Commando Archive

Thread: Commandos: What are your top 5 issues?

djanigav75
Thu Jan 01, 2004 5:59 am
#274

The commando occupation is a fun and hard road. I think that we need more weapons and also more realistic stats when it comes to accuracy and distance modifiers for the flamethrower, acid rifle, and also the particle beam cannon. I havent used anything elso so i cant say. The reason that I say that we need more weapons is that we have little in the armorpeircing dept. If I am mistaken on this disregard. I like it that we can weild all the weapons of destruction that we can but I demand more! I also would like it to be easier to find some nades! Make them easier to construct... PLEASE!!


LONG LIVE THE (((5][7H)))

TheIllien
Fri Jan 02, 2004 10:16 am
#275

Seems to me that people do with the flame tree in Commando what others did with the pet trees in Creature Handlder. They master Marksman just so they can get the flamethrower and essentially become thier own tanks without committing to the profession. Maybe you guys could reorganize the Commando profession to benefit the people who commit to it and make it less appealing to those who just want to be invincible much like you did for CH.



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Barndie
Sun Jan 04, 2004 3:47 am
#276

DO NOT NERF THE COMMANDO



HIS




The sins we often regret are the sins we never commit.
- C. Constantinides
Eha Master Weaponsmith, Artisan, and Armorsmith
Barndie
Sun Jan 04, 2004 4:01 am
#277

DO NOT NERF THE COMMANDO



Instead, lets see it fix the following:


Weopons, are all worthless except the flamer. Grenades, all heavy weopons, acid rifle, all of them worthless. What's the point of wasting hard drive space on items that don't work. Lets see them fixed as such:


Grenades should not take that much HAM period. Less then the flamer actually. All we're doing is throwing a tiny piece of explosive! Why does it nearly kill my character if I use three gernades. The damage for grenades is waaaaaaaaaaaaaaaaaaaayyyyyyyyyyyy tooooo low anyways.



Rocket lauchers should be able to take out an ATST. If a bunch of *edit* Ewoks can take out an ATST with rocks and tree parts, then why can't a highly explosive rocket propelled weopon even put a scratch on an ATST. I have rockets that do over 4K damage, and I still only hurt an ATST fractionaly. I would have to use more then 20 rockets to take one out. Forget that I can't hit that darn thing even from my peak range. I feel that three rockets should completly destroy an ATST. And rockets should only hit on human size opponents once in ten twenty times.



Acid Rifle, other then using as a wall ornament, how about having it actually hurt opponents it is used against. I see worthless damage come from these, even the ones that do twice the damage as my flamer. Then they are soooooo slow, and the HAM is horrible too. Just make them work!!



I never use any of the other weopons cause they missssssssss all the friggin time. What the heck is the purpose of using a weopon if you don't know how to use it?? If we're suppose to be master commandoes, then let us hit large targets like ATST's, and Turrets, with large amounts of damage, little HAM, and resonable distances.



Commando's would be much, much better, if the weopons actually did something. Thanks for the post.




The sins we often regret are the sins we never commit.
- C. Constantinides
Eha Master Weaponsmith, Artisan, and Armorsmith
redman-d
Sun Jan 04, 2004 12:44 pm
#278

does ne1 know the best way to get rifles skill i started out useing carbines then pistols not even thinking about a commando but now al i need is rifles since i have enough combat xp to get all the skills at once but i only have 1 in rifles i need a quick way ne ideas.
SoonToBeBountyHunter
Sun Jan 04, 2004 2:34 pm
#279










for heavy weapons, lower amount of materials needed to make them so weaponsmiths charge less.











Don't Ask Why I Chose The Name.
I decided Not To Go BH...lol...
-Theterminator
ZBolo
Sun Jan 04, 2004 9:45 pm
#280

1) Heavy Acid Rifle should be fixed.


2) More defenses. Block would be nice. A commando should be able to block more thana Rifleman


3) There is a strange lag for flamethrower after you use a special


4) Since it is a very difficult profession to master, we need more master level skills. Other players whostudyonlythe flamer tree are just as effective as a master commando.


5) The first tree is especially bad. It needs to be beefed up.

