Commando Archive

Thread: Commandos: What are your top 5 issues?

Phhantom
Tue Jan 13, 2004 11:57 am
#313

I have no probs with commandos My probs is them walking Trash cans (ATST)and riffles that are 578 - 898 dam running around on the server right now. Then shooting my master TKM for ungodly amounts in one shot. Or this 95% Compositie armor that is running all over syclla. I can not even hit any one above 54 points. While they hiting me for thousands!!!!





Captain Feather Sword Rules!!!
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Titanis MacSoncho: Master BH, Master Riffleman, Master Marksman, Pistol 0003 - Scylla
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"It is better to remain quiet and be thought a fool then open your mouth and remove all doubt"
DevilPuppy
Tue Jan 13, 2004 2:46 pm
#314



maddogs wrote:

waahhhhhhhhhhhhooooooooooooooooooo finly

ok top 5 isues (theres actuly a tome more then 5 but ill pick the 5 most anoiying)

1 HAR(HAEVY ACID RIFEL) is junk it should be exactly like the llc expt it would do acied dam ensted of elc

2 gernades SUCK ham speed and acrucy and factory time

3 the HWP(HAEVY WEPONS ) the RL(rocket luncher) should be alot more powerful it should be the most powerfull wep in game (it cost the most recorses to make and is a casumabel) and all the otheres need acrucy and dam uped to i can do more dam with my flamer

4 fix aoe and AP

5 LP needs specials and ac+speed mods

bacicly like this

(NUMBER 1 THING TO DO FIRST)

FIX AP and AOE

and remove being abel to do ocs2 and sapresion fire from the HAR and FT

Prone should be better than Kneeling!!!

(HEAVY ACID RIFLE)

make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2

(FLAMETHROWER)

needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m

needs dot wounds removed or lowerd but keep same dam

needs a cure for it besides watter sagestion

a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )

(LAUNCHER PISTOL)

give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a

-rang kd-

-rang dizzy attack-

-lock on attack- (that would give us +100% ac for a bit on one target) ,

-high powered attack that hits random pools-

and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )

(HEAVY WEAPONS)

take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m

make all hw have atlest 50 charges

make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m

make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs

make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs

The LC needs more dam the LLC dose more dam then it dose

Lower HAMs (heinously high)

make ALL have AP3

(GERNADES)

make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect

(hey plzs give us a phouspherious gernads to )

theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot

the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be

ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32

Max Range should be 48m (at least equal to what a combat medic/ranger can toss)

make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m

(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make all gernades have ap 3

make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m

make it so u dont hit ur shelf with ur own gernades

add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode

and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )

this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them

and the gernades be worth useing becous there fast accurat and aoe with not to high of ham






Give LP 100% accuracy/ranged kd/dizzy? are you on crack?



ZeFeroth Fadis
DevilPuppy
Tue Jan 13, 2004 2:48 pm
#315



maddogs wrote:

waahhhhhhhhhhhhooooooooooooooooooo finly

ok top 5 isues (theres actuly a tome more then 5 but ill pick the 5 most anoiying)

1 HAR(HAEVY ACID RIFEL) is junk it should be exactly like the llc expt it would do acied dam ensted of elc

2 gernades SUCK ham speed and acrucy and factory time

3 the HWP(HAEVY WEPONS ) the RL(rocket luncher) should be alot more powerful it should be the most powerfull wep in game (it cost the most recorses to make and is a casumabel) and all the otheres need acrucy and dam uped to i can do more dam with my flamer

4 fix aoe and AP

5 LP needs specials and ac+speed mods

bacicly like this

(NUMBER 1 THING TO DO FIRST)

FIX AP and AOE

and remove being abel to do ocs2 and sapresion fire from the HAR and FT

Prone should be better than Kneeling!!!

