Commando Archive
Thread: Commando's & their Weapons: Petition for changes
The Commando is fine as is assuming they make the HAR armor piercing, remove the Revenge TEF flag and fix the DoT damage to check against resistances. Maybe some minor adjustments to AE on grenades or possibly effect states on them.
Maybe I'll go on overto the Chef and Bounty Hunter boards and redefine their professions for them. After all, I play neither of them so I must be an expert, right?
we do NOT need more unarmed skills. We are heavy weapons not a class to add more reason to do tka/commando.
We need more heavy weapons, or fixes for the **edit** acid rifle which is the major problem since nobody wants to use it since FT is godly compared to it. Wish they would just turn acid rifle into a heavy repeater of some sort right now its just a badly cloned FT
For grenades they just need to add some specials for them some how.
Most people me included made commando's for big powerful weaponry, not more specials to use for unarmed.
Grenade Certs to other Master Classes I disagree with, but since they are broken right now, maybe it will make them happy, then well nerf it when they are fixed. IMHO the only idea that seems ok is the AVR (but I think the devs idea of the AVR is a combo of grenades/disposables as they hit every damage type almost), all the rest would either be ineffectial editions or make them worth nothing(disposables firing 40 secs isn't a good idea, as to balance the DPS, it would have to have a dmg ratio of 10000-25000). As for saying all disposables are balanced, well look at the Acid Beam Launcher and compare it to the HAR specials: same range, acid 2 can do more damage, and with the pluses working it will be faster. Now why would the DEVs make a disposable, expensive cannon that is weaker then a non disposable weapon, and has the same limitiations? I say it is a conspiracy created by the little people.
-Maabus-
Bloodfin Master Commando
Also all the Rifleman would hate us more if we got a 'cool' rifle like the AVR. I dare you to post it over there
Actually, I need a good laugh, lets do it.
-Maabus-
Bloodfin Master Commando
it all sounds interesting except your proposed rates of fire.
You got my vote on the AVR as it is (who cares what the riflemen think, thier T21 is more anti-armor than any commando weapon).
As for melee, what we need are skill that let us use melee type moves while we still have a heavy weapon in hand. Nothing that does damage, but status effects as we have to be with in melee range to use most out weapons as it is.
Theres a very specific difference between a T-21 in the hands of a rifleman and an AVR in the hands of a commando: Commando cannot target a specific HAM bar, AVR has a much slower refire rate and if that wasnt enough, the AVR uses ammo.
In contrast, the rifleman can shoot your mind bar, has free ammo, faster refire and much better accuracy at range. the AVR is a midrange weapon (40m).
My vision of a commando is a class that can fight in mid and short range effectively, using high damage, ammo-limited heavy weapons (basically be the only anti-vehicle class in the game), have midrange, medium damage but access to all damage types via ammo and a high damage short range weapon (flame) that, imo, should not work under range of 10m... and ability to melee that would not be high damage, but melee enough to be able to get away to range and use his guns.