Commando Archive
Thread: Commandos: What are your top 5 issues?
1. dont bother pvp a mtk youll be on your back in 1 sec you dont even get a shoot off.Armor doesnt help nor buffs and drugs.
2. haf is useless
3. grenades suck take too long for damage
4. rocket launcher needs to do more dmage and be faster
5. why bother becoming a master it wont do you any good.
Im a master ch (till that become junk also) and nov medic and flame 4 in comando tree
Im think of going mtk cause they seem to be the most uber in the game.
i didn't feel like going thru 268 posts to see if it had been requested but...
GIVE US A
1) Acid rifle is useless, add Armor piercing
2) Add a Melee Knockdown or some sort of unarmed specialto our arsenal or remove the Unarmed Requirement
3) Add flashbangs (Blind target) and other types of grenades
4) Make the Rocket launcher and the rest of the line have a bigger stack when crafted (Maybe 50 uses?)
5) Add Commando Mission Terminals, If BH has them, why shouldnt we?
unarmed4 does not belong in the commando or smuggler professions
unarmed4 is just a skill point eatersome people suggest adding unarmed specials for commando and smuggler but i would have to disagree totally
if your a smuggler or commando in the middle of some intense combatand a TKA walks up to you and tries to attack most people dont want to bother with unequiping their weapon and attempting to go melee with the weak specials you get you'd get owned by a TKA who will do superior damage with better accuracy in less time
unarmed4 is just a skill point eater
as for smugglernovice pistleer only requiresfour boxes of marksmanwhy cant smuggler
when you think about it marksman has nothing to do with commando either lol
I am master Commando and dropped CH to go up TKA to master.
1. Once again... HAR is a waste of time (I like the idea of it eating armor up or giving it AP3)
2. Launcher pistols, I dont bitch cuz you can still bleed with it then switch to the FT and DOT.
3. Melee people own Comandos... Well, Heavy swords and TK do anyway, Polearm people dont
It almost seems implied that comandos move up the TKA tree. Maybe give a special 'Hip shot' that can be dont with FT at point blank that can knockback enemies but doesnt have a bad delay. Give this skill at Master for incentive.
4. Master level gives some bonuses but frankly the flame cone 2 isnt really worth the points you have to spend in HAR to get it. Might want to add Anti Personel or Anti Minefield AoE blast at Master level. Minefields are tough cookies and comandos are supposed to be ordinance experts as it is. I spent a good 5 minutes trying to disarm a minefield and didnt find a single mine. Maybe I am just missing something but that seems a little broken.
5. Rocket launchers (or any other heavy weapon for that matter) need to be a little more frightning in combat and have AP3, no question about it.
6. Grenades, LMFAO, nuff said...
1. Acid rifle is worthless. It is a poor copy of the FT. Replace it with a large kinetic rifle or cannon. I am thinking of something like a Barret M82A1 .50 cal. Proposed weapon would have AP3, be slow, have huge short range accuracy penalties, and do tons of damage. Maybe can only be fired from prone. Maybe have a knockdown from high impact.
2. Disposable heavy weapons should do more damage (and be more accurate) on large targets. I don't know if this is implementable, but I think the shoulder fired heavy weapons should recieve huge bonuses to hit stationary target (turrets),large targets (kimo's and AT's), and recive huge negatives for trying to hit small targets (players). We are supposed to be the proffession that takes outstructures and large vehiclesright?
3. Grenades. Make them cause dizzy, blind, nausea. I am thinking of flashbangs, smoke, and teargass grenades. I have had responses that high end grenades are very good. Personally, grenades are expensive, damaging to use, and don't do a whole lot for the effort of using them.
4. CQB (Close Quarters Battle) Why do we have 15pts in Brawler and 14pts in Unarmed combat with no close quarters battle skills? We need a weapon strike (maybe with knockdown or state change).Our primary weapon forces us to less than 20 meters for effective use. Shuldn't we have some kind of melee skillset from 29pts of Brawler?
