Commando Archive
Thread: Reports to Commando Correspondent
Which server is this on? What are the HAM costs? Is this sliced?
xakia wrote:
Got prolly one of the best **edit** flame throwers out there now...
587-1058 4.5 speed
Aye the AT ST has around 70% resist against Energy Weapons. But after hitting for 5500 there should have been 30% damage.. so around 1500 damage should have been inflicted per hit.
Or I am just missing another thing
Charges: 28-30
LISTING OF KNOWN COMMANDO ISSUES – in no particular order
1. Lack of definition: What exactly we are and are not supposed to be has never been said since the changes in beta. STATUS: We do massive damage to no targetable hame. Still some depth lacking, but it's a wonderful start.
2. Lack of Damage: Currently we do no more damage as a Master Commando than the Master Marksman we came from. STATUS: FIXED!!!!
3. Inadequate Armor Piercing. There is a question to the large number of AP0 weapons we have. We have 4 AP0, 1 AP1, 1 AP2, and 1 AP3. STATUS: Still no change here
4. Launcher Pistol. In addition to the AP0 issue, there are no specials for this. We appreciate being able to get heavy weapons xp, but feel the fix is a temporary solution. As it stands a Master Commando duels a Master Pistoleer/Novice Commando and gets beaten with his own gun? STATUS: No change.
5. Misleading IDEAL ranges for Acid Rifle, Flamethrower, and Launcher Pistol. Ideal is supposed to be the spot to ideally use the weapon. All of them have negative aiming modifiers. STATUS: No change
6. Two Different Accuracies for Acid Rifle. The +10 given at Novice Commando does not stack with those given by the Acid Rifle line. You end up having a +10 and a +70. STATUS: No change
7. Lack of use of unarmed line prerequisite. Not that we wish it removed, it’s just that absolutely nothing is done with it. STATUS: No change
8. NPC’s regarding Flamethrower as melee. If you start a fight vs a NPC with the Launcher Pistol, he will shoot back. If you switch to the Flamethrower the NPC will pull out his melee weapon and charge you. STATUS: No change
9. Questions about the knockdown given to Bounty Hunter in Carbine 3. Reading the description of it implies it is a flamethrower attack. “Fire Knockdown: This ranged attack blasts the target with a quick rush of flame aimed at their upper body, which can cause them bowled over by the sheer force directed at them, causing them to be dizzy as well.” STATUS: No Change
10. Beam Rifle. No one has a cert for this. STATUS: No Change
11. Incorrect titles per column. These reflect beta idea of Commando which has since changed. Field Tactics: Artilleryman (?), Heavy Support Weapon: Expert Commando, Flamethrower Specialization: Grenadeer (?), Acid Rifle Specialization: Ordnance Manufacturer (?) STATUS: No Change
12. No Heavy Weapons Powerups exist. Short of the pistol powerups and grenade powerups, we have none. STATUS: No Change
13. Frame rate lag from Flamethrower and Launcher Pistol. There is no option to turn off the incredible seizure inducing graphics done by these weapons. STATUS: Told the graphics are being touched up on test. Still no OFF.
14. Odd Certification for Acid Rifle. It says cert rifle acid beam. This doesn’t follow the format of any others STATUS: No Change
We just need our titles fixed and minor tweaks and we are in seious business!
Here are my ideas for titles ![]()
Flamethrower IV title should be: Napalm Specialist
Acid IV should be: Biological Weapons Expert
Field Tactics IV should be: Guerrilla Soldier
Heavy Weapons Support IV should be: Mortar Specialist
Some nice ideas here. Most of my gripes have already been covered, but there are a few things i'd like to add.
AP: Ok flamethrower can stay at 0, MAYBE even the launcher pistol, but the HAR should be at least ap1. Every other acid weapon in the game is at least ap1, why not the heavy rifle? Ut was stated that the HAR was also sped up because it has no dot, have yet to see that.
Special moves: No matter how great you think it would be to flame single1/2 something from 64m, this is not a good idea at all. The 15m range is helping balancing the insane damage we can do with a flamethrower. If you don't want to be insta charcoal, stay away. (Suprisingly enough, this is even in the game manual) The 15 seconds is a bit overkill though, especially when i hear(Don't know for sure) that the llc has just a slight dealy (like any special). Maybe this is the acid rifle change that was supposed to go in, who knows. If so then fix the HAR specials, if not maybe think of reducing the delay to at least 10 seconds.
Acurracy: Yes it is very hard to hit at novice but you hit like a frieght train. Maybe a tiny bit more accuracy at novice would help, say +10, but too much is overkill. Also, this idea while trying to fix acuracy problems for novice, does not make too much sense:
novice+10
flame1+20
flame2+10
flame3+5
flame4+5
This means that there is almost no reason to get 3&4 unless you want flamesingle 2. You should get better bonuses at higher levels, not the lower ones. It also helps to at least make someone climb the whole tree to make it worth while to dable. If you still have large problems hitting at flame/acid 4, maybe you should look at +5 in the second box, +5 at the last box, +10 at master so that master commando is worth getting.
