Commando Archive

Thread: Commandos: What are your top 5 issues?

CyberData4
Sun Jan 18, 2004 11:29 am
#339

I disagree that the flamethrower is too powerful. Yes it often does kill an opponent in one or two shots. But I think that if a commando can get off two shots at the same opponent they desereve a good chance to win. If a master TK, pistoleer can't kill me in the 7-9 seconds it takes me to recover from firiing the first shot then I don't think they know what they are doing. I would however be in favor of reducing the DOT froand moving flame single 2 to the master box. Since it's most of the grenedeers that are giving master commando's a reputation as an overpowered class.
Hattum
Sun Jan 18, 2004 12:35 pm
#340






CyberData4 wrote:
I disagree that the flamethrower is too powerful. Yes it often does kill an opponent in one or two shots. But I think that if a commando can get off two shots at the same opponent they desereve a good chance to win. If a master TK, pistoleer can't kill me in the 7-9 seconds it takes me to recover from firiing the first shot then I don't think they know what they are doing. I would however be in favor of reducing the DOT froand moving flame single 2 to the master box. Since it's most of the grenedeers that are giving master commando's a reputation as an overpowered class.



The flamethrower might not be too powerful, but the 3 or 4 stackable DOT's that wound, incap (and kill after incap) are. These are way too powerful.



"If you ever use a signature like that again or post anything similar you will be banned. If you have to ask why then just refrain from visiting our forums ever again."
DeusManus
Sun Jan 18, 2004 12:59 pm
#341

oh god, get out of our forum. if your a master swordsman, theres a 90% chance that your gonna dodge the first shot, then you have 9 seconds to beat the living **edit** out of us untill we get a second chance...if we get a second chance. so shut the **edit** up, cause you know nothing.



Morauz
fixerupper
Sun Jan 18, 2004 7:31 pm
#342

I agree with Droidmaster


this proffession needs to have better melee defense and also needs to be faster in attack.


I also agree with deusmanus,


If you aren't currently a commando ..../pointing ...there is the door dont let it hit you in the *edit*.


v/r


Fixer 0/1/3/0 Wookie commando




-Never underestimate the Power of the Darkside-
Lord_Starwalker
Sun Jan 18, 2004 9:25 pm
#343

My 5 wishes:



1. Better Defense, here we truly suck.


2. Need better chance to hit with our guns. We got lowest attack rating ingame, and we are Commando's...


3. Launcher Pistol should at least have Light or Medium AP.


4. Fix the acid rifle!


5. Add more specials for our guns, like Dizzy, KD & such.

SolitudeInMusic
Sun Jan 18, 2004 10:27 pm
#344

1. Heavy Acid Rifle - This gun lacks excitement. I bought it and looked at it and said, " Now this is a GUN!" I used it and said, " Why did I buy this?".


2. We commandos need more melee defences.


3. Commando is an excellent skill for PvE, but it lacks PvP performance.


4. I have never found the Heavy Weapon Support to be useful. Cosidering that it does the same amount of damage as a flamethrower using flame single 2. We need special abilities with heavy weapon suppot.


5. The launcher pistol? Its quick, it does damage, but there are no special abilities.


We shouldn't be called Master Commandos, instead we should be called Master Flamethrowers.




Riechman

-| Alliance Shield |-
what imps create, rebels destroy
Dri0dmaster
Sun Jan 18, 2004 11:08 pm
#345

My biggest beef with the Commando Weapon visuals



  • It's a flameTHROWER for god's sake. Not a Fireball launcher!!!!!! Fix that crap. The flamespecials should be the standared animation for a normal shot. A flame special should then be like Napalming the ground infront of you (kind of like Firewall in Diablo 2).

  • The DOT affect for the burn is so crappy at first when i used a flame special i through it would have some cool burning affects on the critter. But i was disapointed. 3 red glowing dots instead

  • Im dont even gonna go into the Acid Launcher

  • The Beam Cannon should be like one of those Ion Cannon Frigates in Homeworld. This big ass bright blue beam that just rips stuff to shreads with a awesome sound affect.

  • Can someone explain what a launcher pistol is? A hair dryer that shoots little red lights?

*sigh*





Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
fixerupper
Tue Jan 20, 2004 12:54 pm
#346

Another thing that bugs me: (if I understand the specials right)


A TKM can KD/Dizzy me at 20m....


I can flame cone at 16m.....


