Commando Archive

Thread: Commandos: What are your top 5 issues?

bigfoot1
Tue Mar 02, 2004 6:17 am
#482

1. our weapons are beginning to feel useless in pvp
2. har is as much use as a chocolate fireguard
3. no commando specific missions (would make the profession more apealing)
4. launcher pistol is good speed but rubbish damage....not what u wud expect from a commando
5. how about introducing a new eapon for us like u have with 2 handed (scythe blade for instance and rifles) like say a chain gun to cut tkm in half before they dizzy and knock u out or maybe a grenade launcher with EFFECTIVE grenades and not the water baloons we currently have.

i have been a master commando for almost 2 months, as it stands at the moment im getting more drawn away from it as its beginning to be a little tedious, yes its nice to own creatures and npc's (although the bio lab isnt a good place for us leaving us out in the cold in a way).
The pvp side of things was a big attraction for me in this however that has fizzled to a small candle worth of flame as i dont think we are very powerful anymore.
That aside i wont leave my chosen profession, im not a holo grinder just a regular bloke wanting to enjoy the whole experience, commando specific mission terminals would be a nice thing to have , more to aim at then
ps........NERF THOSE FREAKIN TKA'S
jkrayer
Wed Mar 03, 2004 1:43 am
#483

1. Grenades and Heavy weapons. Not that I dislike them just that their cost in HAM, Money and accuracy doesn't really justify using them.
2. HAR. Many people have complained so I won't but for the time being could we at least have our specials fixed?
3. Flame Thrower. The nerf is like taking one big step backwards. I now do bleeds equivalent to /healthshot2 which I had at novice commando. I know that I'm packing a bigger initial punch but with the heat resistance of many creatures (and the 80% heat resistant composite I've seen available) it's really the bleed that I'm depending on to make many kills.
Now I know this is a balance vs reality issue and I'm all for balance but something should be done. Perhaps kick the bleed for flamesingle1 up to the healthshot2 range and the bleed for flamesingle2 to a reasonable range above that.

Or just change it back to the pre publish rate and tell anyone who doesn't like it to go hold a match to their palm! :-)
Redrumm
Wed Mar 03, 2004 4:08 am
#484

I think a cool DOT for the HAR could be a temporary reduction in target armor effectiveness...example hitting someone with acid single/acid cone 1 would drench target in acid temporaraly decreasing effectiveness 10% for acid 1 attacks and 20% for acid 2 attacks. After 1-2 mins effectiveness could return to normal.



Two wrongs dont make a right...but three lefts do.
JediJed
Wed Mar 03, 2004 8:22 am
#485


1. Nerf the commando


2. Nerf the commando


3. Nerf the commando


4. Nerf the commando


5. Nerf the commando


Yay they have finally listened to us and done what I asked I am so happy ... did you all see they are taking the second point we asked for and implementing it, you know the 1st point being to weaken then flame thrower, the second point is that they add a way to stop our flames with a fire blanket crafted by a Doc, sweet.


Oh wait silly me we asked them to fix all the other aspects of the commando before they weaken the flamer and add a fire blanket, but im sure they will get round to fixing the commando in a few months time, by then I will be a TKM or some thing that works ( over powered ) or have left the game, so go sony go !




PaybackCarter
Thu Mar 04, 2004 2:05 pm
#486

I'm not like some of you who are trying to lower our power.

#1. Reverse the DoT flame nerf, make the DoT way more powerful.
#2. Scratch any kind of idea about being able to put out fire other than swimming in water.
#3. Make all heavy weapons at (especially rocket launcher) do WAY more damage, they are HAM killers.
#4. Increase speed, damage, and range of grenades
#5. Make acid rifle worth using.

We are commandos, we should be the strongest.



Payback Carter - Shadowfire
PaybackXero - Shadowfire
Payback - Bloodfin
CrisSan
Fri Mar 05, 2004 1:48 pm
#487

Im master commando and I miss that I can't play my role in capturing faction bases, like strongholds and such! I also want to be able to overload a reactor or two... I mean, we are commandos after all =D

The Acid tree is useless right now...

Grenades are also useless...

I dont agree that the flamer is to strong tho, i remembered when it did even more dot, then it was really fun! =D

Summa Sumarum, I love this profession! And I will keep it to the day I either die or go jedi =D
G13Kryptic
Fri Mar 05, 2004 6:18 pm
#488

1# HAR is totally useless waste of code right now.