While charged weapons are a nice way to put high dmg guns in the game. They are VERY limited use. Making a recharge for them would be very usefull. Recharge can only be crafted but either munitions equal to level needed to create gun. Example for reloads: Rockets=mater smith, acid charges master smith, lighning and particle charges, munitions 4.
Grenades are very hard to craft for the amount that they do (even though some grenades are phenominal). You either need to reduce factory runs or up the number of grenades per stack. If you upped the grandes to 25 per stack and doubled the ressources, then we might be talking. (Only negative is that rocket launcher is now even more resource intensive, maybe 1 stack of 25 instead of 5 stacks of 5?) Why throw a grenade when you can use your regular weapon and hit for just as much? Now if only that aoe was worth the thousands of credits your going to need to pay a smith to get them to make you some grenades.
P.S.
-Would be nice if their was a point to thelaucher pistol ie: skills and such in commando tree.
-Also would be nice if you could fix the flamethrower acting as a melee weapon and doing extra dmg vs. gun users in pvp. This needs to be fixed before nerf cries get out of hand.
1. Can't find my notes but I know a master commando only gets +70 accuracy with the flamethrower and that's as good as it gets. +60 at flame 4.
3. It is confirmed the charges are insanely low.
6. If this is intentional, an answer would be nice.
The charges are definately going to have to be increased. I wonder if they were reduced intentionally, since they used to be 200?
Ivoni wrote:
Mastersynn
1. Can't find my notes but I know a master commando only gets +70 accuracy with the flamethrower and that's as good as it gets. +60 at flame 4.
3. It is confirmed the charges are insanely low.
6. If this is intentional, an answer would be nice.
MasterSynn,
Nice work stepping up to the plate as correpsondent.
Post patch thoughts:
1) Post patch grenades are still really useless. They do much better dmg, but they don't add anything to the profession when we have such high dmg weps. I'd prefer reduced dmg but an AOE effect. KD seems like it would overpower the class, unless it happened at proton only. However, blind, stun and dizzy wouldn't overpower if they were coupled with reduced dmg, and it would give us a crowd control. Something like that would make grenades worthwhile.
2) I'd also like to see the accuracies of LP and HAR increase with advancing lvls rather than be front loaded. This is dabbler protection.
3) I'd agree with adding AP to the LP only if we got specials and pistol specials were removed. It'll overpower the LP to have spammable AP1 pistoleer specials. We are balanced with FT and HAR by the delays. Fan shot with a high dmg AP1 LP will be excessive (major position change on my part I might add, but we really don't need it if the FT and HAR remain the same).
4) change the melee consideration for FT and HAR. This makes us one-shot killers in PvP vs rifleman and it's really not necessary.
I suspect we won't be seeing an increase in the charges for the big guns, but it'd be nice to request it. Alternatives would be tomake them reloadable, which would give the weaponsmiths another source of income, or make the repair kits reload them at the risk they may fail.
Thanks for the advocacy (regretting earlier posts).
They haven't hit test yet.
And haven't hit live yet.
Light them on fire with all 4 fire dots. That'll do it unless...well..I'm not telling how to save your At-St.
Ivoni wrote:
1. Ignore request to change our accuracy/speed except at Master. Gives a reason to get master other than upgraded aoe and proton grenade use. As it stands, you have to commit to a tree to not suck with such devastating guns. Earn the power. Seems like a balance issue.
3. 28 to 40 charges? Used to be 200. Considering the massive time involved with factory powerhandlers, weaponsmiths don't want to go sell for lower than 15k with these. They lose money catering to us. I had to beg to get them to make them today. Not even touching the screaming they do about grenades.
6. Screwed up accuracy. Kneeling gives better accuracy than prone.
Hi Ivoni. I want to ask questions and comment on several items, so I'll stick to your numbers.
1. Has someone tallied the total accuracy bonuses for all the trees? That total would help to determine if we need to add or increase them. I agree that these should be done at Master or at least higher up in the trees. That would discourage dabbling.
3. Are you confirming that the new charged weapons only have 28-40 and not 200? If so, this needs to be increased. What are your thoughts on being able to recharge weapons? I don't know how much of a cost savings there's be but tracking down your favorite weaponsmith while he's online can be tough. Plus, they're usually busy.
6. Is this intentional, perhaps? Only thinking this because it does seem like firing some of the heavy weapon would be problematic when prone.
Most of your other comments are either already on my running list or were added to it after reading them. Thanks.
Beeing a Grenadeer I had shocking experience.
I used Flame single 2 on a snorball for 6200 dmg per hit
Guys I am really happy but isnt that a bit much ? Everyone can one hit kill in PvP with a Flamethrower now allthough he will have to come really close to you.