Am I missing something there? last time I watched a WWII documentary I watch flamethrower launch a stream O' napalm clear across a gulley...I didn't see his buddy 'reach' across the same expanse and B---- slap the enemy with a left hook.


just a Q rolling around in my Furry head.


v/r


Fixer




-Never underestimate the Power of the Darkside-
Kachada
Wed Jan 21, 2004 1:28 am
#347

LAUNCHER PISTOL : Needs specials + modifiers

DEFENSE: Some more defenses versus states, maybe some kind of counterattack

ROCKETS: and the other conumable heavies need to be more accurate, cheaper

GRENADES: Range and Accuracy, remove friendly fire.

COMMANDO MISSONS: Big money, big job. Liek BH missions. Take out a spawned base of NPC's then access the data terminal and enter self destruct sequence to destroy instalation. There was a mission like this in the Jabba's theme park mission, I owuld love to see these come from a terminal.



Kachada
Master Rifleman of Bria
-------------------------------
Krakoa
Aspiring Ranger & Swordsman

JohanMcLoud
Wed Jan 21, 2004 6:13 am
#348



I just made Master lastnight =) It's the only profession I've mastered thus far.


My top5 peev's with the profession are:


1. PvP sucks, no matter which way you slice it,in this profession.


2. Allattacks are far to slow, I justget off a second flame 2when I get message saying, 'you've been incapped by XXXX'.


3. HAR is a worthless p.o.s.as stated many, many times beforethis.


4.Weapon selection. Heavy weaponsdo not do enough damage without specials and the specials are too slow. Should be able to use all combat weapons effectively, like a real commando would. Like scatter pistols, LLC's and the like.


5. Grenades are weak, slow and inaccurate.




Like I said before, I just made master and this is my first profession, so, I really don't have anything to compare it to.



Thanks for asking,


Zaphoid Beeblebrox


Radiant





Zaphoid Beeblebrox
(NRA)
Master Rifleman, Combat Medic
Colonel In the Rebel Alliance

Helld0g
Wed Jan 21, 2004 10:16 am
#349

I'd like to see the HAR be our long-range weapon

the Flamer Close-Midrange aswell as the LP



all consumables go up in Effectivity (way more dmg&accuracy aswell as a little higher range), afterall we're the only class spending that much money just to deal out some dmg.....



Helldog
Burnspotter
Wed Jan 21, 2004 10:07 pm
#350

I've only recently climbed my way into the commando ranks. I am currently 2/1/3/0.


We are the tanks, that have the fire power. do we have it? sometimes. if we use the Flamethrower, oh hell yeah. if we use many of the other weapons we find ourselves falling behind. the damage done by many of the other weapons are insignificant when compared to the flamethrower.


1) Acid rifle is worthless, delay is slow, damage is pitiful. when it comes down to it, if i can't use my flamethrower, i'll resort to my pistol, then barehands rather than use the acid rifle.


2) grenades. i'm only able to ues a few right now. i don't. they are more expensive to buy in the long run for stacks of 5. i can use 5 in a single fight and not hit the broad side of the barn at point blank range. there is no blast radius. there is no damage done to my stupid self for standing to close. enemies are more likely to delfect the thrown grenade than to take damage from it.


3) Flamethrower =) i live and die by this weapon. it's by far the most useful weapon there is. i'm gaining all my skills for commando by using this thing. nerf this weapon and you'll lose a lot of people. attention really should be spent on the other commando skills and weapons. only complaint i have to the flamethrower is simply this. how does a creature deflect a 6 foot wideburst of concentrated flame at point blank? please tell me.


4) ranged weapons. rocket launchers and other heavy weapons do not do the damage that you would expect. no one else can use it, but yes it does pathetic damage and is no real treat, considering it misses because the *unsuspecting, non-engaged* enemy somehow manages to deflect it? WTH?


5) previous skills used to get to commando should have some added bonus's. marksmen should have if nothing else some speed increases or special skills added. the unarmed brawler skill that everyone muled over should add some minor bonuses. nothing compared to the TKA of course, but some more speed or damage would be a good thing.



- Ragoric
xXCircusXx
Fri Jan 23, 2004 5:50 am
#351

My issues with commando would all be solved if you gave me more weapons that sounded like a stapler when fired and do exactly 0 damage.....I mean hell I'm a elite profession that is supposed to be able to do huge damage but working for Kinkos I could make a good living....


Oh, and please take away my DOTS from the only working weapon I have, that way I stand even less of a chance of surviving in PVP......I don't like to win, cloning is fun.


pffft





CirCus


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