Commando Archive

Thread: Commandos: What are your top 5 issues?

Nettels
Thu Jan 15, 2004 3:22 pm
#326

I seem to be missing the "I win" button. All other classes don't have this, but I'm sure commando is suppose to have this.

Also, were not 3l337 enough. I want the fire dot to ruin clothing, and destory all of my opponents possessions.

I want everyone permanently TEF'ed so we can walk up to someone, kneel, and flame2single them in one shot without any risk to myself.

Thanks

A commando



------------------------------------------------
Corigon McAnders
Imperial Master Bounty Hunter

Coris Drogmir
Master - Fencer/Doctor
DLE
Dri0dmaster
Thu Jan 15, 2004 3:53 pm
#327

i looked up commando in a dictionary and this is what it said:



  • Amilitary unit trained and organized as shock troops especially for hit-and-run raids into enemy territory

and in another dictionary:



  • A small fighting force specially trained for making quick destructive raids against enemy-held areas





I wonder why they named the commando in SWG "commando". IF a commando is what i think a commando, the whole tree for COM should be taken down. If i were to remake this commando tree i would rework it like this (hell, they butchered the CH proffession, they might as well do the same to the COM prof)



  • Ok since commando required master marksman, it might as well make use of it, hense there would be a High Rifle Skill-some sort of bolt action or AK-47 type weapon (so like the AK weapons would be like a fully automatic explosive shell and bolt action would be like the beam cannon except better)

  • A High Power Pistol Skill (capable of piercing Armor) it would have a much manlier sounds than a FWG5. A silenced high powered pistol would be available later in the skill tree so it would have be suprise attack of the rifle man.

  • Flame Thower would stay but it would have new specials. such as a meele attack with flame thower that causes knock down and flame the oppent when hes down.

  • Some demolishion skill w/ stealth so the commando can blow up turrets and get better at chucking gernades (maybe add like a flashbang gernade) that adds blind and stun and knockdown)





Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
DeathMvp
Thu Jan 15, 2004 5:01 pm
#328

Droidmaster i completely agree with your idea a "new" commando the way you explained it would be a great idea. I couldn't of said it better myslef.







Brother of DeathMVP




The more the light shines through me i pretent to close my eyes
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humberton
Fri Jan 16, 2004 1:52 am
#329

1) 3 of the 4 skill lines are useless, only the flamethrower is a worthwile weapon.

2) AOE for grenades and heavy weapons is to small to be worth using them. Grenades are just way to slow to even think about using.

3) Heavyweapons should be "re-loaded" and not poof after so manny uses.

4) Only 2 attacks in the Flamethrower line, makes for boring combat.

5) No use for Unarmed Skill after getting Novice Commando.



Beeaye
Master Smuggler of AcroCorp
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tntkiller
Fri Jan 16, 2004 6:32 am
#330


Flame Thower would stay but it would have new specials. such as a meele attack with flame thower that causes knock down and flame the oppent when hes down.






nono think like the game king ping


new command /burnbaby1


makes the target roll on the floor to get the flames out


im just got into the commando stuff and only the flamethrower is usefull(and launher pistol cuz i can use the pistol tree with it and give HW xp)







Mornie Utulie

Master Smuggler / Master TKA


lordofcat
Fri Jan 16, 2004 8:17 am
#331

#1 Killing 40k+ ham creatures with the flamethrower DoT results in you not getting credit for the kill and not being able to loot the corpse


#2 Not being able to find anything worth killing, do krayt's even spawn anymore?

DecimusDrakar
Fri Jan 16, 2004 3:25 pm
#332

how about takin away the 2.5x dmg we take from melee. we can kick the crap out of any ranged fighter, but when it comes to fighting a melee we might as well go prone and just let them kill us. if we don't get hit with knockdown dizzy then it's just taking a mind beating. i have 80% resists to kinetic with my armor but that doesn't even help, cause the armor doesn't soak the dmg half the time and i'm in full composite.
darkwaveahi
Sat Jan 17, 2004 1:46 am
#333

1. What is an acid rifle, is it the weapon that is not useful? It takesa while before you can use it, so why not make that time useful and make theHAR better. Add DoT for the special attacks. like acid burn


2. grenades need to be more powerful. (maybe a grenade launcher)


3. the rocket launcher needs to be the best weapon in the game, for the price of the weapon 3k-4k dmg is not worth the hard earned cash.