MCKeldo
Mon Jan 05, 2004 7:14 am
#281

1:if you are not going to make the HAR useful make it part of the flame tree since it is the same **edit** thing.
2:Use that newly free tree from HAR and make it unarmed if the **edit** TKM can hit us let us make them pay for it. Make them not want to get to close to us for more than the flame attack. A few people have had ideas for attacks already on the boards like chop to the throat and eye gouging we should also be like a grappler drag them down to the ground and keep them there. Also give us specials with a survival knife as a possibility or give us vibro knuckle certification at novice commando too.
3:Leave the **edit** flameThrower alone it is spraying a stream of fire onto a person or there pets DON'T TOUCH IT...
4: Grenades i love them make them better
5:Consumables make them worth it even with a slice they are so **edit** slow if you make them faster who cares about the damage.

Thats my 2 cents Master Commando Shadowfire
Otehym
Mon Jan 05, 2004 6:30 pm
#282

okey this is mine.


1. make a cosmetic kit for commando so they can paint their faces. like some soldiers does in RL.


2. Make the acid better!


3. same to grenades


4. make all the non commando who is screaming NERF stop please. thank you so much


5. Give the commando proff some unarmed skill or something. couse commandos are suppost to be good unarmed when they loose their weapons.

Apok357
Mon Jan 05, 2004 10:58 pm
#283

Ok, im almost a master and i realized all the trees except the FlameThrower are pretty much useless (Support is ok i guess). Before i start, i want to say something about PVP. Commandos really are not that good at it. I had 4 large-scale PvP battles during the last 4 days, and i felt useless. All the opponent had to do was run alot and keep distance, forcing me to stand still to have a good hit, which left me completely open to other attack, or i could run after him and try to flame-single, but u need to be so close that by the time i got into range, i was being picked off like crazy. Here is what i think.


1.) If people are screaming Nerf about all the FT dabblers, dont punish the masters, they worked hard and deserve all the skill mods and power they get. Dabblers really shouldnt be as gifted because, lets face it, building upto level 4 FT is easy and doesnt take much time.


2). As everyone else says, HAR is useless, add a Launcher Pistol tree


3.) Some have mentioned the idea of a heavy/light repeater. That would be awsome! Like the opposite of a FT, Insanely high speeds but not high damage, with a high hit chance.


4) Maybe some new specials, all the FT specials (only usefull ones in commando) do the same thing, a close range power-house shot that lights the target on fire. What about some variety? How about a scatter shot, where the FT shoots a regular shot but it bursts into 3 smaller ones, to have a higher hit chance but not as much damage (regular shot damage divided by 3, or something like that)


Something else i have been thinking about. Alot of the powerful creatures (Rancor, Krayt, Kimos) are 100% to heat. This makes sense, but we really dont have anything else good to use. HAR is a POS, launcher pistol isnt good without pistoleer/smuggler skills, the only alternative i see are the support weapons (rocket launcher, cannons). And these are expensive and have a low chance of hitting. How about making them re-chargable, like bateries for them. However, my top-choice would be a repeater, that would b the best. Many proffesions have opposite weapons for varrying condtions. A fast/accuarte ranged weapon and a powerful slow one.




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DerekP
Tue Jan 06, 2004 2:35 pm
#284

I really don't think people understand the concept of hybrid professions, they reason we do more damg is because we have to scafice skill points to get it, compare the usually 92 to the 169 needed to master commando I could be off a point or 2. Now sush, and those of you who say decrease the burn when the heat protection is 100% , ill argee with that if you argee to do that will all bleeds. Oh what? nm then? Thats right. Now I do think some professions need some buffing or fixing but none of which I think need nerfing.



Derek - Master Commando, Master Fencer


TheBluntster - Master Ch, Master Doc


"we are who we are"

turboeclipse
Wed Jan 07, 2004 1:58 am
#285



Thunderheart wrote:

While I still look at Correspondent Candidates, I need to get your Top 5 issues, so in your opinion, what are the top 5 issues for Commandos?




why dont they give us a purpose like maybe our own missions are somthing i dont know just gimme somthing to do.
WillRobinson
Wed Jan 07, 2004 8:39 am
#286

I think Commandos by sheer nature should be able to use more weapons ( LLC, T21) If you think about it in the military they teach commandos about all weapons. not just a few select ones also to be able to plant explosives and them to be timed somewhat or able to be detonated froma distance would be nice.



Thanks for the opportunity to share


Lealow ( starsider)


Commando 4/4/4/1


Acid rifle needs major help hince the ( 1)




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