Commando Archive

Thread: Commandos: What are your top 5 issues?

Malisant
Tue Jan 27, 2004 8:06 am
#365





1: Flamethrower: I put this at the top of the list because it seems to be the cause of most discussion. I agree with points from both sides, but in all reality IT'S A FLAME THROWER! You're setting someone/thing on fire, of course it's going to take burn damage if the initial blast doesn't do enough. I mean, look at when flamethrowers were/are actually used in real life combat, most of the victims die in one hit, if it hits, and if they do actually survive they incur major wounds that have to be treated for months. I'm currently at flamethrower 4 and notice that I still miss a fairly good portion of the time, and the fire rate is slow, thus balancing the massive wounds and massive damage done by this.


2: Heavy Weapons: These from what I've used (which aren't terribly many) do fairly nice damage, but are very expensive. No one likes to miss and say to themselves "I just blew 1000 credits on a miss". I think there should be a recharge option, that only a master weaponsmith (possibly only the item creator) could repair the charges, at a slightly lesser cost...possibly dropping the over all damage a couple points or the charges a couple points. As they are right now, heavy weapons are very expensive, cool looking single use items. Once they're out of shots, they're garbage.


3: Grenades and Field Tactics tree: Grenades from what I've used so far are mostly useless, I'm going to try them again when I hit master (I'm currently only Field Tactics 3 in this department). Again, expensive for something that misses and/or generally sucks (low end grenades do really poor damage). There should be some sort of blast area effect, in which it causes damage in a certain (fairly small depending on the grenade) radius from the actually point which the grenade exploded. Shrapnal, slight burn damage would be side effects.


4: Heavy Acid Rifle: This I've found almost completely useless, with the exception that acid single 2 does pretty decent damage against rancors (which when viewing the resistances, a commando is left with few alternatives since it's 100% resist to flame). The damage over all is much less impresive than flamer, and the tree actually costs more xp. I'd like to see the damage slightly modified in some way, not sure how suggestions would be nice.


5: Unarmed pre-req: Yes, there's a lot of complaining about this too. I found it a royal pain to get unarmed, which I knew I wouldn't use ever again likely. If nothing else, I'd like to see something comparable to the Teras Kasi's meditate as a bonus from this (maybe not quite as powerful as teras kasi but come on, the title for unarmed 4 is novice teras kasi...you should have some clue how that stuff works).


All in all I'm very happy with the commando class as a whole. There are a few skills/weapons that don't work as they should or are generally useless. I also would like to see possibly some machine-gun type blaster on a tripod, or anti-infantry turrets. I mean, we are commandos, we're SUPPOSED to be the heavy hitters. Some kinda covert sneaking around type skill would be cool too, maybe added to the field tactics tree along with the machine-gun/turrets. The turrets/machine guns of course would only work when manned by a commando, and would be fairly slow to set up (comparable to the refire rate on a flamethrower for set up time) and take down when you're finished with them. Only set up with cover fire from other allies so you have time.



Malisant (wookiee, Naritus)
Master Commando (Retired)
Creature Handler 4-4-0-0 (Retired)
Master Architect
Tailor 0-3-0-0
Artisan 4-4-4-0
Novice Merchant

Bradon Pendragon (twilek, Naritus)
Medic 2-2-3-4
-------------------------------------------------------------------------------------
Give a man fire he'll be warm for a day, Set a man on fire he'll be warm for the rest of his life
Sealclubber27
Tue Jan 27, 2004 8:07 am
#366

Commando's should be like mercenaries. They need a mission terminal, blowing stuff up is alot of fun, especially when theres so much smoke from my launcher pistol my Teras Kasi friends can barely see whats going on next to them. THATS AWESOME.


But we have no terminals. I mean comon, why can't we have some fun, dancers got one. They should be missions like to assist in a battlefield for cash, (when those go back up) I mean thats what commandos are for. They get payed to fight, and the terminals could pay handsomely for a commando who assists in some way, (battlefield, destroys base or something)


1. HAR sucks. Drop it, or revamp it. Id rather have a defensive skill. Like being able to go on rampages and shoot faster, or sacrifice reloading in exhange for more defense. I mean were the G.I. Joes of SWG. We are supposed to be filled with testosterone rage and battle hungryness.


2. Gernades are useless, make them more fun. Make a gernade launcher that you load them into, or give them stat effecting values like Dizzy or something.


