Commando Archive
Thread: Letter I sent to SOE about Commando
do the devs still post in here? what are they doing!!! im about to drop this worthless class and take up something my pa could use. I dont want to cuz i spent forever mastering marksmen!!!! didnt mind the unarmed cuz i wanted TKA anyway.
I m behind you for your post
I m boring to work on heavy weapon to finaly use my Pistol Launcher ( I M NOT A PISTOLER !)
Fleau Kauri Commando
First off, I personally do not play a Commando.
With that said, while I do not play a commandoI have been reading up on your class and all your problems. I was making a TKA and thought about going commando cause I thought we had problems with this KD nerf coming out possibly. To all the TKA whiners, **edit** cause commandos have the right to whine atm.
While like someone said that you seem to have alil to much love for your profession, I do thing you would be a much better cor. then q. of course also could a monkey hehe. You seem to have the right idea to throw away the wish lists and focus on getting you class fixed first. Most Commandos looking to be the correspondent are wanting the fixes done asap and be able to start on wish list in a week which just isnt going to happen.
Toke TKA's a week to get info back on being incaped when they use KD. I know it also toke a long time for you guys to get a response on all your problems for q to just blow ya off which really sucked. At least you guys have something liget to moan and groan about, most TKA's deserve this nerf coming up. If you want to use full armor and a vk, which we are UNARMED specialists no a metal knuckle specialist. Also i think commandos should have the VK cert with novice commando with some cool martial artist move that doesnt add dmg, but would be a low ham cost long duration + defense as long as you weilded the VK.
here is a link to another post to a possible solution with your skill modifiers.
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=11482
I agree that your arguments do seem more passionate than what the Dev's will listen to. I'm not a Commando, but I think the Prof should be more rounded. I also think the TKA's should have their HAM abilites un-nerfed. I think the Pistoleers are pampered. I think the BH's and Commandos should mostly own this game in combat. I think Head-to-Head BH's and Commandos should be almost equal, with the BH havingthe slighter edge, because of what they did to get to this level and the XP required to gain in these professions. Because the resources vary so widely on all the servers, the abilities shouldn't be subordinate to the weapons. Yet, currently in this prof, they are. A BH can get a better made weapon that is for his prof than a Commando can from his prof.solely b/c of the resources. It comes down to weapon v. weapon...not type, but quality they way it currently stands. I am mostly referring to a BH v. Commando match up here, since they are the most elite combat profesions. I have more thoughts on how to fix the prof at the link below. I would like more of your guys' thoughts on it. The more posts it has, the more likely the Devs are to see it, and have the consideration towards some implementation of it. (yes, I know unlikely, though) I initially started the thread linked below as a response to this thread. You'll see more therein.
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=11252
not to be **edit**, but both bh and commandos are not elite. they are hybrid.
different elite is a profession branching off of one of the starting but only needs requirement of one other professtion, such as chef, TKA, fencer, pistolerr, etc.
hybrid take two professions into a single for greater results(usually) such as combat medic are medic+weapon support, BH is marksman+scout, and smuggler is pistol spec+unarmed spec.
just to clear it up, im tired and get **edit** while tired hehe
I forgot to add another one of the penalties to this class.
To be effective we must be within/close to melee range.
1. Our only two specials now work 14m or closer on test server, instead of 17m on release.
2. Our max range modifiers on test are painful.
The gun we must train pistoleer to do damage with
Launcher Pistol +0 @ 64m
The oddity
Flame Thrower +0 @ 64m (haven't heard an answer on this, on release gun only works 50m or closer)
Sheer pain.
Acid Stream Launcher -120 @ 64m
Heavy Particle Beam Cannon -120 @ 64m
Heavy Acid Rifle -115 @ 64m
Lightning Beam Cannon -120 @ 64m
You can be impassioned and can still communicate clearly. The lack of feed back from the DEVshas been the single biggest complaint I've seen so far.You need to be dedicated/passionate to be able to keep focused and driven in that type of relationship.
The real test is being able to weed a legitimate gripe and something that needs looked in to from all the back ground noise.
You seem to have done well with your list so far. Keep up the good work.
-Aspiring Commando Vorx
Nice post, I hope they heed it.
I wanted to say, being of the RL military.....Heavy weopons tactics/effects/rangesshould really observed by the Dev's. A modern "rocket launcher" has a 100m minimum safe firing distance and it is armor-piercing, the blast radius of this AT4 is no less than 30m after impact........come on, this is a no brainer Dev's. A grenedier is a person that uses hand-held explosive launchers and have a range to targetangle of over 500 + meters.
I understand they have to limit it to the game physics, but come on....They have mass-drivers now and aswell as beam weopons, you figure that the Star Wars universe would have better tech. Take a particle-beam, its mass, although greater to a lazer has potentials of of near limitless range in theory......physics majors? The Big weopons like this should be Vehicle Only......Having the Damage in the 500-800 range against AT-ST and the like. Ever fire a mounted50 CAL machine gun at single man-sized target at less that 50m....not easy. My opinion would be, "dont point that at my planet" should be the attitudeand the "Armor" should be terribly afraid.
Anyone ever see a Incindiary grenade go off>? If the tech was even close to that, FT would burn through armor, concrete, people you name it. Im not talking a petrolium base, but something like Thermite or White Phos.. WW2 flamethrowers have a 30-50m range and they were used to clear intrenched troops and defensive enemy structures, im sure someone would have come up with a better range for plasma style tech.
An acid rifle? Sounds like an over glorified squirt-gun. But it still should have a High Armor peircing quality.
To the other nearly offensive title of commando.....Commando's are not heavy weopon support personal.......not even the rebel commando's in Jedi had big weopons. They are strategic strike teams that use "small" arm's and explosives. How about some carbine support too? The idea of Unarmed combat was a good one, Ill give them that, but as above in the posts....were is the support? Its probably too late to split the classes, but there should be a differance between Heavy Support and Special Operations.
So, a possilbe solution could be:
1 Heavy weopons Skill Tree with blanket specials for FT, RL, AR and PB. RL and PB should be vehicle only.
1 Tree devoted to dirty Unarmed fighting, not as good as TKA but naughty enough to leave a mark. As a Real Life martial artist, I have checked out Military Unarmed combat styles, not nearly as pretty but bare-bones nasty.
1 Tree devoted to 1 type of small arms like a Carbine. Not as good as a Carbineer but something like BH.
1 Field tactics should be explosives and Def. bonuses this profession badly needs.
All this is a pipe dream, but if I was in there shoes....I would have taken more time to look at real-life military applications as Lucas did for his films.
Thanks for hearing the rant.
Cain2011