5. Don't nerf Flame thrower or DOT. I spent lots of time and points to get to a DANGEROUS & POWERFULL set of weapons. Frankly if a rifleman or pistoleer complains about the damage we do...How many times have all us Commando's been killed by someone who spent a fraction of the points we have on weapons skills? Yes Flame Thrower is a high damage weapon, it has a powerfull DOT. I spent time and points slogging through Unarmed IV (Brawler), Pistols IV, Carbines IV, Rifles IV, Master Marksman, and untold numbers of general Combat Exp (1/10th of regular exp) to get to Flame Thrower certification and Flame single. Feel like a rant? it is. When the Master Pistoleers spend the same number of points, on so many different professions, and have a weapon with not great accuracy and a 20 meter or less effective range, and take huge hits to damage for said weapon being equiped when melee hits, then I will listen to their complaint about too much damage.
Obed Ryu on Sunrunner.
Not complete template yet. I am planning on dropping CH and going Master Commando, Master TK
Comando 0 4 4 0
CH 3 2 1 2
Medic 0 2 0 0
For grenades, they have a radius of effect, that radius should effect the damage done, at ground zero full damage falling off to 10% at max range. This is both realistic and would help to mitigate the self damage inflicted to us when using grenades when we are too close.
Also grenades are thrown at ground close to people and not at people, if the combat system could be worked to throw at a point of ground or the point of ground at the start of the attack, rather than the point the target currently occupies when the grenade lands.
Effects for grenades I think would be a reasonable addition. What do people do when they see a grenade headed to them, they hit the deck, when they get hit with a grenade standing, they hit the deck. There is an alterness skill in game already, a check for that could be used and modified by such things as can you see the thrower, is the thrower your target, and if successful you hit the deck prior to the grenade, suffer less damage and less affected by additional state changes. If you fail, you are on the deck with full damage and full state changes.
1.- HAR Line = useless
2.- LP need ap1 and better effectivenes at higher range. And some special commando styles
3.- Heavy weapons extremelly bugged and too expensive considering they miss a lot.
4.- Grenade tree almost useless, just some small defenses and grenades that costs lot money and miss a lot, really not worth the points.
5.- flame trhower awesome at 16 m. but really bad at higher range. So if our option at longer range is use LP with marksman styles, its a joke.
In conclusion master commando not worth the points, if i still at master its cause i hope they have a fix, and cause i like the profession, only need some fixes to be really fun one. After patch at master you get mitigation 3, not enought to worth the points. And considering that commando is an expert in combat, why have that low defenses?.
Heavy Acid rifle needs some work. Compared to other weapons its weak. Should have a lasting effect like the flame.
We should be able to use armor better. Need a defense bouns. We are commandos, expert soldiers. We were trained to take advantage of the enviroment and the equipment we have at our disposel.
I agree with the rocket launcher having somesort of reload of ammo.
2. acid rifle doesnt attack armor and melt away durability like it should
3.the launcher pistol should stay the same as u can use gunfighter specials with it and getto use ur dodge bonuses with it in hand.
4.Nades suck atm
5.y on earth does commando require brawler unarmed 4? there is no payoff once in commando for this except for small amount of melee defense.novice brawler sucks up 15 skill points
agrophobic
DyS Imperial legion Leader
Master Commando
agrophobicEX wrote:
1. lower the range on flamethrowers in pvp or grant extinguishers
lower range ? it's only 16m you know. A TKA can hit at 20m with a unarmed lunge
I totally disagreed with any melee getting increased range as as soon as they get close its dizzy kd die. i dont know how they came up with 20m being a lunge that would be a 60+ft leap? bs if u ask me melee is melee u want to go melee verse ranged prepre to get smoked. i am master commando and dont want all my good attacks lowered but seriously i kill at will i use walls to cover myself and lure people within 20m then let them have the flame. most dont last more than 5-10 seconds max.