Commando Archive

Thread: More on the commando change

Ekhvram
Fri Oct 10, 2003 5:43 pm
#40

I tried to rifle someone using a particle beam and he proceeded to shoot me for 2700 damage lol...



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maddogs
Fri Oct 10, 2003 6:59 pm
#41

well holo ur thought on us r all rong expacily about accuracy iv missed missed missed using a 16m specil and i master commando {o by the way there ant no use in beeing master any way u get no real plusses becous u have to climb 2 usles skill trees to get almost 3 the hw s arnt toltly use less but clous the only one worth using is the pbc and its lvl 1 on that tree} and the ham cost kill u to throw a gernad wich usly misses and hits u insted usly incaping u i remaber the time i payed 4k for a set of protnes just to misse with 4/5 and the last one dint hit a mob it hit me instantly incaping me so that mob could db toltly made me mad man and as for that usles har well its wat we call the jok tree the thing kills u more then it dose dam in pvp from the ham cost


o ya and to talk about pvp any profesion can beet us if they stay 32m away and heal and tks can come up lunge+dizzy befor we even get a shot wich ends the battale even befor it started {dizzy is the gayest attack in the game} a crab can do the same thing a bh can to and a pistoler just spams fan shot to we die


all i can say is ow y i get creemd i have lernd to aptapetd so i can actuly kill in pvp using comp armor and mk3 gens and othere attacks besids commando but commando by it self will it just all aroun suckes


and yes that poor ekvram got hit by a pbc wow its a miracel that it actuly hit him and did he Know that for that commando to do that is proply cost him any were from 1-5k credits a shot its only right for him to be abel to kill u like that if he wants to wast his mony wow u lost maby wat 26fp y he lost 1-5k mony to get thos fp off u i think thats a high pirc to pay for fp dont u ekhvram


plsz pardon my bad gramer and english




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Daniel' Judson-Leonheart

OgeeMan
Fri Oct 10, 2003 7:25 pm
#42

Post patch we are taking the same amount of damage as rifleman at melee range. This would be not be so bad if we could use our special moves our special moves at any range (like rifleman). Since we pretty much have to be in melee range to use them it is suicide if you miss. With the long delay and the short distance you are screwed. My suggestion is to either take away the 2.5x damage modifier or the 16m limit on special moves.
Tal-N
Fri Oct 10, 2003 8:22 pm
#43

I still see utterly NO point in the specials operating from near melee range when by all accounts you should have switched to another weapon at that point to avoid the x2 damage. If commando's are supposed to suffer at melee then don't give them special attacks that only operate at that range. And indeed, if melee is indeed the commando's weakness.... then why is unarmed combat a requirement?



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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LiftTicket
Fri Oct 10, 2003 8:24 pm
#44

ya really, why on earth is unarmed combat needed for a profession that takes 2.5x damage at melee...makes no sense.....



Ernesto Moonstrider
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grungnerDK
Fri Oct 10, 2003 8:36 pm
#45

Hi there.



I'd just like to say that I agree with the guys who think there should be a difference between the acid rifle


and flamer.


I really like this idea.



Acid rifle:


accurate(fairly accurate) and can use specialsat long (64m) range, doesit's usualdamage(No DOT), but same delay as the flamer, you take the 2.5X damage while wielding it, if hit by melee attacks, just like riflemen ( Actually I dont like the 2.5 at all, but if a better penalty was thought up, we would get thatinstead, along with the riflemen, while using the acid rifle)



Flamer:


Accurate and can use specials only at close(16m) range. Same damage as now(Well, maybe tone down the DOT just a wee bit), same delay. We do NOT get hit for 2.5x damage by melee attacks.



Launcher pistol: Change to ap1, hand out a special specific for the pistol somewhere (Novice perhaps?) does not have to be fancy.. Anything would be cool, dizzy, knockdown (Meheh, I wish), blind, DOT, slowermovment (wee!) doesnt matter, just SOMEthing (imho atleast)



Anyway, that's my take on it.