2# heavy weapons need more accuracy and speed and damage since they have no damage modifying special moves.


3# commando Skill enhancing attachments (SEA's) are broken for heavy weapons all except thrown weapons which is crap to begin with.


4# Cant use heavy weapons or grenadesthat have limited uses inside caves or anything, this really really limits commando.


5# Launcher pistol is totally worthless unless you dabble with pistoleer.


6# more state defenses and and ranged/melee defenses





Founder of ASC | Anti-Shuttlewait Coalition
Mastered | More than you!

Unlocked on | Before you did newb


thepunisher286
Sat Mar 06, 2004 9:46 pm
#489

To ThunderHeart : Brand Spankin new top 5 issues:



# 1: You .



# 2: You.

# 3: YOU!

# 4: You .

# 5: You AND your commando vs commando test.


Any Questions?
MrAndrson
Sun Mar 07, 2004 5:46 pm
#490

Thunder,



#1- give us skills with the Launcher pistol- I love the graphics so I use it untill I get in trouble. Add it to another skill tree. Every elite or hybrid improves with their weapon, BH is probly the best example. And they usually get some mind attack also.


Since its blast damage, how bout a special called "Concussion blast" ? It could affect the mind pool? Just give us some skills with it.


#2- If nothing is going to be added, please don't takeanything away.. I'm talking about the flamethrower. Oh yeah, no use of fire blankets untill a good few moments after combat is over.


#3- Unarmed - hmm, TK's have some nice graceful moves but still rock you when they connect, we should have some simple looking but strong moves, like simple but hard straight kicks or hip tosses, commando style. Nothing to great, we're not supposed to be unarmed masters but we should not be unarmed wimps either.


#4- Change the graphic on Heavy Acid Rifle, cant really tell its even firing, still more important, make it useful.


In closing- Every time a profession gets improved, its unreal, hate to say this but rifleman... I got owned in two hits, he was standing nose to nose with me. Improve everyone a little, then take things up a bit more. I can't send hatecomments on professionsthat work, like TK,although they do seem to knockdown ppl from the other side of a city. Still, improve everyone at least a little so they match what their title is.. for example if "hate to say it" rifleman wanna be that, they should not be able to killstanding toe to toe, if thatshow they wanna play and be effective, they should be pistoleers, know whatI mean? Improving a little at a time will stop people crying for nerfs when in one patch, a profession isall of a sudden the ultimate. Also, I gottasay whatI see, poorpikeman andcarbine users, fix whats really broken too. There are things that are obviously not correct to most anyone, those things should be fixed, like the current state of the Commando but other professions are not what they should be either.


Thanks,


a concerned player



TennerRavenstar
Mon Mar 08, 2004 2:51 am
#491

To be honest i feel the commando profession is in a rather sad state right now.. it has one stong point.. and thats it (the flame thrower) however, there is a lot of creatures and opponents out there that are 100% resistant to heat. The acid rifle dosent work well enough to use, grandades thend to be more of a threat to the user than to the target (that is if you can find someone actually selling them). That leaves the heavy weapons which are extramly expensiv, inaccurate and slow.


WhatI would like to see:


1) Combine the Flame and Acid trees.. they 'do' the same thing with two similar weapons, the specials are even called the same Potentially even add a certification for the Light Lightning Cannon and add it to the same tree. Its a heavy weapon for sure, there seem little reason why we shouldnt be able to make use of it as commandoes, and we could defenatly use the extra attack types


2) Add a tree that centeres on the marksman weapons and the launcher pistol in perticular. Personally I'd love to see some specials / bonuses oriented towards useing pistols / rifles / carbines against machines and instalations. Recently (or is it in the next publish?) changes ahve been made so AT-ST's and droids are immune to most special effect attacks. Add some specials here that will only affect droids / AT-STs and similar. Possibly add a few bouses to weapons use / speed / aim or whatever. In essence a comando version of the smugglers dirty fighting. This would also make the pre-req's of the commando profession make more sense


3) Granades. If granades are ever going to be usefull the threat to the thrower needs to go. I can see the 'realism' in granades being a threat to the thrower if it lands to close, but it dosent work as part of the existing game dynamics. Consider how combat medics would feel if thier area poisons and diseases could affect themselves. Second the granades either need to be a lot easier to make and / or commandoes need to be able to manufacture them on thier own. Right now they are simply a sup par, low quality, suicide version of the disposable heavy weapons. Thier role as I would like to see them was that of a crowd control / affecting weapon that primarily helped in causeing area based state changes (blind granades, knockdown grandades etc.). A possiblitiy would be to add a minimum range so that they could not be thrown if the target was closer than x meters. That should help limmit thier use to a group support weapon and serve as an alternative to the risk of blowing one self up


4) Heavy weapons. Personally i don't botheruseing them anymore. Considering thier extreamly low speed and accuracyI do better with just about any other weapon anyways. Personally I'd just as soon get rid of them all together and have the tree replaced with something else, but thats just me.



