Commando Archive

Thread: MasterSynn, fellow commandos, devs and others mull over this commando suggestion

Ivoni
Mon Oct 13, 2003 3:52 pm
#27

My opinions on all this.

Range mods on all commando guns except the rocket launcher need to be looked at. None make sense. Having kneeling more accurate than prone makes no sense either.

Leave the damage alone on the flamethrower and its dot. Fix all dots/bleeds/etc to take into account armor is the issue here.

Fix the HAR to be comparable to the LLC I would think. Just fix its speed problems is more what I care.

Remove the melee modifer, period.

I don't care what the numbers are on the damage as long as they are just slightly higher than the non specialized classes. As specified by the combat designer who said that BH and commando will be more powerful.

There is nothing wrong with soloing. This isn't EQ. Soloing is fine.

Also, fixing the bug which prevents our heavy weapons from shining on ideal targets. For example instead of a 195% bonus against the AT-ST with a rocket launcher we are getting none. So the entire point of armor piercing and taking advantage of vulnerabilities isn't used at all.

Shrug. Back to questing.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Noitcopa
Mon Oct 13, 2003 3:54 pm
#28

I'm not going to go into specifics, but I want our tree changed.


Line 1: Heavy Weapons and Grenades


Line 2: LAUNCHER PISTOL - With LP specials (How cool would a good Suppression fire be with this)


Line 3: Flame Thrower - Reduce Specials as follows Tier 1 gives: Accuracy and Speed, Tier 2 Gives FS1 = 50% of current FS2, Tier 3 Gives FC1 as is, Tier 4 gives FS2 = 75% of current FS2, MASTER gives FS3 = current FS2.


Line 4: HAR - Make it a Rifle, no cone, but a targetable Special, or, Tier 1 = Speed and Accruacy, Tier 2 = ActionShot1, Tier 3 = HeathShot1, Tier 4 = MindShot1, MASTER = AS2, HS2, and MS2.


Launcher Pistol = Damage Modifier of .5


FT = Damage Modifier of 1.5


HAR = Damage Modifier of 2.5


Basically, this would adjust our Modifiers to be in line with specials, but also give Master a worth that it currently lacks. I know the Greneadeers will scream, but at least it would reduce their Dam modifier. Oh.. and please, oh please, fix the speed Mods on the HAR.




"It is in self-limitation that a master first shows himself." - Johann von Geothe
Darth_Vallejo
Tue Oct 14, 2003 12:54 am
#29

MY2 SENSE!


1.Make it so after you fireone of your HW's,you canchange immediatelyto another one of your non-commandoweapons(for example unarmed or one of the marksmen guns)and onlybe delayed by that weaponsspeed. But, you cantfire off aHW againwithout waiting forthe full delay for that HW. This way commandos could effectively fire off one devastating blow from their arsenal and then hold off to reload it till they have time to. This would alleviate alot of whats being talked about on this thread IMO.


2.IMO I think the commandos Acid Rifle should be the equivalent to a modern days RPG (rocket propelled grenade). Having a longer range(at least 32m), low accuracy at long range though,high armor piercing value, and high damage with AoE.





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Blackcrow
Master Marksman / Miner
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