Commando Archive
Thread: Major Commando issues (Updated for July 10th)
MrBulwark wrote:
StarNick wrote:
That damage I do? 2,300 max every 3 seconds with my PFT as well as my Proton Rifle when I use Improved Legshot. Thats good damage, and personally speaking, thats a 5 in my book.
But thats carbiner + not carbiner + Commando. a Carbiner + Rifleman with his T-21 and a powerup will do just the same (if not more). A Carbiner + pistoler can also do that. A carbiner + Dancer will do nearly the same with a good carbine & powerup.
The 5 comes from Carbine not Commando.
If you swap out your PFT for any other weapon of equal damage, you get the same results, and probably a longer range.
QFE. That post has pretty much nailed Commando....
Its the curse of commando, we're good in a ranged template...but you try and use us like a pure carbineer, and you find out a wooden plank with a nail can hit harder than you...
rYsyn wrote:
StarNick wrote:
A little late there on the QFE
Its the curse of commando, we're good in a ranged template...but you try and use us like a pure carbineer, and you find out a wooden plank with a nail can hit harder than you...
I think it is bigger then that. Your statement says that Commando is only as good as the specials it requires from another profession. The real problem is much bigger thenthat because you are not only limited by the specials you don't have, you are limited because adding commando to another combat template doesn't add any value toother profession.
In other Words, if a Master Rifleman adds Pistoleer or Carbineer or Bounty Hunter to his template, he becomes a better Rifleman (higher accuracy, higher speed, more specials).
But if that same Rifleman adds commando to his template, he gets nothing. Gaining access to a Flame Thrower with the same damage per secondand less range adds no value. Not to mention that Commando has unique "Heavy Weapon" mods and do not stack with any of the other ranged professions.
So adding Commando to your template is a lose / lose, which is greatly unfortunite.
Message Edited by rYsyn on 07-13-2005 05:57 PM
So true
Agree, the biggest failure of the Combat Revamp is that they made no real differences in the weapons with repect to Damage and Speed.
As a result, Rifle is the preferred weapon even with my template of Master BH / Master Pistoleer. As long as every weapon has the same 300+ DPS then why would anyone use one of the other weapons?
Where is the negative aspect of being a Rifleman? They really need to stop catering to and focusing on Jedi all the time and fix the core professions.
Sad shape indeed and not just for commando's. I really hope they (SoE) is aware of this!
When our #1 issue is inability to do damage within our profession, I fail to see this problem?
Maybe you mistook that older post when I mention that my legshot with my PFT is a 5 in offense in my book, I was being sarcastic. It is a 5 damage, BUT its what we gotta be like in our own dang profession (121 sp) NOT when we're in a MC/MC (198 sp) template. We cost more for less or the same gain than regular ranged professions plus we have less accuracy/speed mods and the fact that a normal ranged profession has the same firepower/abilities for less SP. And thats the problem you pointed out, and thats the problem I see, and have seen, as well.
Message Edited by StarNick on 07-14-2005 01:11 AM
StarNick wrote:
"And I hate to say this but you fail to see it, the devs fail to see this."
When our #1 issue is inability to do damage within our profession, I fail to see this problem?
Maybe you mistook that older post when I mention that my legshot with my PFT is a 5 in offense in my book, I was being sarcastic. It is a 5 damage, BUT its what we gotta be like in our own dang profession (121 sp) NOT when we're in a MC/MC (198 sp) template. We cost more for less or the same gain than regular ranged professions plus we have less accuracy/speed mods and the fact that a normal ranged profession has the same firepower/abilities for less SP. And thats the problem you pointed out, and thats the problem I see, and have seen, as well.
Message Edited by StarNick on 07-14-2005 01:11 AM
I'm not a commando, but I think you summed up the issues with the profession pretty well. My concern is that this issue is the same in every combat profession except Rifleman and Bounty Hunter.
Based on the publishes and "fanfest" conversation, it is appearent that the Developers have no idea that this is the case, which is extremely discouraging when it comes to having any type of hope that it will ever be fixed.
Not exactly. The case of generic-ness (is that a word?) is far more prevalent, where there isn't much of a uniqueness in professions anymore. Just look at the mods of Carbineer and Pistoleer, speed and (if I remember) accuracy are the same for both professions. Their damage is the same for both professions too...
However, the one thing we do know is that we lack BADLY in damage, but have a lot of penalties since we're suppoused to be doing good insane amounts of it, which hurts when we don't have it to start with! A Master commando using a flamethrower with overcharge shot (our best commando special from marksman), compared to a Master Carbineer using improved legshot (best damage shot from carbineer)...the damage is NOT the same as a pistoleer/carbineer's damage would be.
Ironically, we're the other extreme...we're totally unique, and we got the shaft with damage. Where with my elite carbine I can hit for 1600-1800 damage unresisted against grey cons...my Flamethrower with Overcharge? At most ive seen 1200-1300 with a non-enhanced. Our "utility" was to make up for this, but thats with elemental added..the fact not all our weapons come up to that point of damage, as well as the Fire DoT only *seemingly* doing around 20% of your total actual damage (im still looking at this to see any correlations). But what we do know with the Fire DoT is that its A) Not always sticking and B) Can't be applied to every attack as its on a tick-timer.
And this is just the damage factor...because we require UA IV and Ranged Support IV, we get the shaft with mods too. A good 40 less accuracy than carbineer/pistoleer (more if you compare rifleman) and 10 or 20 (can't remember off the top of my head) speed less. The reason is clear from the speed, JUST like our specials from marksman...carbineers and Pistoleers get the accuracy we get from Ranged Support IV AS WELL as speed from Carbines IV/Pistols IV. In the end, they not only get more specials (hence more damage since our utility isn't a substitute, but an enhancer which makes it work great in ranged templates but not without!!), but more mods as well, both from how the pre-reqs are set up and within their own professions likewise.
This...turned into a rant, I know...but it just gets to me when I see how well we do in a ranged template using other specials which damage wise should be the level (or more) that our own profession should be with, without the aid of that other ranged profession. So we get gimped on the damage, but incurr the penalties for damage as well! Its like a sick twisted nightmare lol...
Message Edited by StarNick on 07-14-2005 09:43 PM
Potential new issue with greandes. (Yes.. I still use them) I'm finding that they -seem- to have fixed the damage/range being based off what ever weapon your wielding. But now I'm finding grenades that have say a 64m throw range. Wont throw fartehr than say 30m etc. Mind you I'm still burning through my horde of pre-cu grenades. So I dont know if this is true with post CU crafted ones. I'll have to get off my ass and make a few more and see.
Anyone else running into this?
I have a weaponsmith on Valcyn who's actually churning out proton grenades for rocket launchers - probably the only that will be listed on vendors! So I might round up a few Valcynite commandos to help test post-CU crafted grenades.