Commando Archive
Thread: Updated list of Commando Issues
Ironically, I'm doing my best damage with an advanced laser rifle at the moment. It has a max damage of 1100, with a pup it's nearly 1300, and has a dps of nearly 500. I can hit likea master w/o any rifle training at all. Now if we could have that in a craftable commando weapon, I'm sure it'd make alot of people happy. There's no AoE, it's precise and deadly. I'm still trying to find a way to make SL/Commando work on the TC, but unfortunately, I keep finding myself leaning to the BH/Commando/0400SL template because of the defensive/offensive capability of such a combo.
Knightcrest wrote:
StarNick wrote:
Heh, all I can do is tease...
Pretty much balances and fixes in terms of...whats broke now and whats not functioning 100% now (like our AoE, elemental, certain specials perhaps, etc). Small stuff that really will be helping with balance issues...
I know you can't say and just thinking outload, but with no Non-AoE weapon for us... I don't see a point for us in most situations with the exception of large scale PvP. That is killing me at the moment, and I guess I could just keep using my Elite Carbine with my Master Commando tag using BH specials to deal damage. Am I the only one disgruntled about this? Everyone else seems chipper with our role of mob magnet with subpar damage. Loving the CU, hating our lack of firepower and the AoE only role. We aren't crowd control or are we?
I've noticed this too: for single shots, the Advanced Laser Rifle out-damages all current commando weapons on Live. It has a lower DPS due to rate of fire, but with a 65m range, it is, oftentimes, better to use than our commando weapons.
DarthMercilous wrote:
Ironically, I'm doing my best damage with an advanced laser rifle at the moment. It has a max damage of 1100, with a pup it's nearly 1300, and has a dps of nearly 500. I can hit likea master w/o any rifle training at all. Now if we could have that in a craftable commando weapon, I'm sure it'd make alot of people happy. There's no AoE, it's precise and deadly. I'm still trying to find a way to make SL/Commando work on the TC, but unfortunately, I keep finding myself leaning to the BH/Commando/0400SL template because of the defensive/offensive capability of such a combo.
Rathask wrote:
I've noticed this too: for single shots, the Advanced Laser Rifle out-damages all current commando weapons on Live. It has a lower DPS due to rate of fire, but with a 65m range, it is, oftentimes, better to use than our commando weapons.
DarthMercilous wrote:
Ironically, I'm doing my best damage with an advanced laser rifle at the moment. It has a max damage of 1100, with a pup it's nearly 1300, and has a dps of nearly 500. I can hit likea master w/o any rifle training at all. Now if we could have that in a craftable commando weapon, I'm sure it'd make alot of people happy. There's no AoE, it's precise and deadly. I'm still trying to find a way to make SL/Commando work on the TC, but unfortunately, I keep finding myself leaning to the BH/Commando/0400SL template because of the defensive/offensive capability of such a combo.
With any template I have run thus far, Commando is not doing damage because of the CL level of our weapons. It concept it is a nice idea to use one weapon to kd, then oneto blind, then one weapon to set a burn... then seal the deal with a dmg weapon, that is where we are lacking. I'm sorry but a rocket from a RL that connects should be blowing the heck out of them and not just knocking them down for a split second compared to what a pistol is capable of now. I am distubred by the fact that in any commando template I am looking at that I outdamage any of my commando weapons using a pistol and at a farther range of 35m than 25m for the flamer. We are back to squareone in live with only one viable damage weapon at close range and nothing from a distance besides a Tier 4 weapon that is not on par with damage with any other ranged prof. I'll take my alt's MBH/MSL/MM build using a intimidator pistol against a Commando using heavy weapons in any build for overall damage any day and control of not AoE'ing the entire region. We are in a better situation than we were pre-cu, but to be honest so is just about every ranged profession so we are still subpar in the grand scheme of things especially in damage output not using a flamer which should be a fallback weapon unless that is the SWG vision of a commando. If it is, then I need to finally give up on our prof as I want blasters, grenades, heavy weaponsand explosions, not a glorified lighter that I have had to depend on for two years because our heavy weapons were broken.
My options in my head are as follows:
A) Add the schem for the proton rifle to be craftable and not lootable (replace something different that is unique and not something a commando should need to depend on to perform their role in RotW)
B) Add in an Advanced RL, Advanced LP, and something else that is not a pistol that does no AoE but is in the heavy blaster category at the master level for damage sake
C) Add specials in Commando that are only usable with Commando to concentrate fire and negate the AoE for the duration for the special, but would still need something in the master box that is not a flamer as some version of heavy blaster to deal damage outside of 25m without having to rely on a backup prof.
Commando is no longer a primary damage dealer, it is just a booster to any other ranged prof's weapons... our weapons are for cool visual effects against low level cons with the ability to get your group killed in seconds if you want to get out of a high level cave the quick painful way.
I wonder if Helios is taking a look at this thread and the other... would be nice to see his opinion on if we are actually fulfilling our role as a damage dealing profession, or actually just doing status effects since we are what he has been working on.
We need answers on if this is the final role for commando or not, fixes to the current won't fix the lack of role in high end PvP, high end Caves, and lack of non-AoE weapon that is not lootable and does good raw damage. An adv launcher pistol only is not good enough.... we have Pistoleers using pistols, we have Combat medics using pistols, we have Smugglers using pistols, we have Bounty hunters using pistols (at least they get a carb cert that is not lootable), we have SL's using pistols (at least they got a carb and a pistol cert that is not quest/lootable)... seeing a pattern? Pistols have a big enough role already and outdamage heavy weapons period. They don't need to be nerfed, we need to have a comparable heavy weapon cert that is a BIG GUN and not a pistol at the master level and one that can kill two birds with one stone by not having an AoE effect.
ShufIrathe wrote:
I'd also add our DOTs either suck or aren't working right. I've seen a MOB on fire regenerate faster than the fire DOT was damaging them. They actually gained health while on fire.
Man, I usually team with a buddy who is a Combat Medic and he has a little thing called Duterium Drop or something like that. He gets DOT all the time. All I can do is blind myself.......though the KD on my Rocket Launcher works.
Anything else I should add?
StarNick -- For info in your Item #8, the Rocket Launcher is the single most expensive/complex weapon to make. In addition to the 5 proton grenades, it already requires 4 blaster power handlers, 2 scopes AND 8 projectile feed mechanisms. Throw in 170 steel, 150 Iron and 65 metal. All this for 275 max damage? Yikes!
Knightcrest wrote:
B) Add in an Advanced RL, Advanced LP, and something else that is not a pistol that does no AoE but is in the heavy blaster category at the master level for damage sake