Commando Archive
Thread: **Commando Poll Requirement Change?**
Message Edited by ravisher on 09-30-2005 06:17 PM
StarNick wrote:
Just in my opinion, I think we're fine as is for pre-reqs but we need a better overall concept to connect those parts into the ideal - a guy who is bloody lethal at any range, and is a proficient combat guy.
/sign
My thought exactly StarNick.... I DO NOT want another ranged prereq... I would rather just have a High DPS commando knife that we can use at close range on a single mob.
NOTE: The reason I say "High DPS" is that we get no speed or accuracy modifiers for "unarmed" fighting, nor do I think we need any. If the devs give us a knife that is balanced to give equivalent DPS to a mid-range Taras Kasi, I think that would be perfect.
I see the knife as a "stealth option without the stealth." All of our weapons are big booming and have AOE. If you get in a situation where you ONLY want to attack one mob and not aggro others (assuming they are not helpers), you could whip out your knife and dispose of the mob.
how about they just do waht we aske pre cu? give us back our cone/single abillities for flamer and acid, make the pistol launcher a bit more damaging and give us melle defence
instead of making the mockery of the comando proff we have to day?
i hate the current our weps are our skills thing
sucks having to change wep evry time you want a diffrent attack even the current flame sfx isnt as good as pre cu :/
Hey Starnick -
When I suggested Trapping IV and Ranged Support IV as prereqs I did so for very carefully thought-out considerations.
Many people will be like, "give us something that will actually be useful." These people aren't thinking of the macro game, how other professions fit in, and how balance must be achieved.
Prereqs aren't really going to be useful, anyhow. The only utility I've ever gotten out of a starter profession line is maybe something out of medic, and that is not something that should be the realm of the Commando. They already threw us a bone by allowing us to easily pick up a lineCombat Medic as a double elite mastery!
Trapping IV makes sense, if there has to be a theme justification, in that commandos do use traps, explosive devices, grenades (read: would need a slight upgrade in this department).
Trapping IV because Bounty Hunter and Ranger are slated to use Exploration IV already (which is going to lose its terrain negotiation and burst run efficiency anyway, you'll have to dive into the Ranger tree to get those now, and lots of it!) Hence, it would be an unfair lighter SP sink to become a BH/Commando with anything other than a line within Scout that is NOT Exploration IV, since Commando and BH already also share the Ranged Support line as combat hybrid elites.
Having a Brawler pre-req is silly. Switching weapons in combat is suicide. Commando is geared toward ranged. Since when could you use a Rocket Launcher in melee except for a weak Firearm Strike?
Also, looking at how many of the other hybrids are being tied to Scout, you're only hurting yourselves by not moving there as well.
The schema I proposed elsewhere:
(Already Implemented) BH 0004 Marksman 4000 Scout
(Already Implemented) SL 0004 Marksman 0004 Scout
(Soon Implemented) Rngr 0040 Marksman 4000 Scout
(My Suggestion) Commando 0004 Marksman 0400 Scout
(My Suggestion) Smuggler 0400 Marksman 0004 Scout
If you look at that, it allows you go to MBH MCommando + 4000 CM for healing, which is the trend of all the 'normal' ranged elites. (My BH for instance is MBH, MPist, 4000 CM.) You could similarly go MCommando MSquad Leader. Any time two hybrid elites have a shared line, they have enough SP to pick up 4000 CM. Any time they don't share any lines, the best you can do is 0240 Medic. Also, you can still go for the more traditional ranged elites to round out your template like Rifleman, Carbineer, Pistoleer. But this time you have the added benefit of maybe adding in Improved Duelist Stance, or picking up some Squad Leader, perhaps Ranger.
Message Edited by MohdriDarkstar on 09-30-2005 11:58 PM