Commando Archive
Thread: Commandos: What are your top 5 issues?
Master Brawler/Master TKA
Never beaten one of them, the 20 second delay is terrible.
My two cents....probably too late to actually be read by TH but here goes:
1. HAR. Fix the accuracy and speed modifiers for the HAR. Either give it a DOT, or make it AP2 or 3. To distinguish it from the FT, give it at least oneunique special. (e.g. the acid Blinds opponent until healed by Doctor, or temporarily lowers stats on armor, or completelydissolves opponent's armor
, or whatever).
2. State Defenses. Pleaseadd State Defenses. Currently I thinkits onlysome piddly +5 KD Defense. Add a little Dizzy/Stun/Blind defense, and much more KD defense. Spread theseState Defenses out throughout the4 trees and Master.
3. Grenades. Grenades have such great potential but arevery seriously flawed.Slightly increase their accuracy and significantly increase their speed. Slightly reduce the crazy HAM costs and make their ideal range further back - so I don't have to standso close to the blast radius when I throw it. Please increase the blast radius.I think maybe a handgrenade might do a little more blast radius than 10m.
Possibly add a chance for Blind, Dizzy, Stun, Knockdown, or Delayto the appropriate grenade type.
Those are the things that seriously need fixed for Grenades. But my wishlist for Grenades would be:
- Apowerfull claymore-type grenade that can be dropped anywhere and set off manually by the Commando as long as he stays within a certain range. (abandoned claymores would disappear in a certain amount of time if not used).
- Agrenade useable at Master that does Stun damage would be nice.
- Incidierary (sp?) grenade that leaves a fire DOT
- If at all possible (given the apparent 2-D world), allow Grenades to be thrown over low walls.
4. Heavy Weapons. Speed on most needs improvement. Either increase accuracy or make them much easier forweaponsmiths to create so the price will be lower.
5. Heavy Weapon Animations. Some won't care aboutthis, but how about creating the appropriateanimations so Commandos can actually carry their Heavy Weapons or Grenade around equipped? This has always bugged me.
Commando:
#1 Issue. Acid rifle isn't used because it seems the stats do not stack and you get a lot of misses even when using specials. It is a usless tree till this is fixed. I would also like to add the DOT should be comsidered for this weapon.
#2 Issue. It may be a good idea to add turrain negotation to one of the trees (like CM). This would allow more points for other other skills like pistoleer, carbanineer, TK or Rifleman. I feel that a commando in the trues sense is a master of all weapons. This would allow them to train other skills to be more well rounded.
When I think of 3-4, I'll let ya know! lol
Ok i know my post is dead last but I really hope the devs read this (and the others)...
WHAT THE HECK ARE YOU THINKING?!?!?!?!!
Ok Imagine this senerio -
Commando walks into a bar and lobs a grenade at a Pistoleer.
The act of throwing the grenade almost kills the commando, and does little if anything to the Pistoleer.
The Pistoleer then turns around (brushing the dust off his jacket) and kills the Commando in about 1.5 seconds.
Ok Imagine this senerio -
Commando walks into a bar hoses a rifleman head to toe in acid.
The commando sits helplessly for 10 seconds as the rifleman walks to the other side of the bar, goes prone and kills us in 2 shots.
SOMETHING WRONG WITH THIS PICTURE?
Yes flame thrower is a powerful weapon, but as stated in the 1,312,334,132 posts above mine, it is the ONLY weapon we can use reliably.
And anyone that thinks it should be nerfed obviously has not used it.
Would like to see how other professions react when they have to wait 10 seconds (or more depending on lag) to fire another shot (just to miss again) while they have 6 aggros on them.
So....
What is a "commando"?
The name implies the person has a military background.
The name implies the person is LETHAL in close and long range combat.
The name implies the person gets "the big guns" not the "big firecrackers" (grenades, HAR, and LP)
Here are my top issues....
1. Commando is not NEARLY as deadly (pve and pvp) as it should be. We are supposed to be the ones that take out ATSTs and rip right through other combat classes (short of jedi and possibly BH). I mean come on - how is it possible for a tka running at you to "dodge" a12 foot stream of fire ? And as for grenades - I might as well be throwing rocks at them.
2. Our weapons suck - don't agree, you and a friend go out in the back yard - you with a grenade and him with a pistol - come back in3 seconds and tell me who won (then call 911). Try that again in the game and ask yourself why you just died. Flame Thrower is of course designed to be a close range weapon. Our Acid Rifle (or BB gun as I call it) SHOULD be for long range / high damage with FULL AUTO functionality. (do real life commandos run into battle with a squirt gun?)
