for those Major changes to make our Profession more agreeable...once we get those major changes, we can focus in on other smaller changes...we can also at that time push for a possible revamp patch like other professions are getting...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Ster
Thu Apr 01, 2004 8:07 pm
#15

I like the idea of spreading the accuracy bonuses and such throughout the trees. This would make a master much more powerful than a Flame 4 dabbler. Frankly, a master commando does not have enough luster to warrent having it. However, I still am one...



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
Kanubis
Fri Apr 02, 2004 7:17 am
#16

I missed the announcement about you getting correspondant Garvin (was there one?) but I'm sure as hell glad you did. I have many far out ideas I'd like to see in commando but if we could just see the balances and fixes from your top 5 implemented soon, I know I could hold out a bit longer for a revamp



Ka'nubis I'onia {SFR} - MIA, presumed dead, 20/10/04


THE DEEPEST CIRCLE OF HELL IS RESERVED FOR TRAITORS AND L33T-SPEAKERS (AND PEOPLE WHO PARODY MY SIG...)

Twentytolife
Fri Apr 02, 2004 9:43 am
#17

This looks good.


We really need to be more competetive in pvp and we should be unique in our weaponry.


Getting tired of only using 1 weapon the past 5 months. ( The FT )




SkipMalone
Fri Apr 02, 2004 10:00 am
#18

Kang, thats almost along the same lines of what I wanted... BUT BETTER! I definatly like this idea. It makes our LP useful, and it makes having master worthy accomplishment. Garvin I second the idea of having all of our weapons combined for spd/acc mods, making ALL weapons heavy weapons. Also spreading out our +'s to spd/acc throughout the different skill trees. GREAT IDEA.






NCresslinN


Mmaster commandoM

DFR


First mohawk on Flurry, tallest human in the galaxy






Drimli
Fri Apr 02, 2004 10:53 am
#19




Look great for the most part.



1) HAR/FT: The recently fixed Heavy Acid Rifle still suffers the same range and delay restrictions that the Flame Thrower does, does far less damage and has no DoT specials. For this reason, The HAR is rarely used and definitely not used enough to deserve it's own tree, especially a tree that costs more XP then the Flame tree. The HAR tree should either be merged with the Flame tree or the HAR should have, at the very least, it's range restriction removed, more unique specials, and be at least armor piercing 3. If The HAR/FT trees were merged, Commandos would like to see gaining a new tree devoted to a ranged weapon like the Beam Rifle, E-Web, or at the very least, the Launcher Pistol gaining a tree of it's own.

I agree that something needs to be done with the HAR. I would like to see it merged into a line with the FT.


2) Heavy Weapons: The average Consumable Heavy Weapon comes with around 30 shots and cost on average 30K to 35K to purchase by the averageCommando consumeringame. Our poor accuracy with these weapons leads to us missing on average around 10 out of 30 shots. That means we are paying about 1.5K per shot for a weapon that is useless after it is depleted. We would like to see all Heavy Consumable weapons be at least armor piercing 1 or higher, the initial charges on each of the weapons increased from avg 30 to avg 60 (without hopefully increasing the Weaponsmith crafting process or requirements), and if possible, we would like to see these weapons rechargeable (return to a WS for a reload much like a repair to other weapons) that would lead to less cost on our part and less work on WS part.

I like the idea of making these rechargeable. Someone posted that it could work (the reloading) like how you put a power-up on, I think this is a VERY cool idea and seems like a workable solution.


3) Launcher Pistol: The LP is sound in its idea…a pistol that does blast damage and grants Heavy Weapon XP. But for this weapon to be useful to a Commando, we need skill mods beyond that of marksman as well as LP ranged specials. The way the LP currently exists, it is a great weapon for the Novice Commando in need of Heavy Weapon XP while they build up their FT accuracy. Once the Commando reaches a certain level, the LP becomes a weapon rarely used UNLESS the Commando dabbles in other pistol professions for mods and specials. Our own weapon tends to be used more by those outside our profession then those within. To fix this we would like to see skill mods added to the Commando profession to enhance our use of the LP (in the form of accuracy and speed) and our own set of ranged LP specials.

I have mixed feelings about this.I would rather see an unarmed line or at least some unarmed or close quarter specials and mods (like melee toughness, speed and accuracy).


4) Grenades:Anyone whouses ourConsumable Grenades will discover that often times they do more damage to the user then the target. This often happens as the targets charges towards the user in such a way that, due to speed, the Grenade does not explode until the target is next to the user. The HAM costs of the grenades are also fairy high enough to compound the damage taken and leads to the user typically incapacitating themselves. To fix this, Grenades need to be completely reworked on speed, accuracy, HAM, damage, AOE, AP, and special state effects. Most Commandos would like to see our different types of grenades have different types of state effects as well, such as dizzy, stun, KD, etc. Also, going back to the Consumable Heavy Weapon issue of use vs. accuracy vs. cost, we would like to see the number of grenades per pack increased from 5 to preferably 25 (it would be understandable if less came per crate due to this). The reason for the increase is also due to the fact that most Commandos use their F-Buttons for their Grenades and to use an F space for a 5 pack is a bit of a waste of space (especially if you think that a Commando could easily use more then 5 grenades per fight).

Agree 100%


5) Defenses: Commandos are a RANGED profession that most often fights at MELEE range thanks to the range restrictions on our FT and HAR specials. We cost more skill points then the elite ranged professions, yet most elite ranged professions have more Melee defenses then Commandos. This seems counter productive when you consider the fact that a profession like Pistoleer never needs to get into Melee range to use their specials, so why should they have more Melee Defenses? We would like to see a general increase in various Def Vs. (Including KD, Dizzy, Stun, etc) as well as an increase in our Melee Defense.
Quite simply, we needa lot more defense. I know that we are in theory to be the big damage dealers but then can someone explain to me why riflemen (the true damage dealers) have more melee defense, more ranged defense than us and they get block (yeah I know it doesn't work right).


Someone posted about giving us some form of toughness - I like this, every other combat prof (other than BH) has some sort of dodge, block, counter attack.


One other thing that covers the top 4: Specials! We have (I think) 8 (4 really since the HAR ones are the same as the FT), pistoleers have 11 and riflemen have 13 (granted some are redundant and others broken).





Soula' - TC Commando in Training.
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