Commando Archive

Thread: OK, with fire extinguishers and DoT resists, we need a new top 5.

TechnoHic
Tue Jan 20, 2004 3:02 pm
#27

While I would like to see TN for us and know how well it can help for PvP I would still say there are more important things to have done.


One of mine that seems to beunpopular and called the diet FT approach, I think with DoT resists, having the HAR work as it is already supposed to be would be a good idea and a simple adjustment that baffles me they havent just done a hot fix on. along with fixing, melee can reach 21m so HAR and FT should at least reach 32m.


Then I guess you could throw adjusting grenades and HWs to be more usefull into 1 of my 5. More accuracy and less HAM will do this. Im more for using this on people than wanting to use it on AT-STs. I mean c'mon, those rebs dont got anything for me to blow up anyway. I think the damage is good if you could use it on people. Alng with that the blast radius could use a boost and needs to work on targets that arent already agroed on you.


Third, I want the LP to be my weapon, not the pistoleers. We need our own mods for speed and accuracy and our own specials. Im not saying they need to stack with pistoleer nor am I saying they need to not, i jsut want our own.


Fourth, I dont see melee/ranged defenses as being crucial for us becausse we are supposed to be the heavy damage dealers but I dont se our damage dealing outside 16m. Fixing the HWs will help this but I want to see a non-consumable weapon for this purpose. Maybe a stun damage Ion repeater?


Fifth, I guess you could just say weakness of field tactics line. Give us the TN and Status effect defense. Kinda fitting to field tactics that you learn to use terrain and keep your senses to you as you improve.


I think that pretty much covers it for me. We can get most of what we want mentioned if we dont break down each weapons issues into little parts and keep it classified as one issue.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
TechnoHic
Tue Jan 20, 2004 3:14 pm
#28

Actually, I just thought of something instead of what I mentioned for field tactis line.


Lets go for thingg unique to us rather than what other professions have. Instead of status effect defense, we are supposed to be hardened soldiers, how about BF reduction and wound reduction as we go up field tactics line. Instead of TN, we are supposed to be slow moving offensive typse like I said, how about we get something like an entrenchment. Sorta like cover but kneeling instead of prone.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
TechnoHic
Tue Jan 20, 2004 4:50 pm
#29

Garvin, I have to agree with Naraya on the fact that vehicles and mounts not being a good alternative to TN when it comes to being in battle. When I PvP I personally try to keep my vehicle and mount in the datapad while overt, maybe take the mount out accasionally because I can store it if it dies and give it some recoop time but if the vehicle goes, there is no recovery, you gotta buy a new one and both are quite easy to eliminate seing as with no CH skills you only get a creature of level 10.


The only real thing that could make TN not needed for in battle is if we had the range of other ranged professions so while they may run we can still hit them as long as they can hit us and 32m at least on our FT so we can hit meleers befor they close. In PvP, you do not want to get your vehicle out at all, especially in the heat of battle to chase/run away.


The acid rifle being fixed is the easy way as you said for the programmers to get done. I know its not as hard hitting as the FT but it is a diferent damage type. Maybe counter its weaker damage potential by like you said give it some AP.


I like the idea of us havin status effect defense but I'll tell you melee defense isnt worth worrying too much about. High level brawlers at about master, still hit me 90% of the time and I'm sitting at around 100 melee defense currently, so Id say status effect defense should be requested alone so we would be more likely to get that than 40 melee defense which youd still need to dabble on top of to even expect a higher level brawler to miss you.


I still really think we need our own stuff like wound and battle fatigue toughness to show that we truly are hardened soldiers. It may not sound like it would be super cool but if you fight a CM some time, you would see where it could come in handy.


Once again it sounds like some things lean toward PvP but that is really where we are lacking. PvE we would be fine with just the diferent damage type of the HAR and that is only really necessary now that they are putting in DoT resists. I gues you could say that the defenses to melee would help in PvE. They do, but we can do fine in that area without it.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
RayvinCorp
Tue Jan 20, 2004 7:34 pm
#30






TechnoHic wrote:

Garvin, I have to agree with Naraya on the fact that vehicles and mounts not being a good alternative to TN when it comes to being in battle. When I PvP I personally try to keep my vehicle and mount in the datapad while overt, maybe take the mount out accasionally because I can store it if it dies and give it some recoop time but if the vehicle goes, there is no recovery, you gotta buy a new one and both are quite easy to eliminate seing as with no CH skills you only get a creature of level 10.


The only real thing that could make TN not needed for in battle is if we had the range of other ranged professions so while they may run we can still hit them as long as they can hit us and 32m at least on our FT so we can hit meleers befor they close. In PvP, you do not want to get your vehicle out at all, especially in the heat of battle to chase/run away.


The acid rifle being fixed is the easy way as you said for the programmers to get done. I know its not as hard hitting as the FT but it is a diferent damage type. Maybe counter its weaker damage potential by like you said give it some AP.


I like the idea of us havin status effect defense but I'll tell you melee defense isnt worth worrying too much about. High level brawlers at about master, still hit me 90% of the time and I'm sitting at around 100 melee defense currently, so Id say status effect defense should be requested alone so we would be more likely to get that than 40 melee defense which youd still need to dabble on top of to even expect a higher level brawler to miss you.


I still really think we need our own stuff like wound and battle fatigue toughness to show that we truly are hardened soldiers. It may not sound like it would be super cool but if you fight a CM some time, you would see where it could come in handy.


Once again it sounds like some things lean toward PvP but that is really where we are lacking. PvE we would be fine with just the diferent damage type of the HAR and that is only really necessary now that they are putting in DoT resists. I gues you could say that the defenses to melee would help in PvE. They do, but we can do fine in that area without it.








I agree with most of what you said, but I also agree with garvin for the most part.