(HEAVY ACID RIFLE)

make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2

(FLAMETHROWER)

needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m

needs dot wounds removed or lowerd but keep same dam

needs a cure for it besides watter sagestion

a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )

(LAUNCHER PISTOL)

give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a

-rang kd-

-rang dizzy attack-

-lock on attack- (that would give us +100% ac for a bit on one target) ,

-high powered attack that hits random pools-

and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )

(HEAVY WEAPONS)

take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m

make all hw have atlest 50 charges

make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m

make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs

make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs

The LC needs more dam the LLC dose more dam then it dose

Lower HAMs (heinously high)

make ALL have AP3

(GERNADES)

make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect

(hey plzs give us a phouspherious gernads to )

theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot

the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be

ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32

Max Range should be 48m (at least equal to what a combat medic/ranger can toss)

make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m

(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make all gernades have ap 3

make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m

make it so u dont hit ur shelf with ur own gernades

add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode

and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )

this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them

and the gernades be worth useing becous there fast accurat and aoe with not to high of ham






another thing about your post. LP is only there so you can get heavy wpn exp to start your other lines. You can already use other pistols specials with it.. The giving LP specials/mods is one of the most stupid things in the game.. If that happened there would be no reason for pistoleer, or smuggler DF line.



ZeFeroth Fadis
Lyze
Tue Jan 13, 2004 2:52 pm
#316

1)Leave flamethrower alone. They work fine the way they are.


2)Make gernades hurt the enemy more than me. The ham is ridiculous, the to hit is so so. Seems they don't land very much at all. Leave the damage alone, but maybe add effects. Like knockdown for sure. But definately bring the ham down. Alot. You're throwing a freaking rock for crying outloud, it's damage per second isn't that great, and it's an expendable weapon, it doens't need a high ham cost to balance it out.


3)Justify the hell of having to bring up unarmed 4. The last time I used unarmed was the very second I got the fourth rank to get into commando, what's the point? I like the throat chop idea above, very cool. If smugglers get special tricks with pistols that pistoleers don't, why don't commandos get special tricks tka don't? Nothing outragous, but something to make me want to put the flamethrower down.


4)Defensive bonus. Bad enough we can't hit anybody with a decently built character in pvp, how about you let us stand up long enough not to be an embaressment? Practically no bonus to defense, the damage mitigation is nice. Finally makes the tatics tree worth getting besides to get master, but some defenses would be nice. Probably not doable, but how about reduction to armor ham encumbarance? It gives the commando a niche, the armored trooper.


5)Doing someting with the launcher pistol. Shoot, our own nifty gun, I love them, but you have to be a pistoleer to do anything neat with it. Why do smuggler's get special shots and we don't? Maybe some knockdown shots, dizzy, something. I mean, they're suppose to be explosive, that's disorienting, isn't it?


Overall, I don't think that commandos are broken, they're absolutely great in pve, but they're one trick ponies. Flamesingle2, let simmer, rinse, repeat. Come on, it gets old. I love the flamethrower, it's the funnest weapon in the game to me, you have to get close to some scary stuff to use, but I reallly wouldn't mind there being some other things to tempt me away from it. I mean, the thing is practically grafted to my arm.




Frayshea Treehater, Tarquinas Server
DevilPuppy
Tue Jan 13, 2004 2:53 pm
#317



Ozzymydus wrote:

1. Heavy Acid Rifle: The broken certifications, I can see little or no increase in speed even with the +45 mod from novice to master, make it AP1. Shorten the delay on specials.

2. Grenades: Make them have the potential to at least do a knockdown, maybe a stun or dizzy as well. HAM costs are insane making them too easy to kill yourself with, increase the effective range to move it out of the blast radius.

3. Heavy Weapons: Make them re-loadable or just have more charges so I actually want to use the things, and so that they are actually worth the money that we spend on them.

4. Launcher Pistol: 100% useless for anyone other than novice.

5. State Defenses: Add even just a +5 for stun, knock down, dizzy would make a world of difference. We the only/one of the only combat professions that does not get decent state defense mods.






No its not you dumb ass. If you want it to be useful, get pistoleer. On bloodfind there was a dude with a krayt launcher pistol and the techniques line in pistoleer.. a group of 3 took down 9+ at-sts. (the only 1 doing the dmg was the dude with the launcer pistol) and also using it on turrets.



