Commando Archive
Thread: Commandos: What are your top 5 issues?
With that said i think that commandos should be made sorta like a bounty hunter, but not a mirror. No.
Ok a commando should be a master Scout(Cuz they have to know how to survive under harsh conditions). They should have to get Pistols 4 and Carbines 4 and Ranged Support 4.(Rifles 4 for a Commando is pointless, thats why there are Snipers). They should also get Unarmed 4(cuz they are trained in hand to hand.)
After that a commando should have there 4 trees, but one weapons shouldnt be all that they need to level all of them up.
Like there first tree should still be the Field Tactics, but to get through that you should have to use the grenades and stuff and they should NOT be so crappy and damage the Commando more than the target(those modifiers have got to change.)
Second branch in the tree should Still be heavy Weapons, but why give new weapons without offerin a special. Specials should be offered for those weapons.(And you should have to use a Heavy weapon, i.e. a rocket launcher or something to level this up).
The third branch, Flamethrower and the Acid Rifle tree should be merged together. The specials are the same, why waste stupid space like that.
And the Fourth branch should be dedicated to the Laucher pistol. Im not saying add stuff like bleed shot and the likes, but a totally seperate type of thing. Like a crippling shot for the pistol(but it actually works)
At Master Commando the Commando should NOT take 2.5 times damage versus a melee, thats ridiculuous. A Commando at master should at most, while equipped with a flamethrower/acid rifle/any weapon in heavy weapon branch should at most suffer 1.5 times damage for the bulkiness of weapon slowin there defense a lil bit. Launcher Pistols and Grenades should be excluded from this cuz of size and allowance for movement. So a Commando should take normal damage with those equipped.
Everything i state here, is because you have made commandos too weak. They are military elites, not bagboys. Think about it.
Just givin my info on what i see and know...
-Norin- Radd
Bounty Hunter - Bloodfin -
I have been a Master Commando on Ahazi for about 3 weeks now. I wanted to be a commando because I was left with the impression that they were powerful characters in the game. While I have discovered that indeed they are, I have also discovered just how weak we really are as well. Here are some of the issues I take with Commando. I am sorry if I am repeating problems already stated, but this thread is rather long, and I do not have enough time to read through all of it.
1. The Acid Rifle performance is inadequate. This weapon should be comparable to the flame thrower in respects to firing rate, damage, and ferocity. This weapon does not seem to do much damage to anything, and is not nearly as visually appealing as the flamethrower. When I fire my flamethrower, I feel like I am dishing out some real damage, when I fire the Acid Rifle, I feel like I am squirting a hose at my kids in the backyard. Please make this weapon more spectacular in its visual and audio effects, as well as more damaging.
One solution could be to have the spray fan out of the weapon, and make it a strike that is DoT. One would suspect that the acid is a viscous fluid that would cause damage even after the shot is fired, much like the flamethrower does.
2. The Heavier weapons performance is inadequate. While it is really neat to kneel down and fire your particle cannon, or your heavy weapon of choice, these weapons do not seem to have the devastating effect one would expect. These weapons are expensive, have a slow rate of fire, and are ineffective in combat. These weapons should cause massive amounts of damage and should be close to a one shot, one kill. Imagine getting hit IRL with a TOW missile, or a LAW rocket.
3. The thrown weapons (grenades) performance is inadequate. The grenades suffer the same problem as the acid rifle. A boring visual display and not much apparent damage caused. The grenades should have a spectacular display and cause more damage then they do. They should also have a knockdown effect of some type.
4.Commandos are very weak in PvP. I see this all the time. A TK Master will challenge a Master Commando to a duel. Thecommando lights the TK on fire with theflamethrower if they are fast enough, and the TK proceeds to knock them down and slaughter them wholesale. While I understand that close incombat should have this effect, the commando is supposed to be aproficient combatant. If this is the case, then I think the commando should havea higher defense when it comes to knockdowns. This would give the commando a fighting chance against TK Masters and others with a knockdown ability.
5. Commandos should be able to use other professions heavy weapons. When I see a Master Rifleman walking around with a T-21, I think that the Commando should be able to use the same weapon. I am left with the impression that the Commando is they heavy weapons character of the galaxy. If this is the case, why should the commando be limited to just 2 heavy weapons? The commando should be allowed to use other professions weapons or should be given more weapons to choose from.
Ashikascei Wilet
Master Commando
Novice Smuggler
Ahazi
My number one issue is now TH's dismissal of our issues as "ranting for the sake of ranting".