3. Unarmed - ok I agree we SHOULD have to use unarmed - military background and all, but after we actually become commando we rarely if ever use unarmed (unless you are also going TKA), most of the time the unarmed is nothing more then to keep you alive when attacked by a Jawa and you left your flame thrower at home.
4. Solo combat - I have mixed feelings on this. Some say we can solo fort tuskan and others say we get killed by Jawa. Remeber we are a Military class charactor. There is no way we should be taken out by a midget in a funny suit (jawa). We need better bonuses, we are supposed to be tanks. I hate the cool down times on our guns - but I know we need them (or everyone would go commando). We REALLY need a better defencive bonus while in cool down mode.
5. I am not saying we should be all powerfull, not by a long shot. But we should be one of the most feared opponents. Instead we are laughed at by master chefs that took nov pistoleer. We are SUPPOSED to be for combat - LOTS of combat. Make us better guns or give us better bonuses.
Doubt this will be read, doubt any of these (or other posts) will be given much thought.
Just my 2 cents worth
If you do not want to get killed by a TKA then stay away from them! Jesus, how many people have tocry TKA is overpowered? The more you do this, the more moronsbecome TKA. They have no range and little ranged defense also. Pick on someone new for *edit* sake! Get a strategy of your strenths and weaknesses and use it.
They said it all, i have nothing to say .....good job you guys>![]()
1. HAR needs to be faster, otherwise it is pointless.
2. i would LOVE to see commandos being able to craft their own grenades, this would be awesome
3. faster grenade use speed, they suck and i dont use them because when they do hit, they dont damage good
4. support weapons are irritating, they again take forever to use and dont hit enough....im level 3, so surely they should hit once in a while, and for the time it takes to use em, you get very little combat XP as a reward
5. commando solo missions, to make us feel good ![]()
Sas, I have a speed sliced 3.5spd acid rifle.. its 'fast' considered... but it misses faster.
we do need those mods fixed.
I know what I am going to say has been said many, many times, but I'm going to say it again, if only to serve as yet another voice of the facts.
1. The acid rifle is pretty useless--the only time I ever use it is against enemies with high fire resistance. Make it the awesome gun it should be!
2. The Flamethrower should NOT be nerfed at ALL. Commandos should be in the front lines with the pets and the TKAs, and just as lethal, not only at close range, but also long range. A Commando is a combat SPECIALIST. Consider a pistoleer a combat dabbler in comparison, and a bounty hunteras more of a detective/pistoleer/trickster, that relies on gadgets more than combat skill. The bounty hunter should definitely NOT be tougher than the commando, nor should any othercharacter,with the exception ofa Jedi, and a quiteexperiencedJedi at that.
2b. I do, however, completely agree with the many people who have said that combat medics and doctors should be able to deal with the DOT fire, as they are with bleeding.
3. The melee penalty should be eliminated completely. It is a ridiculous concept that a Master Commando who has dedicated his entire life to fighting in every form be taken down in a few hits from ANYTHING. They should be the ones that instill respect and fear in the enemy, as in real life. I hear a lot of people complaining about balance in the game. Things should indeed be balanced, but this doesn't mean other classes should be able to take down what should the best combat class in the game. Balance means that each class should be good IN ITS OWN AREA. The Commando should be THEcombat-centered class, not something for dabblers. Make TKA mastery a prerequisite if you want to justify the powerful profession I'm talking about (which would be more realistic anyway), but make it as outstanding as it should be, without so many vulnerabilites and half-strengths.
4. Disposable weapons, in my opinion, are worth about as much as a 3-dollar bill. Instead, make them like the Flamethrower and the HAR (I mean the HAR in our imaginations that actually works well), withthe differencebeing that they will do different types of damage, and have more armor piercing capability. Who wants a weapon that's no good for more than a few minutes? What a waste. The idea of the heavy repeating blaster above was alsovery good--maybe we could have that instead of the temporaries?
5. Provide more weapon SPEED boni to Master Commandos--commandos have too little accuracy and are far, far too slow. Like I said, like a lot of people have said: we should be able, at Master level, to solo anything in the game--not easily, but it should be possible. Period.
I am a Master Commando on Lowca, and these are my top 5 suggestions.
