Commando Archive
Thread: Commandos: What are your top 5 issues?
1. HAR, As stated above. Needs to be brought in line with the FT or at least given some AP. I'm thinking AP2 if there is no damage or accuracy increase on it.
2. Launcher pistol, Looks very cool. But we arent that good with it. a Special or two would help. Rapid fire maybe. a quick blast of 8 missles. 4 then another 4 right away. But cooldown time would be 3-5 seconds. Something like that.
3. Grenades, They take too long and miss too much. There are a fun concept but I think everone is right. They need modifiers or something to spice them up a little.
4. Melee Defense, I understand getting hit a little harder but even the weakest creatures can really take a whack at me if they get too close. Maybe up out defense just a little. I still want it to sting just not quite so bad.
5. Unarmed, I like the requirement but I would also like it to do something. A small bonus to melee defense(see above)
1) HAR- Accuracy modifeirs do not stack properly, long cool down time after special which does apply a DoT effect makes it an inferior weapon to the Flame Thrower
2)Launcher Pistol- Lack of Commando specific specials, low damage output reduced even moreso due to changes made with power handler component
3)Grenades- Low accuracy even at Master, tendency to cause little damage to targets but high 'blastback' damage to the player using them when used at ideal range
4)Heavy Support Weapons- Low accuracy plus high cost of ammunition make them unfeasible for use in most situations
5)Melee Modifier- 2.5x damage coupled with low accuracy make Flame Thrower (the most used weapon since its the one thats really effective) too difficult to consistently use effectively at any level less than Flame 4, esp. when taking into account that the long cool down after specials makes its damage output per second far lower than almost all other weapons.
This last one isnt a major issue but it kinda bugs me anyway:
6)Flame Thrower not ranged correctly- It is listed as having a modfier of -50 at Ideal range?(48m) but +0 at Max range(64m)? There is also an issue where the accuracy modifier of the Flame Thrower is greater in the kneeling state than the prone state.
TH:
1. Decide who the heck we are suppose to be. WhatIS a commando in the SWG universe for cryin' out loud?
2. Fix the HAR. It is neither HEAVY nor is it a RIFLE. At least improve the range setup and give it AP 2. Perhaps a Acid DoT? Perhaps a secondary attack special glop grenade launcher? How about making it a acid version of the LLC?
3. Hvy Weapons: Expensive, inacurrate, expensive, hard to make, expensive, poor to no AoE, expensive,greatest reason we just use the flamethrower, expensive, can't be effectively used in close contact battle, did i mention these things are insanely expensive??
4.LP. ?? We never ever get better at this weapon. No specials. GREAT visuals. Most effective attack is the /kill framerateattack.
5. Grenades, in fact the entire Field Tactics tree. How about giving us some terrain negotiation and let us free up some xps from Scout Explore tree for some artisan so we can get a job making money to pay for all the friggin hvy weapons? Grenades are too expensive, too slow to use, too innaccurate and do not do the kind of AoE damage to justify the cost.
6. Why oh why do we have the unarmed brawler line as a requisite?? If I am going to be owned by every melee npc and player in the game why the heck do i have to waste points here?
IMO the Master Commando should be second ONLY to the Jedi in pure combat skill prowess. I say it proudly and with no apology.
Thunderheart wrote:While I still look at Correspondent Candidates, I need to get your Top 5 issues, so in your opinion, what are the top 5 issues for Commandos?
I'm not posting my five, they have been covered elsewhere. What I havent seen yet (and I probably have just been lazy and not read everything closely) is this:
Our DOT is still incapping targets. I'm pretty sure this is because the DOT doesn't take into account the amount of wounds it causes (I've seen this only in PvE as I haven't had a chance to PvP lately)
Lets say each tick the DOT is doing 2000 damage and incurring 200 wounds. On a creature with 11000 HAM, a flamesingle2 might hit for 7700 damage. If I were to /peace after my flame single, that creature is going to die on the second DOT tick, and it shouldnt. That last DOT should be truncated to 1099 damage.