3. Rechargeable weapons. I really wanna buy a rocket launcher, but is it worth it? No. Make them rechargeable for a small fee and were ok.


4. Mission Terminals, see above.


5. Launcher Pistol is awesome, but it doesnt have its own tree, if you dont make defensive stats, make a launcher pistol tree.
BloodClaw
Fri Jan 30, 2004 2:32 am
#367

I like almost every suggestion save 1



why remove the overcharge shots and suppres fire from the line...i mastered marksman, i paid for them..why can't i use them...that and the flamethrower have been the only saving grace for me being a commando..even though i am a master commando. i'll miss 3 times for every 1 hit...so i use the overchargeshot at long range...but if i miss then commando is useless and im burst running to my target to do some tka....im so sad that commando is so worthless.


If you were Commander and Chief would you send in the Navy Seals or Army Rangers in with the skills we have?


Fix it man..just fix it.....I shouldn't be punked by a novice pistoleer! C-O-M-M-A-N-D-O <<<< what does that word mean to you?


To me it means Area of Attack in your face Im a freeking tank with the hardware to prove it walking piece of destruction. By its very nature it is the elite..you named it, not me, i don't care if it takes 250 skill points, give me the tools and weapons that says im an expert in mass destruction.


a lot of good ideas on here..im up for the rocket pistol specials...ar1 at least

creating a new more "stealthy" commando weapon like the MP5 "close quaters combat" "infiltration" to replace the completly worthless HAR


Grenades should have blast radius of 15-20m affecting all in range.

grenade launchers for added range? this is not world war 1.


we need a reliable mid-long range weapon with high fire rate "carbine"...flame thrower should be short range,

how about mortors? Sticky bombs for those pesky atst's

we need 180 degree arc for a true spray of fire effect.


think about it..what is a commando ....and make us a commando...we shouldn't have to fill out posts like this, its common sence.


there are 2 things we can be classified as ....aoe tank atst atat turret killing bringers of doom.

or silent, deadly, and accurate assasins "infiltrators"

we are neither.

we are the weakest pvp class in a game where pvp and the GCW war will be beefed up over the next few months.


I feel your focus is on demolition and heavy artillary...thats fine, but even the basic soilder has a med to long range survival weapon..every soldier in the us army is trained in the M-16 no matter what his final role will be.

remove the HAR and give us a automatic carbine...and give us some survival skills with it when we are not trying to take out large targets....man in our timeline we have mastered space travel and for the notorously inaccurate heavy weapons we don't even have the luxury of laser guidence to help it.

explosives..what is the definetion...something like energy rapidly moving outward from a center point or something like that....a grenade blows things up..and has a blast radius a trained proffesional...it doesn't miss..and you will die..and if your buddy is next to you...he's going to have your leg through his chest...i mean come on. Oh..and maybe the partical beam can be replaced by a ion beam that delays a turret..or atst..you know, kind of fries the circuts? Everything in that line we shoot with has darn near 100% resist to that type of damage except the rocket launcher. but the primary weapon would be a 180dmg rocket pistol with no standard specials or accuracy mods...for a 100k ham target...come on!!!! doesn't even pierce armor.


im done...hope you get the idea.
FenRirrr
Fri Jan 30, 2004 6:11 am
#368

Wow, I see I've chimed in on page 16. I wonder if Thunder even bothers to read down the thread this far...? Here's my 2 cents:


1.Please fix the Heavy Acid Rifle, it's totally useless. Armor piercing would help. When shooting a creature that has 90% heat resists and it vulnerable to acid, my flamethrower still rules.


2. Grenades: Too much in the way of HAM penalties. Give them status modifiers, a concussion grenade that knocks someone down would be great. Grenades should damage everyone within a certain radius. At least those inyour group and the enemies that you're engaged with. Well, maybe not the group. I can see some groupmates getting angry at me if I recklessly lob grenades.


3. I'm ok with the damage, speed and cost of rocket launchers but not the accuracy. Give them a blast radius. If we shoot at a moving target, we shouldn't do as much damage but we should do at least a little. Rockets should be very powerful, but slow, against a turrent. (Please fix the big turrent problem too)


4. I don't have a problem with fixing the flamethower dot stacking. If you're on fire, you're on fire. It seems oddthat you can light someone on fire 4 times (four different places on the body maybe?). I can see bleed/healthshots stacking. If my arm is bleeding and my torso is bleeding, dot stacking seems more realistic. But if you're gonna knock down the effectiveness of the flamethrower, please fix the other useless weapons in our prof.