1. Do something about ALL the weapons other than the Flamethrower. Every other "Commando" weapon is useless. Grenades, HAR, Launcher Pistol, and all disposables. Nothing does enough damage ( or hits often enough) to even warrent its use. and to be honest, as much as I love the flame effect and the explosion effects of the launcher pistol, 3 Commandos in a group all firing Flames and Launchers creates some severe lag. Maybe tone down the effectsa little.
2. The skill tree titles are not very well thought out.
3. This is a "top 5" but really more of something Commando related that bugs me. I worked hard to obtain Master Commando, as a reward, I am blessed with incredable Flamethrower abilities. Others who have not worked as hard are enjoying the same. I suggest removing the level one specials, keeping the level twos, but earning the stream at Flame 4, and the cone at Master. I had to work for it, so should everyone else.
4. Unarmed. Whats important about Unarmed? I want to learn special Heavy Weapons, so I have to learn to kill hand-to-hand first? makes no sence. The Betahad Engineering 1-4 ( or at least I was told it did, I wasnt ACTUALLY there, so thats second hand info. I apologize if this is incorrect)Thatmakes sence. It involves Grenades, and the wiring kits. It fits the career better. I suggest dropping the Unarmed requirement, and replacing it with Engineering 1-4 in its place.
5. Special ability shot for the Launcher Pistol. I havent even picked mine up sice Flame 2. It fires a volley of rockets! have a "homing" shot, exploding shot, or an Armor Piercing shot. Each shot should have a somewhat heavy HAM cost, but at least make it an option. Without it, well, lets just say I dont know ANY Commandos who continue to use it after Flame 2 or 3. Its a great weapon, it just needs some abilities.
Well, thats it. I hope someone out there agrees with my comments. and of course, I am always open to suggestion and discussion.
Cazakkra, Master Commando, Lowca Server, City of Orions Gate, Dantooine
I've always been drawn to theidea ofthis classand althoughI think it is okay now, it could be evolved into something even better. I'm apart-time player who hasbeen working on/inCommandosince the game launched. Idosolo and groupcombat against mobs and players.My top fiveconsiderationsfordesign revieware:
1)Diversity of Play- The FT overshadows all other parts of the profession. This causes several issues, but the saddest one is that you seldom see a Commando doing much other than bar-b-quing. Ideally you would see a broad range of attacks coming out of this class, tailored to different situations.
2) Balance- Currently FT is somewhat balanced against other elite professions (or possibly too powerful).Within the class the lack of balance in attacks is the practicalcause for the lack of diversity -- if you want tomake it as a commando there is only one way to do it.The current situationmakes it too tempting to grab the FT tree and nothing else. Considerspecializingvarious weaponseven more, while focusing hard on balancing tradeoffs both withing the profession and against other professions.Make FT good for some situations (close battle, no heat resist, no armor) but poorer for others (long-rangecombat, some heat resist, armor). Make HARmore symmetrical to FT. Increase HAM costs to make them noticeable when dishing out huge damage and keep speed demons in check. Make penalties and bonuses dependent on weapons and situations (e.g., have a range of possible melee penalities for different weapons -- the bigger the weapon the larger the penalty).Makeheavy weapons morecompelling by increasing powervs. other professions andFT (but keep their utility limited through expense and limited accuracyrange). Make gernades more interesting (even better/unique area attacks?). Considernewweapons,more skills andabilities, and add unarmed attacks withstrong melee defense.
3) Role Consistency - Some of this is already coveredthe points above; make the game-play of this profession true to the vision of usinga multitude of weapons/attacks -- there should be no single work-horse attack for this profession. Additionally, unarmed is a major component of getting to Commando, and is part of the real-world commando mystique. Consider building some unique unarmed advancement into the profession.
4) Embrace Complexity - As a rich, diverse, elite combat-focused profession, playing a Commando should be somewhat complicated and take some investment and thinking to play well. Instead of the current weapon-focused tree progression, consider a more abstract tree structure that spreads weapon/skill mastery around. Generalize skills for similar weapons (as with gernades), e.g., FT and HAR,and all heavy weapons could use the sameskills, openingup more possibilities for new skills/abilities. Narrow the applicability of any individual weapon to force a commando to change weapons/tactics frequently to achieve full power/potential.
5) Richness - Another way to look at thisis making the profession richer. Instead of a set of linear tracks for various weapons,create a richer set of skillsthatcan be matched up in different ways with a wide arrayof unique weaponsandcombat techniques.
Thanks for creating a great place to escape to!