Commando Archive
Thread: Um, Hey guys, I got a 2nd response to my response to their Week 1 Response...
Be nice to have the Beam rifle use rifle specials. Currently my character is Commando/Rifleman spec. Pistols are nice, but i'm all about teh rifles.
I mean seriously. Comparatively speaking beta commandos are a Minority and theMajorityLive Playcommandos. I dont even mind if they are just "modifiers" to grenades like Stocks, Scopes, Barrels, Grips, or Muzzles.
Depends on what server(s) you play on. Ahazi, Bria, Starsider, and a few others are heavily populated with beta testers.
Grrr, I have been very patient about these commando fixes but that line about how our weapons are ment to berare because they are "so powerful" really ticks me off. Our Flamethrowers and Heavy Acid Rifles SHOULD BE our main weapons, we shouldn't need to train in Rifleman or Pistoleer to be effective.
And even if Launcher Pistols start giving heavy weapon exp, that doesn't help any commando on my server one bit because Dolovite Iron STILL has not, nor has it ever to my knowledge, appeared there. They need to at least change the resource requirements for those.
I really like the idea of the HAR using Rifle special moves and I like to add maybe Flamethrower using Carbine special moves? Also I hope they add more to the reason why we need Unarmed IV.
You see with this set-up people can either be happy with the Master Marksman/Unarmed IVmoves with the Commando Weapons/styles and add medic,scout,etc..to their character OR advance more into one of the Pistol/carbine/rifle/TKA area's to make their commando alittle more unique while also adding more power to the respected commando weapon(or unarmed commando moves).
I'm happy with the attention we are getting(or going to get) but I am alittle upset that it looks like we wont be crafting our own grenades
It would have been nice if were given the ability to craft our own grenades AND ammo for the Heavy Support Weapons.
Wow these changes are awesome. I was planning on Master Commando, some Pistoleer (Master Marksmanship, Master Stances and Grips, Expert Special Abilities), and a little Medic.
My only question would be- Would I still get pistol related bonuses (speed, accuracy, whatnot) when using the Launcher Pistol?
Response: How can I check this on the TC? Do I not have to create a new toon
to play on test center? Unless I can just jump on the TC with my currect
toon, there is no way I can test this without a month of grinding and
powerlevel.. which btw is very boring.
YES!! the best suggestion ever! thank god cause I feared that we would have to wait for players on TC to REACH commandoes and as far as I can tell, there isn't any hard core commandoes on TC.. just casual players.
Ok, Garabaldi.. I have one major concern that I strongly feel you should address to them.
Particle FX generation from explosions (aka Artwork aka GRAPHICAL LAG MONSTER) from Commando weapons HAVE TO BE REDUCED or at least have a tweakable option in the graphic menu.
I am all for keeping the use of our learned Ranged Weapon Support specialist specials. I mean, they are all useful and makes sense as our weapons are ranged.
I am however very troubled at the use of the pistol specials with a heavy weapon. Why is this? So we should go train Pistoleer as well? Or how many Pistoleers are going to train just novice commando to gain access to our pistol?