Other flame ideas. Stop-Drop-and-Roll that anyone can do. I should take time and lower defenses for the person doing it. Make bio-eng flame suppressing blankets usable by anyone. However, medics get more skill in using them. So if a noob is using the blanket, they can possibly start on fire themselves. Just some ideas.


5. Some defenses would help, especially since I'm a wookiee. I have to do some major dabbling in other profs just to get as much defense as I can since i'm essentially naked out there.



-------------------------------------------------------------------------------
Fen'Rirrr the Wookiee
R.I.P. June 27, 2004
Ucorg
Fri Jan 30, 2004 11:49 am
#369

I'm not going to bother listing 5 issues, as most of us have already covered my issues, but i could certainly deal with a flame nerf, as long as it came with a TKM/Pistoleer nerf and they made the rest of my skills useful....I've been master commando for months and all I ever use is flame.

Please, take care of this before you nerf flame.

-Ucorg Thakdul
Master Commando
Wanderhome
Jast_Arkenstone
Fri Jan 30, 2004 9:49 pm
#370

I don't know about top 5 issues but I'd like to play something basically different than other classes mainly, I crave originality in games:


PVP:


Skirmish 1on1 Combat:


Give us a rapid fire weapon, make it hideously inaccurate with the widest spread fire and highest fire rates possible to pepper entire rushing armies with tons of shots. You might consider giving them area effect knockdown through the rapid fire weapon or area effect slow or delay through this weapon as well or through grenades. Damage is not everything.


Keep the FT powerful and keep it one of the primaryreasonsfor the individual notget too close to a commando.


Support role:


Heavy weapons should be inaccurate and SLOW. Force commandos to kneel, use multiple rounds of aiming to hit things with these and make them hit HARD, UBER damage and blast radius. You can't run around firing a rocket launcher without doing a backflip from recoil, breaking your spine. Commanos should be all about digging into a position and sweeping death over the field from that position. I wish there was more setting up in combat in general to more resemble real shootouts from behind cover rather than everyone running around Quake FPS style. Don't pollute the heavy weapon nature of the class with some pistol abilities like everyone else has, unless you want a kneel, and 3 round aim lockon for the launcher pistol or something very slow and deadly like that. (I'd hate to lose it it does have a lot of style =)


Special abilities all based around disabling vehicles and structures, maybe grenades with smokescreens to temporarily make turrets miss so they can be disabled when the rocket comes in =). Remove any special abilities vs. vehicles or large size creatures such as knockdown from all other classes and give commando the dominant ability here. Other classes keep knockdown vs. humanoid size only no more knocking down pikets with a pistol shot even. Let rebel commandos knock down that AT-ST or put a slow effect on it so it can't pivot or roll it down a hill instead of straight destroying it with a cheap dot, although they should be able to destroy it if given a chance to get properly dug in. Neutralization abilities will give them setup time to do that.


No engineering and keep the unarmed tree, making them a little tougher in melee. Newbie classes don't give many bonuses anyway. If unarmed gets an upgrade itself, so be it to put it more on par with what's in marksman, but that all should be aseperate discussionfrom commando regarding melee abilities such as I've seen in this thread.

Keep them the base and vehicledestruction and army repulsion specialists as their descriptions allude to, and keep them away from the one on one pvp stuff so much, other classes such as MBH should be better at that.


Consider making their acid damage that expensive armor, making battles for the opposing team as costly as it can be for the commando when their pretty composite falls off in pieces as effectiveness is reduced.


How about KNOCKBACK? A large rocket launcher explosion would be much more satisfying and effective if it sent bodies flying everywhere, perhaps stunned or dizzied at the same time!!!









__________________________________________

Jast Arkenstone
M. Smuggler/M. Pistoleer/TKM

Valance Arkenstone
M. Rifleman/MCM
Corbantis
scaesar3
Sat Jan 31, 2004 5:32 am
#371

:stormtrooperlease dont downgrade the flamethrower´s destructive ability. I am currently master artisan and novice Doctor and most of those in that profession can only carry around a pistol that can cap a cupa on a good day. I was hoping to drop some skill points to get the flamethrower to i could stand a better chance in the wild than i currently have. Being able to wield a DX2 pistol and having burstrun command gives me a slight chance on the advanced planets to get away from stronger creatures. You go look for Lokian wild wheat and Talusian water vapor for crafting doctor stuff and see how long you last with just a pistol. I need a powerful flame thrower to get to and away from my harvestors intact.
dci321
Sat Jan 31, 2004 8:19 am
#372

