Commando Archive
Thread: 2.5x penalty, REMOVE THE UNARMED REQUIREMENT
Actually revamp the 2.5x damage and make HAR worth something. You may say there is no reason to have unarmed, think of it this way. The higher cost professions get the better stuff. Take away unarmed and we are under Combat Medic and guess what...We'll get a few more 'fixes' that bring our damage and usefulness down. Also it enables BH's to take up a tree of commando which BH already ahve access to so many other elite/hybrid/advanced professions as it is.
Master Marks and Unarmed 4 is fine. They should add reason for it being unarmed4 in Commando tree atleast. But thats easily done without having to revamp alot of people's skill tree's.
They do NOT have any brawler requirements. And thats why they did not receive any melee defenses or benefits. However, the BH does receive a tree for their carbine and pistol that are loaded with utilities... and they DO have more than enough points left over to dabble in pistoleer and carbineer...or even 2 trees of commando itself. That means LOADS of damage, utility and a wide variety of firepower.
Commando oth, does not have to be master scout, but has to be master marksman and unarmed4. The only utility they get in all their tree lines is the flamer DOT. Thats IT. And using it leaves the commando completely helpless for 9-15 seconds.
While Commando does not have to be a Master Scout, the difference between Commando and BH is that Commandos have the option of pursuing Master Scout with their available skillpoints. BHs, once they hit Master, have just enough points to pursue First Aid, which most BHs find essential. Thus they NEED for every tree to count, or else they will be too weak to survive, since they cannot effectively multi-class.
I agree 100%
Spending 26 character points on Unarmed combat skills to obtain a profession that takes 2 1/2 times damage from melee attacks is terribly unfair.
A commando is an expert at unarmed combat. (Literally 4th box in Unarmed) so they should never take any additional damage in melee when using thier commando weapons.
I mean really. A commando has spent 1/10th of thier total character points on unarmed and for what? To be penalized by it. It's insult on top of injury.
Everyone seems to agree the 2.5 damage mod shouldn't be there in the first place, and the easiest way to remedy this would be to remove the unarmed requirement, or just remove the 2.5 damage mod.
But let's consider the solutions to this problem:
Remove unarmed requirement: Would keep the severe disadvantage when getting beat on by melee, would also open the door to the 0-0-4-0 Commando / 0-4-4-0 Bounty Hunter. I have nothing against giving other classes more options to play with, but I think this skillset would introduce a bit of an unbalance. What would we do with the extra skill points? Maybe pickup pistoleer/rifleman/carbineer? Considering how useless two of our four skill lines are, I could easily see myself investing more points in say pistoleer than commando. (not that that would be an incredibly bad thing, just a sad reality)
Fix our skill lines to give us slightly better versatility: Combine the HAR and flamethrower lines and add a line giving us some long range abilities. Or heck, how about if our heavy weapons support line worked well at medium or long range? Lots of possibilities here, but I see this as the most unlikely. ![]()
*easiest way to do this* Remove the damage modifier. Our class was broken enough as it is, there was no need to break us even further. It puts us at a disadvantage in pvp, it greatly hinders solo ability without a pet.. all for balance? Hey SOE, how about balancing our skill lines before balancing out these crappy negative effects without giving us a real option *within our own skill tree* to compensate/deal with the new hinderance?
I'm sure these solutions have been suggested many times over, please excuse my newbieness. ![]()
Construction of my weapons should be fit enough to give me one more set of skills...
Gun Fu... Chow Yun Fat would do wonders with a flamethrower.
Wielding a flamethrower (a self-contained flamethrower made of components that are hard to find, high quality, and very durable, I might add)... Actually, no... not for the flamer... my Housewarmer is too valuable to dirty up with some geek swooper's blood.
But then, there's my other major non-perishable weapon... the HAR. Why the heck can't I bash someone squarely in the face with the butt of my HEAVY acid Rifle. Okay, so it's not that heavy, but if I could lose some of the nasty side effects and inflict a 'knockdown' using the butt of my weapon... might actually make the HAR worthwhile. So with the HAR you only take 1.75 damage, can knock someone on their butt, and it's no longer useless.
Lynch, Commando of Flurry
Nvim said:
"When you look at the difference between BH and Commando that both need to dabble in CH to get something that can tank for them then the difference is as follows:
Requirements for Commando: Master Marksman, Unarmed 4, Hunting 4 and Exploration 4 = 149 points leaving you 101 to spend in Commando and CH.
Bounty Hunter: Master Marksman and Master Scout = 154 points leaving you 96 to spend in BH and CH.
"
Few disagreements here,
First, as a BH I do not need a pet to tank unless I want to be super lazy and not worry about any tactics. I'd submit the same thing about Commandos, if all you want to do is stand under 16m and flame DOT people, yes, you want a pet.
