Commando Archive

Thread: Commandos: What are your top 5 issues?

CyberData4
Wed Jan 07, 2004 9:01 pm
#287

1- The heavy acid rifle needs a purpose. Currently non of the speed or accuracy mods stack. This weapon seems more suitable to take out large vehicles (at-st. turrents..etc) rather than the flamethrower. Since it is acid.


2- The launcher pistol needs a tree of specials/ skill mods. To do this we should combine the HAR & flamethrower into one skill tree.


3- Our limited weapons (rocket launcher) should be doing waaay more damage and should not be useful against "soft" targets (players, npc's) They should be most effective at taking out infatructure.


Bloodborn
Thu Jan 08, 2004 4:43 am
#288

Stop nerfing try anti nerfing....


Give acid properties like flmaethrower as burns or least make them able to fire off quicker.


make heavy weapons like rocket launcher actually useful


make launcher pistol worth using without the need of a pistoleer skill


give us a LITTLE more range and a little more defence..not saying alot just a little more.


We are Kings of PvE that is our nitch we an't supposed to be good at PvP cause we are ment to take our vehicles and turrents and such. Please do not nerf.



pulse_born4Women
Thu Jan 08, 2004 1:53 pm
#289

nerf the flamethrower in any way, and i will leave SWG!


Seriously, u can't nerf something so fun!



And the other trees need beefing up




pulse
Bengar
Thu Jan 08, 2004 2:36 pm
#290

I hope TH reads all of our TOP 5 ISSUES. Thanks in advance.


1) Unarmed Requirement?... It is probably too late now but I think it should of been some kind of scout requirement, since we really dont use any unarmed skills as a commando. I would suggest or wish and hope for a Terrain Negotiation Bonus and maybe a basic camp skill in our Field Tactics tree. Similar to the Terrain Negotiation bonus that Combat Medics get.


2) Demolitions.... I believe one of the original abilities of a Commando was to be able to create his own explosives. I think this was in the Acid Rifle Tree. It would be nice to see the Commando make his own explosives, since it gets so expensive to buy our own.


3) E_Web and Anti-Infantry Turrets.... I bought the Prima Strategy Guide for SWG and it says that the Commando can use an E-Web repeating blaster and anti-infantry turrets ( I know we cant, maybe in Beta you could, i dunno). This would be cool. This could be an item only a Master Weaponsmith could make and/or an item you can only get through faction pts. Id even be happy if this was a Battlefield ONLY weapon. So we would be able to pull it out when we get to a Battlefield and stand behind it and fire.


4) Grenades... Needs a little more damdge and some effects like dizzy, stun, blind, etc. Also maybe a new type of grenade and each grenade being thrown by a commando should hit with great accuracy. Also surrounding enemies should get damadged by the grenade too... it would be realistic.


5) Acid Rifle... Should do special type of damadge.. maybe a Damadge Over Time.... it is acid and it would be realistic to make it a DOT weapon.


WISHLIST... PLEASE Fix the COMMANDO Titles

DVAS
Thu Jan 08, 2004 10:19 pm
#291

The first 5 i could list easy but before that think on what a cammando is first. A soilder that is train to take over a battlefeild or to help turn a tide in batte. They are train to use all sorts of weapons. Why not use rifle, carbine, and pistol and also the heavy weapons. They should be just as strong as tkm with the same status protect abilites. They are "trained" to go into battle just like a tkm is. A cammando has to have the best in order to survive a battlefield which is melee and ranged. Basically they have to be the elite of the ranged weapon users no matter what.


1) first things first cammando should have the ability to knock down just like the other ranged weapon professon do. Hello if your weapn has blast i dont think no one should be standing if they get hit by it.


2) Improve the speed on the acid rifle or do something else with it.


3)More special moves the only ones are flame and acid. The other professions have way more then that. Since Cammando has to learn unarmed plus have to master marksmen i think we should get more out of the deal here. I mean we work our butt off to get where we are and we should get more then was offered. Plus were elite soilders that should say that all.


4)There should speical missions for the cammando also. entertainers, scouts, bh missions why not cammando missions.


5)Do not nerf the profession. If combat medics and tkms are ruling pvp then there is something wrong with this profession.


5)

Markop23
Sat Jan 10, 2004 11:43 pm
#292

1. Nerf the HAR and make a heavy repaeating weapon


2. Make the LP useful


3.Fix the names


4. Have some sort of turret or artillery piece we can use


5. Make HWs more accurate


I know this is probably a dream but o well


Isoeko-Sunrunner-Commando 2-1-4-0

Thunderheart
Mon Jan 12, 2004 12:00 pm
#293






Bengar wrote:

I hope TH reads all of our TOP 5 ISSUES. Thanks in advance.






