Commando Archive

Thread: Major Commando issues (Updated for July 10th)

RankorCity
Wed Jul 13, 2005 11:12 am
#40






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....



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
StarNick
Wed Jul 13, 2005 11:15 am
#41

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...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

RankorCity
Wed Jul 13, 2005 11:19 am
#42

I was just reading thru it...Saw it and realized how much sense it made, and that it needed to be brought back up



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
RankorCity
Wed Jul 13, 2005 3:11 pm
#43






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



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
StarNick
Wed Jul 13, 2005 4:14 pm
#44

Very true unless if they want DoTs or other "innate abilities", which was probably the reasoning behind our situation. Remember the outcry from that friday feature saying how you could combine? Well its a great concept, just was a very poor implentation and then neglect after it failed at the end of beta =/



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

rYsyn
Wed Jul 13, 2005 5:54 pm
#45

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!





Rysin Lexicon - Bounty Hunter


* Cancealed due to the NGE *


Concept for an SWG II


tacwraith
Wed Jul 13, 2005 6:35 pm
#46

Starnick,


The Commando Dilemma:


Master Commando: no damage, utilities built into weapons, all weapons AOE.

Other ranged proffs: high damage attack, utilities as specials, have AOE attacks.


Master Commando player finds himself with a dire need to do damage or be insanely useful in some way, otherwise he is worthless in a group/solo. First thing in the list: Damage.


The high damage specials from other proffessions: Sniper Shot, head shot, leg shot, body shot/fanshot.


Which means master commando+rifleman 4000 or carbineer 0400 or pistoleer 4000 (or 0004) for the high damage shot.


Then the master commando finds himself firing an aoe weapon using that high damage special. Which means aggro magnet. Which means now a means of SURVIVING that aggro is what's needed.


So far: Master Commando + 1 box 4 in another ranged proffession. 95/250 skillpoints left.


Which means master commando + damage special dabbling + crowdcontrol OR medical skills.


Which means taking either doctor or combat medic or most likely, pistoleer or smuggler skills. Usually the most common choices are combat medic and pistoleer (since smuggler really isnt better than pistoleer unless you master smuggler)


which means : Master Commando + 1 box4 in another ranged proffession + combat medic 4400. Skillpoints left: 32

or it could be : Master Commando + 1 box4 in another ranged proffession + Pistoleer 4403. Skillpoints left: 6



Either way the commando ends up with: aoe weapons, utility specials, damage specials and either crowd controlor healing abilities (can also have both but be much less effective ateither).


Thats good yes? Wrong. Dead wrong.


Any other ranged proffession can get the SAME exact firepower and utility by spending 1/3rd less skillpoints...which are then spent in making them EFFECTIVE at both crowd control AND healing.


examples: Master rifleman +combat medic4400 + master pistoleer. They end up with area AND single target attacks, all kinds of crowd control specials, 2 high damagespecials, wider variety of weaponry,ability to heal selfand group extremely well and ability to dot a target (much better than commando dots i may add)and to boot...


THEY DONT HAVE TO SWITCH FREAKING WEAPONS TO DO ALL THIS.



Either way you see it, commando is getting humped in the arse HARD. All we get are pretty looking special effects. Thats the bottom line.


And I hate to say this but you fail to see it, the devs fail to see this. There is no reason to BE a commando except for the cool name and explosive graphic effects. Any hardcore commando in the game now is still a commando just because we are SUCKERS for the explosion graphics.









'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

StarNick
Wed Jul 13, 2005 9:58 pm
#47

"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



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

rYsyn
Thu Jul 14, 2005 5:00 am
#48






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.





Rysin Lexicon - Bounty Hunter


* Cancealed due to the NGE *


Concept for an SWG II


StarNick
Thu Jul 14, 2005 6:42 pm
#49

"My concern is that this issue is the same in every combat profession except Rifleman and Bounty Hunter."

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



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Vithar
Fri Jul 15, 2005 9:52 am
#50

I don't know if the devs would consider this too powerful but since part of our profession is that our state affects are built into our weapons I think it would be nice if those states were not resisted or at least lasted a bit longer. Right now about the only state affect I see sticking with a weapon is the Blind from the HAR. But since the damage on it is so weak I never use it. It would be really nice if all the different commando weapons did the same amount of damage so I could really find use for them all. All I use now is Proton Rifle, Proton, Carbine, Plasma Flame Thrower. None of which invoke a state affect. Ok a possible burn, if it sticks, but I don't think that is a state affect.
Kesslan
Sun Jul 17, 2005 4:59 pm
#51

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?





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
Bothan Armory: -2070 -4517 Sanctuary Island - Corellia
Also at: -1395 -5820 Da'Vinci - Tatooine
Stealing your wallets since November 04
StarNick
Sun Jul 17, 2005 10:32 pm
#52

We'll have to update the status of grenades soon...

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.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Page 4 of 6