Secondly: IMHO, CH would be a waste for a commando. Because you get so many more skill points (compared to BH) left over, you can do a lot better.
An example:
Master Commando
0/0/4/4 Pistoleer (You have one of the coolest pistols in the game use it), which gives you Pistoleer specials, Pistol speed,and buncha defense and melee defesce to boot, KD in melee range.
2/0/3/0 Medic Stim-Cs, heal the whole Health/Action bar at one shot, stop bleeding
0/0/3/0 Smuggler - More Pistol Specials including ranged KD.
Heck, with the above template and new AT-ST changes you can solo AT-STs with the launcher pistol.
As a BH I have available to me multiple weapons (which I pay for by sinking skill points in even more worthless lines then Unarmed), if I were to use only one, I would be toast in both PvP and PvE.
I believe the same applies to commando, if you limit yourselves to just FT (which is all I have seen being used most of the time), yes you will be nerfed, but by yourselves.
I don't like the idea of 2.5x damage either as the LLC suffers from that as well. But I have already changed my tactics versus BH marks.
You have the spare skill points, use them. The game is designed for people to complement their professions.
Why do you few people want unarmed removed? its going to be ALOT easier to get the 2.5x damage modfier tweaked or removed. Just keeping it as Master Marksman is not an option. Like I said earlier easiest solution sometimes is the best. They will downgrade the class if it only takes 1 master to obtain. Reason we have a powerful weapon to begin with is because we have to spend so many skill points. Holo stated that more skillpoint cost classes get more benefits.
If you think of it that way(and know how most of the commando tree is useless) You'll realize that we aren't done, SOE always over does something before the fix it to liveable standards. They always did in beta they will always do it for balance now.
If your finding yourself low on points after mastering commando, choose another class. If you can't stand having so and so points after it apparently your in the wrong class. Stop trying to get something drastically changed because you don't agree with the pre req's. thousands of players have already built around those pre-req's changing them would be more of a hassle than do any good if you could simply edit the code and change what hte problem really is. The 2.5x damage modifier.
Other ranged combatants do not have to become unarmed specialist simply to enter their profession.
Smugglers are ranged combatants that require unarmed to simply enter their profession.
The unarmed is fine but I always thought that was why comandos didnt take extra damage. Anyone that thinks that comandos are more accurate at close rang than a rifleman obviosly has never seen how little a +8 means to us when we still miss most the time a a +22 and that ever so powerful flame single everyone thinks we should just be happy with even with the damage modifier I ask you to view a comando and see what thats like at 16m when you miss and have one of the longest waiting periods between shots that Ive seen for a brawler to come chew you up.
If they want BH to be tougher than comandos then its a sad day. Comandos are supposed to be like the "Ultimate Wariors" of SWG or so I got the impression when you look at their skill tree. I understand that the BH has to have more skills but those skills are not COMBAT related. I as a comando have had the skills for master scout several times and keep dropping and retraining to give friends aprenticeship points and the dificulty is not even close to master marksman or unarmed 4 by itself. TK guys dont get tough untill TK. Up through unarmed 4 I got my but kicked repeatedly.
In short, maybe we shouldnt look at whos got more skills rather than the type of skills and toughness to attain. I mean how many people here dont at least take exploration anyway?
deadnewbie, smugglers are not a combat elite proffession either.
Remove unarmed requirement, keep the 2.5x penalty with heavy weapons, let us dabble in other weapon lines, making us true masters of multiple weapons with our 'proffession' weaponry being very high damage, specific use, high armor piercing and dot and aoe damage capability... limited by the range accuracy modifiers and melee penalty modifiers when using said heavy weapons.
How about we tweak 2.5x modifier, and keep unarmed? ok thanks.
Nobody has written in stone that the 2.5x modifier stays, why should it I see no reason for it to be so large, if we get a penalty at all it should be reduced through the skill levels we ahve, and Master.
That's the suggestion I made in the reply to Holocron.
Keep the penalty on dabblers if that is what most people are wanting to get stopped, but slowly lose it for those that are picking up Heavy Weapons Support or Field Tactics.
That would reward people that are investing in the entire Commando tree, but would stop a lot of those that are just picking up the Commando Flame tree because they want to walk around with the most damaging weapon possible.
If the penalty went down as you picked up Field Tactics (for example), so that by the 3rd box we were only seeing a 1.25 increased damage mod, and by the 4th box we had it down to 1.0, then it would be rewarding those that invested in the Field Tactics tree, but still penalizing those that hadn't put points there.
As is, there are loads of people running around with 0,0,4,0 in Commando, along with 3,2,0,0 in CH or some other similar combination that gives them the heavy weapon.