That is an oversimplified example but you get the Idea. 11000 - 7700 = 3300. After the first tick of the DOT, 3300 - 2000 = 1300. Once the second tick hits, it needs to look at the wounds on the target first. Then it should do something like:
[oversimplified object oriented pseudo-code
target->takeDamage(target->currentHealth() - 1);
target->clearDOT(attacker->currentDOT());
Hopefully that makes sense. Now, that said, I might be a moron and not understand why our DOT is incapping people, but that is my uneducated guess.
OberonMyx wrote:
aoe = area of effect, meaning that if we flame cone2 5 stormtroopers and they all burn to death instantly, we only get experience for the one we targeted. We also can't loot those killed by the area efect of the attack, making fc1 and 2 less usable for those looking for xp and loot.
I dont have flamecone2 atm, and i rarely use flamecone1 so let me understand this a bit better. Currently are you explaining how it DOES work, or how it SHOULD work?
It would seem to me if you are saying how it SHOULD work, I agree. I would not agree if you are saying we should not get XP/Loot access if kill a non-targetted flamecone2 victim.
If we do the damage, we should reap the reward. That is my opinion
My Top 5:
(1) Leave the Flame DOT Alone. A Flame Thrower on a MASTER Commando does 3k to 4k damage with a 9 to 10 second delay between hits. That is AT MOST 500 damage per second for the initial hit.
A Pistoleer with stopping shot (only 3 boxes of pistoleer required) can do 1000 damage PER SECOND. If youlessen the flame DOT, commandos will once again be the worst class in the game.Every combat class in the gamecan do TWICE the damage per second as a commando with a flamethrower,even includingdamage from the flame dot. If anything our flame dot should be increased a bit, because the Bounty Hunter flame dot is twice as effective/damaging as ours.
The key is balance. Anyone who is posting here asking for the flame dot to go away or be nerfed is not a Commando.
(2) Please Fix that Acid Rifle. We need a medium range weapon. Please make the ideal range of this weapon around 25m or 30m (no longer, because we are supposed to be a short range class), and make the specials work only from 15m or so to 30m.
Also there are3 things broken with the Acid Rifle: (1) We currently have 2 different mods accuracy mods for this...only one of them actually work; (2) Acid Rifles are not currently craftable with any accuracy at all...all ranges have huge negative numbers, so there is no real ideal range; (3) high HAM costs.
(3) Grenades. For a lot of grenades, the blast radius overlaps with the range you have to throw it from. Additionally, grenades have HUGE (and I do mean HUGE) HAM costs.Most of the time the HAM cost Iincur from merely throwing a grenade is GREATER than thedamage I do to the target. This does not include the double whammy from grenade use (HAM damage from special use+ grenade blast).
Grenades need to have their throwing ranges fixed so that it doesn't overlap with the blast radius. Even more importantly, they either need (1) very little HAM costs for throwing, or (2) no HAM cost for throwing. They are expendible (have to be bought andonly have 5 or souses) and have a huge delay after throwing...this alone should be enough of a cost for using a grenade.
(4) Launcher Pistol. Using pistoleer skills for this is ok. I really like stopping shot and pistol-whip (knockdown). However, the ONLY way we get any specials or accuracy mods for the launcher pistol is by taking up pistoleer. it would be nice for us to have our own accuracy mods and specials for the launcher pistol. If we get our own specials, we need at least(1) some sort of knockdown move (every other combat class gets one; it shoots tiny missles...knocking players over is appropriate); (2) some sort of increased damage move comparable to stopping shot.; (3)dizzy or stun would be nice on some special (every other class gets one; it shakes the ground like crazy...this just makes sense).
(5) Read #1 again. Even with our flame dot, we do less damage over time than every other class. Nothing should be done to nerf the dot.
A final thought. Fire extinguishers are a bad idea. If you make it easy to heal the flame dot, we do no damage (because the only thing that equalizes us is the dot). Additionally. every other class in the game has a bleed attack that takes MULTIPLE applications of the /firstaid skill to heal. Giving players a fire extinguisher is unbalancing because (1) fire can be put out by running into water...no other classes' bleed can do the same, and (2) it implies a one time heal, rather than the multiple heal required for other dots.
