Commando Archive
Thread: Commandos: What are your top 5 issues?
I may be a noob to these boards, but being a commando myself I felt I should pipe in here:
Isssues I've seen with commando:
-Acid rifles are pretty much useless.
-Long wait peroid in between flamethrower specials
-The consumable weapons arn't very good
-Maybe add some pistol skills for launchers?
[b]-Titles earned at IV columns. Seem a bit off to anyone else[/b]
-I know we get melee damage mitigation, but maybe add some things like KD defense, since brawler is required.
so yeah basically grenades are worthless, no one in their right mind would use acid rifles, the titles are abit off, some extra skills might be nice, but I love my commando char!
This is my first post ever to these boards. Usually I just read them. Since I am a commando, I felt I should chime in...
I'm not going to repeat the same issues again. I will add this, however. Because of the deficiencies that everyone here has reiterated about 100 times, I am going to have to dabble in a few other professions to make up for them. The defense being the main issue, really.
I do NOT believe that everything in the game needs to be balanced specifically for PVP-ers. There are alot of us out there that only PVP occaisionally, like in defense of our towns and such.
I'm not a big PVP-er, but when I do get involved it usually ends up with me on the ground being whacked by a TKA or BH. Just give me a chance to do it to them first, right before I burn them to the ground...![]()
Unarmed: May actually now have some purpose.
With the new changes be made to the GCW allowing more Imperial presence in cities and troopers scanning for contraband, the unarmed skill tree may then have some usefulness.
A commando can stows the weapons at the bank (assuming no problems getting to one) or such and then goes about what needs to be done. If a problem occurs, the commando can still fight (even better if the TK skills are used). Heck a commando can infiltrate into a place, knock some troopers down (or try) to allow for his/her buddies into the city without getting into problems. There are now some game content possibilities for the use of the Unarmed Skill tree.
Barndie wrote:
DO NOT NERF THE COMMANDO
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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.
Well.. ya see.. that's because noone bothered to use rocket launchers before the AT-ST got changed. They were all too gung ho on that God mode flame thrower you don't want nerfed. The devs even stripped the AT-ST of ALL blast resist, even before they were made unhealable, to try and get you flametard to use the proper weapon (rocket launchers, hello McFly!) and get away from the flame throwers.
The flame dot is just way too over powered. It's God mode, moreso than the AT-STs ever were pre nerf. I used to be a commando, and dropped it because it was too easy. A chimpanze could play a commando and win more than it loses.
Here's my idea, why don't we replace the acid rifle tree with an infiltration tree. Commando's are supposed to be the special forces that sneak in and out of places, let's make that happen. This can be done using a skill similar to the riflemans cover. Also add some kind of timed explosive to the tree. This would allow commando's to try to sneak into a compound and plant bombs, whether it be a pve mission, attacking atst's, or an enemy base. I can think of many reasons why many won't like this idea, but it would make roleplaying more interesting.
(and remind me to change my signature since i'm not an architect or artisan anymore).
There is a strange lag for flamethrower after you use a special<--- thought there was suppose to be, if you use a specail there is a timer.
usless in pvp?! umm no. commandos are far from usless.
Veeballs wrote:
Useless in pvp? Where did you get that from??? I'm a bh by the way and am gonna leave before I get flamed
<Incert Flame DOT gag> ![]()
p.s Does anyone know why you need Unarmed 4 for Commando? logic says running across Endor holding a Heavy weapon while chasing after Imperial AT's would need Exploration
Normally I read the posts and go about my business, but having a legit chance of helping things makes the posting unavoidable.
Like most folks --
1. most of the weapons are less than effective..--flamethrower is great (aside from lag after shot)
2.As a former pistoleer..i was able to adjust my attacks for the situation...not many specials for me to use now
3. grenades are worthless ( how about an grenade launcher that works with a carbine??) ( just like a power up...but adds an blast knockdown effect)
4. Heavy weapons should cause knockdown ( depending on the weapon)
5. the H2H is just a waste of skill points..takes time and yields little...why not some minor SL commands or at least increased defense against TKA ???
I was a "commando" of sorts for many years, serving in the US Army....but i don't feel the commando profession is as great as it could be. The role of a heavy weapons soldier ( anti armor as described in SWG) should be difficult to achieve..but with skills above a common BH or even a Pistoleer....
And by the way....The smaller arms-- (i.e pistols, blasters, launcher pistols, etc and even some carbines)should have a much closer attack range then any rifle or heavy weapon...Yes I know that each weapon has an effective range..but why can't a rifleman attack from beyond 64m?????
Hopefully this will help in your research... Commando is still a fun profession.
Satara Skystrider
Commando, Wanderhome
MERCY
Veeballs wrote:
Think about it like this. If commandos had to learn a scout tree instead of unarmed, then bounty hunters could start dabbling in Commando. I really don't think the devs want that.
Good point although if they did change it i would hope they also changethe profestions needed to become Bounty Hunter to "Master Brawler and Master Marksman" this would fix our lack of Defense and stop us from dabbleing in Commando but i'm going off topic so i'll stop
new heavy weapons
new guns.
grenades are useless (maybe add KD and Dizzy grenades)
my number one issue is that when i set things on fire and they die of the burns, i cannot access the corpse. It says i do not have permission. I think that is rediculous. For instance, after 10 minutes fighting a dune kimogila, i can't loot off them. What a crock. The only way for me to kill them is to burn them. Happens to anything that dies from my burns and not direct damage. I still killed the thing, i should be able to loot it.
other than that, i would like the HAM costs on grenades drastically reduced. There is no point using grenades with how much HAM they cost.
Oncoid Inclusion
Master Commando
First Holo said Smuggler, second said Entertainer, third said Dancer and that's when i gave up holo questing
all the isues listed are what I feel also.
my top 5?
1. I still see and have heavy weapons that still are un-useable (beam rifle)
2. no defensive skills
3. most of the time befor I fire or one of my shots even hit I get dizzy KD then DB.
4. Nads miss to much (why not make them hit more often, more damage, and even have them damage us or friendly targets that are in range of the blast). never noticed my group getting damage from my nads when thrown in close combat.
5. expendable weapons fixable by WS or commando for a price/resource (add back the # of shots)
I surrendered all commando skills for the carbineer and CH(badly nerf'd CH)