Commando Archive
Thread: Commandos: What are your top 5 issues?
Dri0dmaster wrote:
can i please ask why people like the launcher pistol??? it gas blast damage...whoo dee Feing doo. i have a launcher pistol that is every good but it cant compare to my flamethrower (even without using specials). It lags like crap, it does dmg to kill week ass creatures and it looks like a hair dryer. i say F*** a skill tree for LP. just spend 6 points and get pistoleer.
Dri0dmaster wrote:
dude its a waste. blast dmg schmast dmg. I like to see the day when you can solo a 50k HAM NS with a LP.
but you see thats the problem with the launcher pistol we need another proff. to have it useful that just isnt right imho.
we should get specials for it as we climbed to master commando not take up smuggler or pistolier to make it useful. ![]()
PaybackCarter wrote:
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.
I wish.
BTW, I TOTALLY AGREE THAT THE RL SHOULD DO CRAZY AMOUNTS OF DAMAGE.
Ok, here's my top 5.
First I'd like to say, Commando's aren't really commandos, they're Heavy Weapons Specialists. A real commando would have skills like:
1) Stealth - This would work like invisibility against PC's. Depending on the skill level of the "commando" a roll would occur against the opponents intelligence (or equivalent) and if it's greater the opponent would "spot" the commando. In "group" combat, the commando could use stealth, but if your within a certain radius of the person who was "spotted" on your team, the chance that you will be spotted is increased.
2) Mines - Not the useless minefields, but proximity mines and beam mines that can be placed by a commando to cover ones track. Mines could be "attached" to ceilings, walls, floors, doors, etc by throwing them at it.
3) Explosives - Commandos should be able to "sneak" up on a base and plant high explosives to take out a turret, or an ATST/ATAT etc...
4) Covert - Ops training - Which could be an entire skill line centered around this concept, which would include Stealth (above).
In the movies, the Rebels really didn't fight openly against the Empire all that much. They spent much of their time using gurillia and Covert tactics to take out installations and such. I'd say most rebels, in order to survive, would have some level of Commando training.
Ok, enough of THAT, now here's my top 5 for what's currently broken in the "Commando" class:
1) Heavy Weapons (Rocket Launchers, Beam Cannons) They don't do enough damage. They should be the most powerful weapons in the game since they are limited use. If YOU got hit by a rocket launcher, do you think you would survive?
2) FT Dot should be based on resistance level. If a PC/NPC has NO resistances to flame, then the DoT should be horrendous, but if they DO have resistances, the DoT should be reduced based on the resistance. Don't make the DoT useless, just make it work intelligently.
3) Acid Beam Rifle is currently useless. Make it more like the LLC.
4) We need a grenade launcher. Reduce the HAM requirements on grenades, they don't make any sense. If I could lob 4 or 5 grenades a round into a combat zone, from a long distance, then it will be useful.
5) Commando weapons are horrendously slow, and I don't have a problem with that, but you really need to increase our resistances to "knockdown", "stun", "ranged" and so forth and increase our HAM base a bit (at Master Commando). When we fire we rarely can get off any good shots before we're dead since pistol and rifle masters can pick us off from a distance and we can't do anything about it. That doesn't make much "real" sense.
One general comment. Get rid of Ranged Death Blow. It makes no sense.