The solution for fire is simple...a player can put the fire out by crawling on the ground for a couple of seconds. This requires no item added to the game, and it preserves the effectiveness of the flamethrower by making flames semi hard to put out.
im saying that, as it is now, if you flame cone(1 or 2)multiple targets and they all die, you are only able to loot or get xp from the one targeted. You should get xp and be able to loot all three, but you can't because it is broken., hence the "fix aoe"
Oberon
OberonMyx wrote:im saying that, as it is now, if you flame cone(1 or 2)multiple targets and they all die, you are only able to loot or get xp from the one targeted. You should get xp and be able to loot all three, but you can't because it is broken., hence the "fix aoe"
Oberon
Gotcha, thanks for the explanation and I agree with you completely.
I've only been a commando for a week or so now, so I'm kind of picking these terms up as I go along.
First issue has to be the HAR... either remove the gun completely or make it something like the LLC. No sense in having another weapon like the flame thrower. If it gets removed make the line a Launcher Pistol Line with specials and modifiers.
Second Grenades....Increase distance and add affects like knockdown or dizzy. If these affects are added leave the delay on throwing them as is and the HAM cost since they will serve a purpose other than combat xp and can be used to great advantage.
Third Launcher Pistol.... See above it needs specials and a reason to keep using it after you advance up the line. Lock On for damage equal to stopping shot or panic shot with high HAM cost for the shot. A shot like low blow to knockdown from a range.
Fourth Heavy Weapons... Personally I love useing these its just the cost of firing them 1-2k per shot with only 32 shots per weapon makes them useless for most situations.
Fifth Flame DOT....It doesnt take into account heat resistance. I am not saying it shouldnt cause injury to 100% flame resistant creatures but it should be greatly reduced.
Personl request please explain what the commando proffesion now is for SWG. Reading all the material its seems we no longer match up to what SOE said we were going to be.
EcadMistflier wrote:IMO the Master Commando should be second ONLY to the Jedi in pure combat skill prowess. I say it proudly and with no apology.
While I am a commando, I gotta say I disagree to a certain extent. The bottom line is that Jedi were hunted and killed by bounty hunters during this period of the star wars timeline. So if any profession should hold the jedi-killer title it has to be them.
We fit in somewhere, but it isn't necessarily hunting down jedi and killing them. Our role is a bit more, well.... blunt, to say the least. We go in there, blow **edit** up and let the force sort it out later.
This has pretty much all been said but to be our top 5 issues they need to be shown to be ALL our top5 issues so I'll repeat ![]()
1.) The HAR. It's a nice weapon in concept only. I feel the best route to take would be a similar setup to the LLC instead of a weak, no dot flame thrower
2.) The launcher pistol. As stated before this is farely useless once any decent level of flame thrower is reached. Specials should be setup for this weapon to make it worth using and modifiers to speed/accuracy on top. In my opinion, i think all pistol special/mods should be allowable that fall under the master marksman category (we trained in that for a reason eh?).
3.) Unarmed requirement. I personally like this requirement and think it makes sense in the commando role. However, once the requirement is reached it absolutely dissapears from the role. Specials and modifiers should be added to make sure this is more than window dressing
4.) Grenades. There is little about grenades that make them worthwhile except for the fact that they are required to reach master commando (which is a seperate issue). State modifiers would make them a bit more handy.
5.) Heavy Weapons. The damage on them isn't really enough to justify the expense.
While I am a commando, I gotta say I disagree to a certain extent. The bottom line is that Jedi were hunted and killed by bounty hunters during this period of the star wars timeline. So if any profession should hold the jedi-killer title it has to be them.
Not saying we should be Jedi hunters.
I am saying that in pure killing potential the Master Commando should be second only to the Jedi. We do not have the investigation line to track Jedi down anyway that is the BH's job. My comment has nothing to do with "hunting" Jedi. My comment has only to do with myopinion that when it comes to firepower Master commando's should only have ONE class that is superior to it : THE JEDI.
The BH could be equal to but in no way whatsoever should it be superior. The current configuration of the BH class and the defacto "Uber" player class character statusis a fraud since it does not reflect the reality of the BH in any of the Star Wars movies or stories. Read the Bounty Hunter Wars.