Grenades need to be the comandos most damaging artilery, not flame throwers. Since when do flame throwers cause more havoc then a thermal detonator anyway??? When I pop a THermal detonator out of my pockets I want peoples to run in fear!
NJS
Mon Feb 02, 2004 6:16 pm
#373

It would be nice if instead of buying a whole new Heavy Weapon like a Rockit Launcher, Heavy Beam Cannon, etc... If we could buy ammor for it. Buy the launcher then let wep smiths make rockits and powerpacks for the heavy weapons. This would make it so that you could keep the stats the same, save resorces and make the weapons more in use.



The Force is my ally, and a powerful ally it is...

LokkyWarlord
Mon Feb 02, 2004 8:12 pm
#374

hehehehe k its 2004 hehehhe we still use justour flamethrowers,
we still die after 2 hits,
we still have to buy weapons that do no damage cause they dont hit,
we still get "ksed" cause our flame DoT dont count at the kill,
we still have no unarmed commando skills,
we still have this useless launcher pistol inside our backpack,
we still have to search for the next water against flame DoT
and we still have to wait for a commando patch


hmmmmmm please:


give use some defense mods
make all heavy weapons useable like every other gun but ammo would be a great idea
let our fire count
give us something like a unarmed knockdown (1 melee hit with my flamer or RL and everything lies on the ground:smileyvery-happy
give us some launcher pistol skills
let docs heal flame Dot (cant be that dificult to throw water after somebody :smileyvery-happy
bring it up next patch

ohhh yea and look after Ivoris posts i think he should get his jedi for all this good work


THANKS !!!!!!!
Nim_Cross
Mon Feb 02, 2004 9:58 pm
#375

Here are my top 5 issues with Commando... I hope it's not too late to give you my input... even though you don't really care what any commandos say.


1. Devs hate Commandos.

2. Everyone who isn't a Commando is an expert on the Commando profession

3. 169 skill points and still does less damage per minute than a profession that uses 96.

4. Devs don't listen to the Commando Community and inplament retarded and senceless changes without even consulting anyone about it.

5. Lack of content. Flame Thrower? Acid Rifle? I've never heard of them being used in Star Wars until now... The weapons should be the Concussion Rifle. Rocket Launcher, E-web, Imperial Repeater Rifle, Disruptor Cannon, and Flichette Launcher... those are weapons from classic star wars games that are heavy weapons... do some freakin' homework before you toss together a half-assed profession next time.





Resident of Starsider
Waylan Chuvstva -- Elder Bounty Hunter
Ianator Darkmist -- Elder Jedi
sss Elder Forum Warrior sss
"Some people write poetry. I erode the Human soul..."

DVAS
Mon Feb 02, 2004 10:01 pm
#376


This is useless. Why do we have to keep posting this stuff if there not gonna evenrespond at what we wrote. How hard is it to look at the cammando forum and see what we put down as our top 5 things. A bunch of monkeys could speed this stuff up faster. Its getting on my nerves!! We have a rigth to know as soon as possiable. They pick the stupidestprofession to upgrade and take there time fixing it.
LokkyWarlord
Tue Feb 03, 2004 1:13 pm
#377

11-18-2003


thats the date of first post from TH !


02-03-2004


thats the date now (in my country lol)


???????????????????????????????????????????????????


more than 3 month between 1. and last post AND NOTHING REALLY CHANGED !!!



While I still look at Correspondent Candidates, I need to get your Top 5 issues, so in your opinion, what are the top 5 issues for Commandos?


what he asked exactly ... ????


"hey it dont count for me but cause there are not enough posts here i will ask what you ppl are dreaming of"


something like that i think


im just playing since ... 3 or 4 month dont really remember lol but nothing really changed im more than 2/3 of this time a commando (yea im no jedi grinder sorry) and hell as good as nothing changed !


i dont wanna do another combat proff i like my commando cause i dream of a "real" commando that really can use all kind of weapons and is able to use them without paying 30k every 30 shoots
or throws the strongest grenade of the sw universe after a gorg and miss

please TH orwho ever please SAO do something for the commando communitymake us again just like we got our first FT or after hitting our first mob with a RL !

PS: dont forget Commandos are paying for this game like everybody else

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