4. the lp need special attacks, like a move that shots an area to hit multiple targets, and stun shot


5. need better melee defence since we run up to things to flame them.

DerekP
Sat Jan 17, 2004 5:22 am
#334

I actually LOVE the DoT wounds.... Keep them in :-)
Dri0dmaster
Sat Jan 17, 2004 3:15 pm
#335

here's some advice...i have found out that gernades are excelent for gaining combat exp (nothing else )


so just spam gernades on dath and you'll be sure to get some good combat exp (250-300 combat exp off 1 gernade in my experience)





Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
oddball723
Sat Jan 17, 2004 3:37 pm
#336

i'd like to add my voice to this post.


as someone who wanted to be a commando from before the game was released, i've been fairly dissappointed with the overall class.


and if not for flamethrower we'd be worthless. and that's the most telling thing about the commando profession.


so here's my personal top 5


1) acid rifle/flamethrower being duplicate trees. i know this is common in this game. ie you had to fill up the 4 trees. sorta along the lines of BH having 3 weapons skill trees. but unlike the BH weapons skills. commando weapons skills are identical on both sides. ...either some variance/new/different specials for each tree or combining them and making a new tree. ...ideas on this: "acid pool" an AOE special that targets the ground and anyone caught there suffers persistant damage. untill they exit the "pool" higher specials mean a bigger pool. or if you combine the two weapon trees. how bout melee attacks, making use of the god aweful req to get to unarmed IV. ..."rifle butt" attack. a knockdown or dizzy attack bashing someone with your weapon, "clobber" or "jackboot" type attack. sorta along the lines of lowblow, but more of a stiff kick or something. "headbutt" ...the animation is already ingame from unarmed stun. why not give a commando the ability to outright headbutt someone. give us at least one speed attack.


2) overall uselessness of acid rifle... lower damage, unless somethings changed, no DOT attack, and a retarded and insanely dissappointing visiual weapon.


3) special weapons. ...mainly visual and usefulness complaint. make it easier for weaponsmiths to make them. from what i understand it takes several component parts... and excessive time to craft these. ...make them easier and more accessable. ...keep the "use" feature. that's a good idea. but make it so they aren't a pain to get or make. ...also. rocket launcher is so pathetic. ..the "beam" weapons are actually pretty cool. but rocket launcher is so horribly unfullfilling.


4) gernades. also an issue with construction from a weaponsmith perspective. ...but more so a usefulness aspect on a comando's point of view. low damage, increadbly slow, poor performance. all gernades should be AOE type weapons, thrown much faster. ....if anything have a delay in when they explode/detonate, but let us toss them as fast as we like.


5) launcher pistol? we get it, that it was an afterthought... a way to give a master marksmen an easy way to break into heavy weapons exp... while his/her abilities with the other weapons were weak. but why not at least one or two new specials. or some damage/speed mod increases with it. ...maybe in the field tactics line, or heavy weapons.... i dunno something. an AOE attack would be nice. or a "rain down" sorta attack.



there's plenty of room for improvement. my biggest fear is that flamethrower will get nerfed. and then we'll be left out in the cold. because i do think flamethrower is a bit to powerful. but we need love for our other aspects.



thanks



Vas



and PS... give us some better titles for pitty's sake. or at least put the gernadeer title... over the gernade tree and give us a "fire bug" or "arsonist" title for flame thrower.


geez


dci321
Sun Jan 18, 2004 5:07 am
#337

IMHO Comandos should be specialized into shooting droids down with ion artillery , not setting every single living entity in fire like a mad killing machine.
MurienAquarius
Sun Jan 18, 2004 9:26 am
#338

I am sorry, but that is one of the lamest ideas I have ever heard.....commandos being focused on shooting down droids with ion artillery? This person must not be a master commando. How many droids do you see that are ripe for being "taken down with ion artillery"? I am really laughing! I think that commandos do sort of lack focus as a profession...are we supposed to be the counter to AT-STs and AT-ATs, are we supposed to blow up other vehicles, blow up turrets? If so, we aren't really equipped properly for that, as the weapons don't seem to work that way. Are we supposed to be heavy infantry? I doubt it, because our weapons don't support that role really either. One thing I am sure of is that we are not "counter-droid shock troops". My two cents.



Master Commando, Unarmed 4, Master Marksman, Master Artisan


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