Commando Archive
Thread: Can't believe what I just did.....
Well...sorry to see that your not a MC anymore...
BUT!!!
Dont call yourself the most die hard commando you know...ive been a commando 2nd week in july..and up until 2 months ago i was a PURE COMMANDO in defenses and counters (which was ZERO!)...now THATS die hard
Nighthelm wrote:Agreed, however, many of those professions dont need a revamp, rather they need to have skills fixed/balanced, etc. The only other professions that are in need of comple revamp (read: redesign) are smuggler, droid engineer and squad leader. By revamp, I mean the restructuring of the way the profession itself works. The good news is, two out of the four that are fundamently flawed in design (pikeman for instance is a modifier and under powered issue, doesn't need to be redesigned from the ground up) are being revamped in the near future. There is hope, we just need to show the developers not just that the profession is borked (which everyone in the game besides the devs knows it is) but it is not capable of being a functional class with a usefull decidated role to play unless the entire profession is revamped.
Commando doesn't need a revamp either--all we need is AP 2 on the HAR, longer grendade range, better speed and accuracy on ALL of our weapons, and more defenses. People keep pushing for a revamp, and I sure hope we don't get it. I like the profession the way it is, with some serious fixes added.
Phetro wrote:
Commando doesn't need a revamp either--all we need is AP 2 on the HAR, longer grendade range, better speed and accuracy on ALL of our weapons, and more defenses. People keep pushing for a revamp, and I sure hope we don't get it. I like the profession the way it is, with some serious fixes added.
I haven't completely surrenedered. I just created another character in another galaxy. I think I'll try TKA/Rifleman this time around. THis way I can go back to Commando IF they ever fix it. I'm not that optimistic though.The more I think about it the more it iritates me. Very small range of weapons (whereas commando's are usually skilled with a very large number of weapons).
The dev's just don't have a clue as to what a commando is I don't think. Their concept is not viable in SWG. Grenades are useless. The HAR is near worthless. Since they 'fixed' the HAR I've tried using it. In no way can it compare to my flamer, even against Flame resistant critters that are more vulnerable to acid.
I find it interesting that riflemen are getting all these fancy new rifles and such and Commando's aren't getting the time of day.
Whine, whine, whine. YES I would like some cheese with my whine. Thank you.
I can't blame you. I fiddled around for weeks, not really accomplishing anything, then I decided to go for it and mastered commando ina couple of days. Now I wonder why. I'm toying with a number of ideas for templates that I feel more closely resemblea true commando. Without a few more skill points I can't get it exactly how I want, but here's a few of my ideas:
I'm not listing the pre-requisites for the following just to save me typing time and space.
Model 1:
Carbineer: 0-3-4-0 Rifleman: 2-3-0-0 Squad Leader: 3-4-0-0 TKA: 0-2-4-0
This gives crippling shot and coutnerattck with carbines, conceal shot with rifle, group squad leader bonuses and decent melee skill in TKA. Shortcomings: No heavy damage, better defense possible. SL eats up a lot of skill points.
Model 2:
Carbineer: 0-3-4-0 Rifleman: 0-3-0-0 SL: 0-3-0-0 TKA: 0-0-4-0 Fencer: 0-0-3-0
This one is more spread out, all classes at bar minimum of effectiveness in each profession. A little too spread out for my taste. Still no sign of the actual commando profession.
Model 3:
Carbineer: 0-3-4-0 Rifleman: 4-4-0-0 TKA: 0-1-4-0 Fencer: 0-0-3-0 Commando: 0-0-4-0
Heavy damage added, better rifle skills, still good in the trenches with TKA, better defense with fencer and carbineer together.No SL skills. by dropping SL 0-0-3-0 and it's pre-reqs I gained 76 points to play with. Big Downside: Absolutely zero in scout skills. No harvesting, run slow, no mask scent. With advent of speeders running slow is not as big a deal as it once was. I think this one is viable and very commando like, but I wish I had more points.
Model 4:
Carbineer: 0-3-4-0 Rifleman: 0-3-0-0 TKA: 0-0-4-0 Fencer: 0-0-3-0 Commando: 0-0-4-0 Scout: 2-0-0-0
That's a lot to give up just to have some half developed scout skills.
Model 5:
Carbineer: 0-3-4-0 Rifleman: 2-4-0-0 TKA: 4-0-4-0 Commando: 0-0-4-0 Scout: 4-0-0-0
Dropped fencer to accomplish this: Topped off exploration, added full meditate column, added more effective rifle skills. Not a bad template, maybe worth trying.
So, you see my ideas of what a true commando is really like-highly skilled with a number of weapons, light and heavy. Things I'd really like to be able to add but didn't have the points for in any of the models: Scout traps column: Commandos are highly familiar with setting traps-claymoor mines as an example. Medic skills, column 1: who patches up a down commando? his fellow commandos. First aid is a valuable skill from medic.
Hope this gives some of you some ideas.