Mazoch - ImperialSpy
"I cry NOW. Death, like a familiar, hears; and look, has made a man of dust of a man of flesh. This sorcery I do. Being damned, I am amused to see the centre of love diffused and the wave of love travel into vacancy. How easy it is to make a ghost." - Keith Duglas; How to Kill

YenishRavenstar- Work in progress
Pushover
Tue Mar 09, 2004 9:56 pm
#492

TH, first of all thanks for asking and i will try not to flog all the dead horses lying around the commando issue.


1. increase accuracy on all the heavy weps, especially when using specials.

I only get one shot in pvp(if that) and I know im dead when i see the "Miss" msg pop up over someones head.

2. Increase the range on specials at Master, fix the LP(a few specials would be terrific). Fix the AR, and increase the stacks on the LC and HAR. I NEVER use them because they are such a waste of money.

3. Give Commandos some more melee defense.

4. Give some incentive to get Master Commando and Acid Rifle. As it stands they are utterly usless.(I am currently working on Acid Rifle three and dont even own one, I wouldnt even train them but I love being a Commando and am training all the skills to become a master in the hope that it eventually gets a major overhaul. As it stands I have 3/2/4/3 and have never used anything but a FT, Ive never used a grenade(more about them in #5) or a AR, HAR, or LLC. I have used the LP on occasion but not enough to earn enough xp to talk about.

5. Scouts can make camps, they dont have to go to a tailor to have them sewn up. Medics can make stims they dont have to go to doctors to have them mixed up. Smugglers can make clamps and knives they dont have to go to the engineer to have them crafted. Why do Commandos have to go to a weaponsmith to get grenades. They are no diffrent then camps, stims, or clamps, they are totally disposable one use items. Weaposmiths wont hardly make them, the costs are prohibitive to use because of the ingrediants needed to craft the higher end ones are such a pain to stock. Commandos should be able to make their own grenades, we would still be supporting the in game economy because the lion share of Commandos became Commandos to get away from surveying and harvesting, we would more than likely have to buy most of our supplies for our grenades and for the Commandos who dont mind harvesting it would give them a good use for all the lots that are going to waste.


You asked for five these are mine, hope it helps, cant wait to see what the other Commandos think, I may get voted off the island....
ElrohirSoR
Tue Mar 09, 2004 11:44 pm
#493

5 month old but oh well


1) HAR Armor piercing needs to be upgraded to Light, medium would be better, this would make up for the fact that the HAR has no dot, is slower and less damaging then the FT.


2) Fix Heavy Weapon SEA, they dont work.


3) Rockets Launcher need more changes, with all the resources they hog they would be good for at least 50 on average from a good weaponsmith not the current 30 to 33


4) Increase Grenade Accuracy, even a master commando misses way too often


5) Add a bit of speed bonus for the FT and HAR in the master box, 10 would be great.


i think these would be the easiest issues to work out.





Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
Ikarius
Wed Mar 10, 2004 4:26 am
#494

The heavy acid rifle doesnt do much at all. We put all this heavy weapons xp into the ACID column and we cant really do anything. Why should the flamethrower be so much more effective than the heavy acid rifle..... maybe make the acid rifle do damage to someone's really expensive clothing or armor...... it burns right?



my second number one issue is with the unarmed xp we have to get to obtain commando. why? we dont do anything with unarmed or get special moves once u r a commando.



my third number one issue is with the actual heavy weapons... the commando should be able to do major damage to things like ATST's with a rocket launcher or an acid launcher. right now those things are virtually invulnerable



-------------------------------------------------------------
Wiahyni Agieneec, Master Armorsmith in Kettemoor Galaxy
***shop located on Tatooine outside of Anchorhead, -535 -5648
***and on Corellia outside of Coronet, 440 -5435
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