ZeFeroth Fadis
RayvinCorp
Tue Jan 13, 2004 3:04 pm
#318

I think when most people say give the LP its own specials, they mean take away the ability to use the pistol specials and mods.



"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
Ssedi
Tue Jan 13, 2004 5:33 pm
#319

In beta, to be a commando you had to do Master Marksman and the engineering line in artisan(explains Ordaince manufactor) But so many people complained about having to craft to be a combat Proffesion, they changed it to one of the wores grinds ever....unarmed 4.



‡∏•Liba•∏‡
Ж Liba's Loot Hunter - 1 West Brenn Ж
"Know thy self, know thy enemy. A thousand battles, a thousand victories."
Dri0dmaster
Tue Jan 13, 2004 6:13 pm
#320

what im thinking is that there should be a special for level IV flame. sort of like a pistol whip, but with a flamethrower. It would be like KD for tka- but the special would have 2 parts. the KD move and then it would use a flame special- like flamesingle2. im triedof getting pwned when a TKA gets within 10 m of me and spamming KD. what the hell is up with that- so i abbonded master CH and decided to get 2 holos masters done...then gonna be a TKA spammer too!



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
FURY_CA
Wed Jan 14, 2004 3:38 am
#321

1. Take some of the power from noobs who dont master the profession. It is a joke when a guy with flame 1 can hit me from behind and put me down as a master commando and master tka.


2. I had to learn all of marksman and unarmed why the hell dont i get any specials or bonuses for rifle, pistol, carbine and unarmed in the field tactics tree or heavy weapons tree not asking for uber stuff but some reason to remind me why i had to master these things that is usefull.


3. Maybe something to do with explosives which in rl has to do with a commando ex mines or some type of explosive to place near a turret or atst .


4. maybe some bonuses for terrian negotiation i mean i mastered the profession and im slower then a snail what a joke.


5. more then 2 special attacks that are usefull i mastered this and all i can use is Flame 2 and flame cone 2 pretty lame.



FURY DARKCLOUD

Deerhunter716
Wed Jan 14, 2004 8:37 am
#322

My biggest is get rid of the unarmed requirement. I see no help at all from this line and we do not get any meaningful specials from it at all. We do not use it on the battlefield. To me a waste of time.
jakezippo
Wed Jan 14, 2004 7:48 pm
#323

i m a former master commando. i went bh and got bored with that. there r more than 5 reasons i didnt pick master back up, but i will (not nessassarly in order) try to pick THE 5 that boiled me the most.


1. all weapons except flamethrowers are useless (rocket launchers are good against stormtroopers, but my flamethrower handle those guys pretty well.


2. i never noticed while moving up the first tree, the second tree was just filler material, and anyone who has ever moved up the commando proffession knows what is wrong with the forth tree(flame tree is ok)


3. mastering commando leaves no room to master that third proffesion most other people get. i can accept that as a balancing act if commandos were as all powerful as they are suposed to be. where is the "impunity" i was promised in the discription, that i busted my butt for, that i gave up any decent med skills for.


4. a master commando should be able to far and away outblast a ch with flame 4 - period.


5. similar to what someone else mentioned, rocket launchers shouldn't nessaccerily be able to hit smaller moving targets as easily as they do, but armored vehicles should be struggling for survival while a structures only advantage should be thier ham size.( getting close to a turret should still be a challange, though not impossible)





Hinari
Master Artisan
Architect.....doaba cortel

Carefull whose toes you step on today, they may be attached to the a&% you have to kiss tomorrow.......
Dae
Wed Jan 14, 2004 10:18 pm
#324

3 words:


stop


drop


roll

McCrust
Thu Jan 15, 2004 5:52 am
#325

I have only one issue with commando.


Why should I waste 5 or soeconds throwing a grenade when I could do a few k in dmg with 1 or 2 flames?


4second grenades with like 1000 dmg would be awesome and I would pick up some quickly



Scratcy

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