Commando Archive
Thread: Holocron Step on inside and have a chat about Commandos
All commandos need to include the following in all posts, that way we might get the message across through sheer weight of numbers:
Fix the revenge TEF issue.
Fix the melee status of our weapons.
Fix the defence modifiers for all classes so they actually work.
Remove the flame DoT when you have been cloned.
These are fixes not nerfs and most commandos have been asking for them to be fixed for some time.
Once they get fixed let's see how things work in PvP with players who know what they are doing.
Note: standing there spamming specials while the commando runs up to 16m and hits flamesingle2 is not a good example of tactics and will get you killed! It may sound stupid but you'd be amazed how many people do it.
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"He who lives by the sword gets shot by those that don't".
He has the guts to listen to one long post from a non commando, but he doesnt have the guts to come in here and talk to us who know all about our class and what we need.
/agree /bump
Fix the melee status of our weapons. Of course riflemen get aggravated when we 2 shot them with no specials from 64m.
Fix the DOTs dmg to take resistances into account.
Do something about revenge TEFs.
If other classes would use some PVP tactics, we wouldn't hear all these cries for nerf. Instead they don't learn. They stand in a big huddle and let the commando get within 16m. This is where the revenge TEF is the most brutal. Keeping the commando more than 16m away is impossible with a revenge TEF. That just demonstrates a problem with revenge TEFs not commandos.
Think about what a commando has to deal withwithout a revenge TEF. The commando sees a group of 10 enemies huddled together. It's kind of hard to sneak up unnoticed within 16m to do flame cone (or flame cone2), because there's a big red dot on every one's radar. More than likely, the commando is going to get KD'ed and eyeshotted before getting within 40m.
NJ201 wrote:
I say nerf flame attacks. The dot is too powerful. No one persion should be able to drop a AT-ST in 1 hit even if you still die yourself.I mean come on its a AT ST for crying out load. Also thewound damage is way to high. I also notices that with the cone attacks you only have to be with in 16m of one of the mobs the others behind it can be much farther away. This is the same for the BH LLC and I notice teamed with a pet people can fire and kill way to many mobs at one time then they should be able too. I saw a Guy having a sludge tank about 6 razorbacks while he kneeled behind it and dropped them all at once.
Flamethrowers don't drop at-st in oneshot right now, even with armor ignoring DOT's. And I don't see you complaining about at-st's oneshotting most players at up to 64m. The cone attack extending beyond 16m is a bug... to be fixed, not a nerf. All AOE is borked right now. As for pets, classes w/o heavy weapons can tank stuff too. This isn't commando specific. This has to do with retarded enemy AI.
All of this is clearly true to anyone who has tried to actually play the commando class. People getting 1-shotted in PvP are simply not playing correctly. The use of a decent set of armor greatly reduces the effectiveness of a flamethrower.
People need to learn to adapt, instead of crying nerf to things they don't understand.
*blink*... If you had actually tried to do this in practice, then you'll notice that because of the AT-ST's insane fire resists, it wouldn't take most of the initial 6k damage. And if armor worked vs DOT's(a problem with all DOT's, not flamethrowers), then it wouldn't take much damage from the burn either.
Your problem is with DOT's, so stop whining about flamethrowers. A Master Rifleman with a good T21 can double DOT an AT-ST and insure the "screwed" status unless the owner breaks combat and puts it away.