GrungnerDK



P.S Actually.. This is not at all how I envision a commando,, When I think of a commando, I think.. SEAL teams, SAS etc.. But seeing as they're picked to be the heavy weapons specialists, this is the way I would do it.


grungnerDK
Fri Oct 10, 2003 8:37 pm
#46

Oh, and we shouldn't do 2.5 damage to anyone (Unless we use our fists that is)




GrungnerDK

maddogs
Fri Oct 10, 2003 8:49 pm
#47

mastersynn me to i madecomando 3 weeks befor the pach i was the first master commando on radient


and one thing i for got to say any thing abut was r speed frangky r speed riely sucks the llc is faser and for some unknown reson dos more dam like 900 max dam and 3.0 speed y r flamers r 833 max dam and 4.3 speed its a litel bugd if u aske me expecily becous they have no down time to there specils a master bh can shot 3 times to my one putting out same dam and even alitel more ya i dot helps make up for this lose but a master bh gets +85 ac and +85 speed for there llc wich is a hw y we get +70 ac and +45 speed that sould be the opposite becous were the ones who r supposed to be the hw specialist


but runing around with 5-15 sec down time were u cant heal or do any thing riely suckes


and r rang and mlee def is +5 on both y a master dancer gets +7 on both that seems alitel weird to me were tuff fighting men y dancers dance all day not fight


i also think its to esy now to scel the commando tree i think xp needs to be cut by 1/3 for hw xp and i think alot of ppl will agree with me expecily thos of us like me and mastersynn who had a long haerd rode to crawl to get to master with pets nove commandos can clim the tree way to fast xp needs to be cut





Holocron wrote:

The way you thought things were going to be:



  • Commando weapons would operate at up to 64m, but their strength is at short range for both specials AND default attack.
  • Commandoswould not do extra damage to ranged weapon wielders.
  • Commandos would not take defensive penalties versus melee

Is that accurate? I just need solid info so I can discuss this with the combat designer.





ya it is




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Daniel' Judson-Leonheart

Riage
Fri Oct 10, 2003 8:52 pm
#48






Holocron wrote:

OK, bear with me a bit here because I am still ramping up on exactly what the issue is (I don't play a commando myself).


The way things are at the moment, post-patch:



  • Commando weapons operate at up to 64m. The default loop is slow but pretty powerful in terms of raw damage per hit. (I don't know how they are in terms of DPS--?)

  • Commando weapon specials are limited to <16m.

  • The commando weapons take pretty significant accuracy hits when used <16m.

  • But the commando specials have significant accuracy bonuses which make them very accurate at <16m.

  • Commandos take ranged weapon defensive penalties when fighting vs melee, resulting in 2x damage to them.

The way you thought things were going to be:



  • Commando weapons would operate at up to 64m, but their strength is at short range for both specials AND default attack.

  • Commandoswould not do extra damage to ranged weapon wielders.

  • Commandos would not take defensive penalties versus melee

Is that accurate? I just need solid info so I can discuss this with the combat designer.






Crack is bad. leads to this.



May the Nerf be with you.
always.
CyberData4
Fri Oct 10, 2003 9:11 pm
#49

Ditch the 2.5x melee penalty for commandos. There is no reason for it. Let me get this straight...we use our weapons properly...by getting in the optimal range, and we get penalized for this? Not to mention that 20% of our pre-commando training is in unarmed. This is not working as intented gentlemen.


If you're going to keep the penalty then alter the range of flamer and acid rifles to 32m and set the max range to 48m.

SnakeSam
Fri Oct 10, 2003 9:37 pm
#50

i believe many share how i feel in that i have grown very weary over the past 1 month monitoring and getting frustrated and helpless seeing many professions getting nerfed in the wrong manner. Since the day i started playing on July 25, I have reached senior levels in pistoleer, rifleman, CH, BH and then now a full time commando dabbling into smuggling dirty fighting line. I wanna play a game that i don need to worry about wat i do now is no longer useful or feasible and then going through the sick process of analysing what to drop and waht new profession to take up just to avoid nerf and in the process, lose those precious time and xp i invested. i started a new job (real life) only 1 month ago and sad to say its stressful and requires long hours so time to play is precious. i still love this game alot but i would be very grateful if the devs can give us some peace of mind and pure common sense in redesigning things as it seems that there is more and more push factors for us to consider dropping the whole dang game, which is very very sad.... really
ScDarkKnight
Fri Oct 10, 2003 10:15 pm
#51

All heavy weapons (Commando and BH's LCC) should get a HUGE accuracy Penality when Moving ... I mean .. try to fire a rocket while running around ..... Heavy Weapons should only be fired when you Stop moving .....



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Spankling
Fri Oct 10, 2003 10:21 pm
#52

Shhhhhh ScDarkKnight


Your ideas are always welcome but lets get the broke stuff fixed before we call down further nerfs upon ourselves

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