DeadlyJustice777 wrote:
Ok. How many people have actually served in the military and know what a commando really is? It is not some panzy that gets owned by anybody and uses the weak weapons that the people keep crying nerf about. In the military a commando is someone that can take out tanks and other various heavy duty situations. They can live off the land and other stuff.
With that said i think that commandos should be made sorta like a bounty hunter, but not a mirror. No.
Ok a commando should be a master Scout(Cuz they have to know how to survive under harsh conditions). They should have to get Pistols 4 and Carbines 4 and Ranged Support 4.(Rifles 4 for a Commando is pointless, thats why there are Snipers). They should also get Unarmed 4(cuz they are trained in hand to hand.)
After that a commando should have there 4 trees, but one weapons shouldnt be all that they need to level all of them up.
Like there first tree should still be the Field Tactics, but to get through that you should have to use the grenades and stuff and they should NOT be so crappy and damage the Commando more than the target(those modifiers have got to change.)
Second branch in the tree should Still be heavy Weapons, but why give new weapons without offerin a special. Specials should be offered for those weapons.(And you should have to use a Heavy weapon, i.e. a rocket launcher or something to level this up).
The third branch, Flamethrower and the Acid Rifle tree should be merged together. The specials are the same, why waste stupid space like that.
And the Fourth branch should be dedicated to the Laucher pistol. Im not saying add stuff like bleed shot and the likes, but a totally seperate type of thing. Like a crippling shot for the pistol(but it actually works)
At Master Commando the Commando should NOT take 2.5 times damage versus a melee, thats ridiculuous. A Commando at master should at most, while equipped with a flamethrower/acid rifle/any weapon in heavy weapon branch should at most suffer 1.5 times damage for the bulkiness of weapon slowin there defense a lil bit. Launcher Pistols and Grenades should be excluded from this cuz of size and allowance for movement. So a Commando should take normal damage with those equipped.
Everything i state here, is because you have made commandos too weak. They are military elites, not bagboys. Think about it.
Just givin my info on what i see and know...
-Norin- Radd
Bounty Hunter - Bloodfin -
plz read my post inthe "In-Concept: Commando" thread.
I have read your post on the day you posted it before. I am not new to the game. The only reason i am new here is cuz i dont post. But that should change considerin all the patches that are out to cover over the patch that messed up code before. Your ideas are well taken into consideration. Hopefully they take into consideration some of the ideas that we have posted up.
Have fun in the hunt..
-Norin- Radd
Bounty Hunter - Bloodfin
Here is a Quick and easy fix for Commandos. It should require little Coding/Programming to implement as well.
- Take all the Acid Rifles in game and subtract 3 seconds from their attack speed. Also,boost the speed function that determines their speed when crafted.
- Change the name of Acid Rifles to Acid Assault Rifles or something like that.
- Leave the specials the same on the rifle the same with Spray hits, etc.
- Add to Field tactics the same bonuses that Pistoleer get from Pistol Techniques column. As in the Defenses Versus Something.
This gives the Commando a better gun and better defenses to account for the VERY high point cost to be a commando.
1. Fix the acid rifle.
2. Fix the acid rifle.
3. Fix the acid rifle.
4. Fix the acid rifle.
5. Fix the acid rifle.
This is strictly PVP. I seem to be pretty accurate with ai targets.
1) I miss way to many shots!!
2) I miss way to many shots!!
3) I miss way to many shots!!
4)I miss way to many shots!!
5)I miss way to many shots!!
OK, Sincethe announcement that our HAR will be fixed I will re-sumbit my top 5
1- Lower the speed of the heavy acid rifle. I know many people want to see the HAR as an armor piercing weapon. I'm not sure where I stand on the subject since I do want commando's to have skills but I dont want us to have an "I win" button. If the HAR is going to do less dmg and have no damage over time then I see this as a viable alt to the flamethrower if it could fire faster.
2-Grenades. Slow, Weak, Pointless. Often times they kill the weilder just as mucha s the target.
3- The launcher pistol. I still do not get why the devs are silent about this. This weapons needs some speed and accuracy as well as some specials. Perhaps an "piercing shot" where the shot can do more dmg and pierce armor.
4- Leave our defense as it is. I personally think commandos have enough skill points remaining to get the defense they need. I dont want to see us as the unstoppable monsters of the game. We need to ahve a weakness. This should be it. But we should earn that weakness with the ability to deal a wide variety of dmg
5- Incearse our accuracy at master. Sure the +30 help me win 3 out of ten times, but when I'm standing still and my opponent is on the florr a hit should be 90% garuanteed. Not 40%.
In the end I'd like to see a tru balance struck between ALL combat professions. I see too many flavors of the month. Right now it's rifleman/combat medic. Next month....who knows, it could be carbineer.