Normally when I pvp, I run around on my bike, till I see a red dot, then I store, run in on foot. Its easy to see the red dot coming when you have the ctrl-m and the radar going. The only time I can see the need for TN is when fighting against bases that are on a hill. I hate running full speed, hit the hill and I am walking, unless I circle around the hill and then I am just staying back in turret range longer. I do have Novice scout, but I dropped theexploration tree a while ago, and have only kept a few boxes in hunting for collecting resources to sell as additional money income. The only time I really miss TN is the high hills on Dath or in the middle of combat near a base, running up to the top of a hill to kill the rebel scum inside.


I also would rather see status defense mods as opposed to increased melee defense. I would rather see a +40 to status effects, and increasing our skill credit cost to become a commando.


A revised list of what I would like to see by tree (and halfway through don't hit the reply button and say that this is outragous, for I have ideas to justify these improvements):


Heavy Weapons (Heavy Weapons Specialist)



  • Accuracy Increased

  • Status effects/special moves, such as RL giving a knockdown, Lightning Cannon a stun or Dizzy, ect.

  • Give us a Demo pack that we can set against stationary targets, such as turrets (I say such as, just incase they decide to add others later on) that will do 10-20k of damage, but takes 10-20 seconds of kneeling, has an additional 10 second timer before it goes off, and has a 10m blast radius that can hit the commando as well.

Heavy Acid Rifle (Modern Weapons Expert)



  • Give it Heavy Armor Piercing

  • Change the current specials to something more like what Rifleman have

  • Include Accuracy, Accuracy while prone and speed mods that actually work

  • IncludeLauncher pistolinthis tree

  • Add accuracy, accuracy while moving and speed mods for Launcher Pistol

  • Add few specials, like a knockdown or a dizzy specialfor the Launcher Pistol

Field Tactics (Combat Support Specialist) -



  • Give grenades status modifiers, increase range, increase accuracy.

  • Give us status mods, but keep the ranged mitigation, ranged defense and melee defense how it is.

  • Maybe give us a sneak or anti radar skill that will hide us from the radar or map and goes away when we take our first shot, or take damage ourselves.

  • Maybe add in a small TN mod, but like garvin, I don't see it as necessary.

Flame thrower (Expert Commando)



  • Increase the range, decrease the wounds caused by the dot

  • Take away the DOT from Single1 and Cone1 till Master

  • Add a fast energy based weapon, such as an Imperial Repeater (I believe thats what it was in the Darkforces/Jedi Outcast series. Shot the little balls of energy really fast), that uses our Carbine skills.

  • Add Accuracy, accuracy while moving a speed mods for this new weapon.

continued....




"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
RayvinCorp
Tue Jan 20, 2004 7:35 pm
#31

continued


Now I know what you are saying, this is too much to give a class that costs what we do. Thats fine, I do have some ideas on how to fix that also.



  • Increase the cost of commando to Master Marksman AND Master Brawler, as this will increase our skill cost to that of a Bounty Hunter.

OR



  • Master Marksman, Unarmed IV, Trapping IV (Since we lob grenades, it seemed like a good thing to practice with before carrying around and throwing highly explosive devices), Engineering IV (Let us craft our own Grenades and other explosives, such as mines with + to construction and experimentation scattered throughout the tree, with most coming from the Master Commando Box. Still have those created by Weaponsmiths to be of a bit better quality. It would also help to bring the cost of weapons like Rocket Launchers down if we supplied them with the grenade components they needed.) This would leave us with 23 skill points remaining.

OR



  • Master Marksman, Unarmed IV, Master Scout (Similair to above, but gives us a reason to have the hide from radar ability since it would be like mask scent vs players) This leave us with 4 skill points

OR



  • make us an Elite/Elite proffesion of sorts, by having our current requirements, plus addin the Marksmanship tree of Pistoleer, Maksmanship of Carbineer and the Sniping tree from Rifleman (using Grimbals, and the tree names might have changed, but its the first one for Rifleman, the second for Pistoleer and Carbineer) as requirements, with also needing Unarmed IV and Master Marksman, as that leaves 21 points left over.

The skill cost of any of these, as well as having under +50 to melee and ranged defenses would justify the increases that I suggested above. We would not be able to master another proffession, and we would certianlly not be able to dabble in much else, but we would be the masters of modern warfare we should be.


I would rather not have any skills in anything else, if changes like this were put in. I would gladly drop scout, medic and pistoleer to be able to keep a working Commando class that was actually feared in combat, instead of kited around by a marksman while being laughed at and slowly killed.




"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
garvin
Wed Jan 21, 2004 1:17 am
#32

people are asking for it because MasterCombat Medic (using the same number of skill points) gets the same terrain negotiation as a Master Scout. They also have no scout prereq.


So it all comes down to "they have it so we should too"...sorry, but that kind of sounds juvinille...


We don't need it...so I don't even think it should be a focus...personally I don't think Combat Medic should have it either, but that's up to the Scouting and Combat Medic Profession to work out...The only reason I can think of for Combat Medic to need that skill is because they often need to run all over a battle scene healing their allies...Do we need to run all over the place as much as them...can't see a reason...just hope back into your vehicle or on your mount and ride where you need to go...I do it all the time during a battle...


We have tons of other things we need...is we ask for to much or use the reasoning of "They have it so we should too" the dev's may ignore our other more important issues...I say drop that whole request for terrain negotiation...


If and when we get our major issues fixed, then we can start looking at adding the "shinny bobbles" to our profession...right now let's just focus on the meat and potatoes...Let's work on getting Ranged Specials and Melee Defenses. All of our Top 5 should have this focus...from the fixes to our weapons to even the enhancement request to our grenades...we need better ways to fight ranged opponents and defend better against Melee aggressors.




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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