Commando Archive
Thread: Passive Armour Break or Mass AoE?
I don't see the issue with us threatening other damage professions or why they should even be concerned about us getting a damage boost. Other heavy damage dealers get heavy damaging triggerable specials in addition to better single-target weapons. Unless they're trying to argue that commando, another DPS profession, shouldn't have equal DPS I don't see the logic. This proposal (if balanced right) would put us on par with other damage professions, so that commando is a viable as a stand-alone, in addition to making a DPS profession + Commando a worthwhile choice.
As opposed to right now where the only real point in taking commando is so you can AE state effects for crowd control.
It sounds like you have a diplomatic mission ahead of you. You need to educate the "others" that take the "what do the other high damage dealers get" (riflemen/swordsmen) in what the current status of the profession is:
They have currently good DPS damage.
We are far short.
We are supposed to be their equals.
The armor break feature is a creative way to allow us to commit the damage on a level equal to their own.
They need nothing.
We need a fix.
StarNick wrote:
Some of the devs are on vacation time due to the crunch that involved the CU...so things are for the most part slow for now. Talking to a few folks, Ive recieved some criticism on this idea involving what do other hvy damage dealers get, commandoes will be overpowered, etc etc...but to be honest, Im all for an armour break in my opinion.
We'll see how it goes when (or if) I get a response from the devs...hopefully Helios directly. If we can get some more advanced weaponry, then Option C is a perfect choice and probably the most balanced of the three if we can get the devs to give us advanced versions of our RL and LP. Its a ton to ask for, and may not happen (hence Option A/B may be more feasible). Ill look into every possible form of getting this implented in the most beneficial - yet balanced - form to commandoes...advocating advanced weapons, and diversity in our weapons involving AE/AP...or if that gets denied, the other options. Until we get some responses, everythings up in the air and we'll keep an open mind
Thanks for all the feedback too folks
Especially you tacwraith...sent your post on giving some weapons an AP quality but no AoE and others AoE but no AP quality up to HQ![]()
Message Edited by StarNick on 05-13-2005 04:59 PM
Hrrmmmm......maybe the other corrs need to keep an open mind, lol. With option C a ton of things open up for everyone:
- Opens up more varied commando templates, like allowing MComm/MSL to actually survive hehe
- Gives commandos more tacitcal edge, like we should be....we are commandos lol
- Means that no two commandos would necessarily be the same, unlike the MBH/MCarbs FOTM that's startin' to poke up
- The other classes don't lose out- we still wouldn't have specials, so we'd need their help to be better....so our heaviest dmg would come from rifle/comm builds
- People keep forgetting class ROLES. I dueled several people last night w/ my MComm/MCarb build and beat everyone....a pistoleer tried to root me--I have longer range, he's dead--a melee didn't try to find cover to lower my range--dead--and a rifleman attempted to use snipershot--I had off 4shots by then, dead--so it's all in playstyle.
- By making commando more varied in and of itself, no one fight vs. a different commando would be the same. Maybe one guy has a crazy good flamer, while another got an amzing slice & pup on his proton rifle, and maybe another loves to use grenades to supplement his rocket launcher.
- Pistoleers won't have an issue b/c they could use the Adv. LP
- Rifles can't complain b/c thye can grab the proton rifle (if they love it so much hehe)
- Carbs can't complain b/c......uhhh.....lol, b/c they still rule at states
- BH can't complain b/c thye hunt jedi

Just a rant hehe, kinda blows my mind when people are afraid of a commando becoming better.....imagine that....![]()
Litushot wrote:
StarNick wrote:
Some of the devs are on vacation time due to the crunch that involved the CU...so things are for the most part slow for now. Talking to a few folks, Ive recieved some criticism on this idea involving what do other hvy damage dealers get, commandoes will be overpowered, etc etc...but to be honest, Im all for an armour break in my opinion.
We'll see how it goes when (or if) I get a response from the devs...hopefully Helios directly. If we can get some more advanced weaponry, then Option C is a perfect choice and probably the most balanced of the three if we can get the devs to give us advanced versions of our RL and LP. Its a ton to ask for, and may not happen (hence Option A/B may be more feasible). Ill look into every possible form of getting this implented in the most beneficial - yet balanced - form to commandoes...advocating advanced weapons, and diversity in our weapons involving AE/AP...or if that gets denied, the other options. Until we get some responses, everythings up in the air and we'll keep an open mind
Thanks for all the feedback too folks
Especially you tacwraith...sent your post on giving some weapons an AP quality but no AoE and others AoE but no AP quality up to HQ![]()
Message Edited by StarNick on 05-13-2005 04:59 PM
Hrrmmmm......maybe the other corrs need to keep an open mind, lol. With option C a ton of things open up for everyone:
- Opens up more varied commando templates, like allowing MComm/MSL to actually survive hehe
- Gives commandos more tacitcal edge, like we should be....we are commandos lol
- Means that no two commandos would necessarily be the same, unlike the MBH/MCarbs FOTM that's startin' to poke up
- The other classes don't lose out- we still wouldn't have specials, so we'd need their help to be better....so our heaviest dmg would come from rifle/comm builds
- People keep forgetting class ROLES. I dueled several people last night w/ my MComm/MCarb build and beat everyone....a pistoleer tried to root me--I have longer range, he's dead--a melee didn't try to find cover to lower my range--dead--and a rifleman attempted to use snipershot--I had off 4shots by then, dead--so it's all in playstyle.
- By making commando more varied in and of itself, no one fight vs. a different commando would be the same. Maybe one guy has a crazy good flamer, while another got an amzing slice & pup on his proton rifle, and maybe another loves to use grenades to supplement his rocket launcher.
- Pistoleers won't have an issue b/c they could use the Adv. LP
- Rifles can't complain b/c thye can grab the proton rifle (if they love it so much hehe)
- Carbs can't complain b/c......uhhh.....lol, b/c they still rule at states
- BH can't complain b/c thye hunt jedi
Just a rant hehe, kinda blows my mind when people are afraid of a commando becoming better.....imagine that....
Armour break all the way! We need some extra oomph to take down enemies.... plus yeah AoE isn't really working and it makes me into a big aggro magnet w/o doing any damage. Thanks for the effort Starnick, we'll keep fighting the good fight!
/salute
JoKen_Jash wrote:
Do Jedi have armor for "armor break" to affect? Technical question that I really honestly don't know the answer to. If they don't then the Jedi would be totally unaffected by the change.
Sorry, I don't have the time to read the entire thread but I did wanna put one thought in that might help keep the AoE in and the armor break.
Make it an ability of sorts along the line of duelist stance. It would be somewhat of a pain to use instead of a passive ability but if it comes to getting AoE and AB, think this would bea decent compromise. It takes away at least one combat move while charging and lasts between 30s to 1min before having to be reapplied. Of course this should be a master only deal. Anyway, just a thought.
JoKen_Jash wrote:
And what happens when we start owning jedi and we suddenly fall into the nerf spotlight? Like what's happening with the smugglers. Isn't anyone even getting a little worried about it?