I do and the correspondent helps.





Kurt "Thunderheart" Stangl
Community Relations Manager
xxx_buckshot
Mon Jan 12, 2004 12:31 pm
#294

i'm not a commando but one issue that needs to be addressed (maybe), they apparently can set you on fire through walls (just like combat medics did). happened to me. could have been lag. don't know, didn't want to try repeating it. fyi.



screw flanders
Veeballs
Mon Jan 12, 2004 12:42 pm
#295

Useless in pvp? Where did you get that from??? I'm a bh by the way and am gonna leave before I get flamed



------------------------------------------------------------------------------------------
Veeballs Raistin
Master Bounty Hunter

"The choices are grazer fillets with tart sauce, nerf medallions with sweet fungi, broiled dewback--"
"I'll take the nerf medallions. Thank You!"
RebelsHand
Mon Jan 12, 2004 12:57 pm
#296

1.) People screaming NURF... devs ignore these people (most are children anyways) and balance as YOU see fit..


2.) HAR is worthless... HAR should = flamethrower, meaning DOT! This also means you can merge the flameand acid tree and give us another Heavy Weapon Tree say a Launcher Pistol tree, an unarmed tree, or even a new useful heavy weapon different from the HAR and flamer.


3.) Grenades are worthless... but the damage mitigation is a good thing.


4.) consumeable weapons are not effective enough to justify me spending my hard earned credits on...


5.) Flamethrower is the only useful weapon on our tree this hurts us as a profession and feeds #1...




Bloodrunner of Naritus

Soon to Be Master Shipwright & Master Armorsmith

Come visit the city of Lok-n-Load, home of the Naritus X-Wing!
Trystan1969
Mon Jan 12, 2004 3:30 pm
#297

Learn to play a commando, and learn what moves you DO have, Eugliz. You'll get around +50 at master Commando. Not too many classes have this really. Others have less defense mods btw.


Commandos have less defense than some others because of the damage done with their weapons. Higher damage means less defense. Though, a master rifleman can outdamage a master commando in some circumstances. If you count the flamedot though, they can't. Not to mention that in order for them to outdamage you, they have to spent buckets of mind, while a commando just needs to autofire their FT.


For people kiting you, you do have the ranged support line. Suppression fire will cause a posture change. The posture change is on a timer, so it will only affect them once every 30 seconds, so sometimes it works, sometimes not. Suppression fire with either your FT or LP. Overcharged shot also works. Flamethrowers CAN shoot 64m, just because you can't use flamedot over 16m, doesn't mean you can't still attack them and damage them. Likewise, even autofiring with the FT, you'll do about the same damage as another ranged class with specials.


You also have the pistol specials from the marksman line. Try rollshot with your LP, I've met pistolleers that say they use the marksman specials more than the pistoleer specials. The lower cost in HAM and speed compared to damage output is better.


The flamethrower is the best weapon a commando has that makes the class. The LP is ok, though another special or 2 in the commando tree would be nice.


What is broke is the HAR, the gernades (shouldn't miss really. maybe half damage if a miss is calculated), and the heavy weapons. The HAM cost and speed is too high for the damage done. Also, the armor piercing is bugged in that if the target has a vulnerability to that damage, no AP is taken into account, but this is bugged across ALL weapons and isn't just a commando issue.


Commandos do have a pretty good damage when you take into account the flamedot. Though in my opinion, relying on the flamedot for the class makes the class a 1 trick pony. If the dot was changed though, a little more damage from the HAR in the form of light or medium AP with the same stats would be good. A change in the HAR specials would be good too, instead of it just being a duplicate of the flamethrower except with a green spray instead of flames.

Ashrem
Mon Jan 12, 2004 4:45 pm
#298

Having served in the Special Ops myself, I feel like commandos are nothing related to their name. I feel like a complete make-over is due for the class....But to address a more pressing demand, the HAR rifle is useless, no defenses, grenades not worth using, flamethrower is cool, but is the only weapon most commandos use due to the fact that the launcher pistol has no specials other than the ones taken from other professions.



************************************************************************************************************
Ashrem Whitefire
Suprememe OverLord of the WIdow Makers
And owner of the Slave Court Jester known as Aeron "Silly Puddy" Corvus
Hatebird
Mon Jan 12, 2004 5:51 pm
#299

come on guys... be honest


Flamethrower makes commando good in pvp, i really dont think you should have everything beefed up for PVP ect..


i mean.. you already own PvE


I am a commando myself, so I know this. but seriously


whatever, just keep it balanced ^ ^






Vadian Dath

Master of stuff . .
-force sensitive-

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