Commando Archive
Thread: Commandos: What are your top 5 issues?
1. Har - Still broken. Accuracies given at novice/master do not stack with those given in tree. As a result speed doesn't work either. Adding AP1 and making into an acid version of the LLC is the consensus desire
2. LP - nothing is done with this gun. Would like to see it made into a heavy weapon with its own specials like a lockon with a knockdown. Also AP1.
3. Heavy Weapons - Charges are too few (at least 100). Blast radius is too small (16m seems fair). All need to be AP3 due to consumability. Armor bug ruins functionality of guns (if target is vulnerable and gun is AP3 should receive 195% bonus. You don't. If target has resists then bonus seems to work. /boggle)
4. Grenades - hellaciously time consuming to make with pathetic amount of charges (50 at least). Limited throwing range (48m at least). Way too slow to toss. Blast range too small (16m at least). Some effects would be nice (blind, dizzy, etc).
5. Master Commando - Yes now is more accurate with 3 weapons. But no speed? Master Commando is supposed to be more powerful (i.e. more damage) not just miss less. Also needs it with ALL weapons.
EcadMistflier wrote:Not saying we should be Jedi hunters.
I am saying that in pure killing potential the Master Commando should be second only to the Jedi. We do not have the investigation line to track Jedi down anyway that is the BH's job. My comment has nothing to do with "hunting" Jedi. My comment has only to do with myopinion that when it comes to firepower Master commando's should only have ONE class that is superior to it : THE JEDI.
The BH could be equal to but in no way whatsoever should it be superior. The current configuration of the BH class and the defacto "Uber" player class character statusis a fraud since it does not reflect the reality of the BH in any of the Star Wars movies or stories. Read the Bounty Hunter Wars.
Ok, perhaps I mis-interpretted what you really meant. My bad. I definately can agree with you here.
All three books in the bounty hunter wars are currently being shipped to me. Gotta finish the thrawn trilogy first though
I.E. Numbers should indicate where to be ideally.
TH,
One quick request:
Because you are compiling this yourself, please post in a day or so with your compiled list of what you are taking away from this thread. Since this feedback will most likely determine the near future of our class (at least for the next2 to 6months), it would be nice to be able to briefly comment on the finshed product.
HEAVY ACID RIFLE
The accuracy mods don't stack, the speed mods don't stack, the HAM costs for the specials are obscene, the specials don't even do that much damage, and it's the only AP0 Acid weapon in the entire game. Say that one more time... The HEAVY Acid rifle, a HEAVY weapon, is the only acid weapon with NO armor piercing.
LAUNCHER PISTOL
No specials, no bonuses, no point. The only real reason for a Commando to use a pistol is mostly for suppression fire and maybe a health bleed, in which case you're better off with an FWG5 if only because it is faster than the LP.
GRENADES
Ideal range is inside the blast radius. They are suicide weapons.
MELEE DAMAGE MULTIPLIER
I'm not necessarily opposed to this, but it shouldn't be nearly as high as it is. A commando has a massive multiplier, and is close range. It's a recipe for disaster, unless the Commando abuses pets. And devs wonder why CH is so popular.
HEAVY CHARGED WEAPONS
Considering that you're paying 2-3k/shot, the accuracy on these is disgusting.
1, you throw a grenade at something, it hits, its still standing on the ground hm.... if i was blown by a grneade i'd probably be floored, Add KD to grenades, it only makes sence.
2 HAR seesh, it sucks, the only weapon with acid dmg that has no AP...... it sucks, i mean a dx2 pistol has higher armor pericng that a HAR fix the AP!
3 heavy weapons, To me, the heavy weapons are relly acutrate if your kneeling and at the proper range. but theyre really exepnsive and have very few charges (most ive seen was 35)
4: FIX AREA OF EFFECT i mean come on, only rarely does a grenade i throw hit multiple targets, and when it does, sometimes the ones that take the AoE damage dont really TAKE the damage... altouhg it is funny when it does work... there goes 5 nade'd imps ![]()
5: launcher pistol its fast,cheap,good for exp, has no specials, how about a special? KD, dizzy, heavy damage? dosnt matter, you could add skills for them in the Heavy weapons line or combine the HAR and FT lines and make a line dedicated to the LP
just my opinions, heh
Besides what has already been said:
With the Unarmed requirements to Commando, it makes no sense that we should take a 2.5x Melee damage increase. Either remove the Unarmed req's and keep the 2.5x modifier, or decrease/remove the mod altogether.
Makes no sense that a Commando trained in hand-to-hand fighting up to Teras Kasi Funadamentals would not be able to defend himself against a Rabbit.
You force us to get within melee range to do any real damage with our only decent weapon, the Flamethrower, then punish us with a modifier that will kill usin one or two hitson any non-starting planet.
Argh had a nice long post and lost it. ![]()
Short version for TH:
The Commando face 2 huge problems: Their weapons are either pointlessly redundant or outright dont work and secondly : What is the Commando's role in the game?
By the numbers:
Grenades are more likely to kill the commando than the enemy. Horrible accuracy. Grenades are also too time consuming and hard to produce and give the commando very low returns (ineffective in combat and high priced and being expendable, they are gone forever, wasted money).
Ask yourself these 2 questions TH:
As a Master Commando, why would you spend your money buying expensive, 5-pack grenades that do LESS damage than a flamethrower (6k damage protons vs 10k damage+dot flame specials), have LESS range than a flamethrower (10m vs 16m~64m), will likely kill you (if it doesnt kill you, it will likely 'miss' the target anyways) and that have longer 'wait' timer(after using them) than a flamethrower..and that have a much higher HAM cost than the flamethrower?
As a Weaponsmith and Master Commando (with the above question in mind)... would you really spend hours of your time hunting down the rare named resources... that must be of high quality or else grenades will do less damage than a stone knife..if they hit... then spend a few more hours in the factory runs... to make these weapons?
As a weaponsmith and commando myself, I consider grenades to be a luxury entertainment item...like the firework packages. I use them just for the pretty explosions (throwing them from 40m away..since i know they will miss anyway, no need to have it kill me in the process) to spice up a fight (oooh's and aaah's of the amused group are always a perk to being a grenade lobbing commando).... and it also allows me to show that i wipe my arse with $100 dollar bills, for that crate of protons I just used up in less than an hour(from which 80% of the grenades missed even when using them at ideal range) cost me around $80k.
Solutions:
Leave the damage the way it is, but add EFFECTS to grenades. Make them a truesupport weapon. C12=stun, C22=blind,Cryo=10 second warcry effect, Glop=dizzy, imperial=action bleed, thermal=fire dot (50% effective as flamer dot), proton=knockdown
Flamethrowerhas only2 issues: DOTdamage is not reduced by heat resist ratings. That is wrong. 2nd is the fireball+smoke+explosionspamming, Frame per second killing, group-unfriendlyfiring graphics.
Fix the dot and change the fireball for theflamesinglefire stream graphic..it looks LOTS cooler and more realistic... make the normalflame shot can be a short squirt of flame, flame specialskeep firing the flame the whole time the 'cooldown'timer lasts. Easy.
Heavy weapons:
Inneffective, underpowered,pointless, expensive.
These weapons are supposed to be the commando's ace-in-the-hole weapon. A 'static' firing (character STOPS tokneel and fire) weapon, a heavy damageSUPPORT weapon.
As they are no, the heavy weapons are none of the above. Perhaps the closest they come to this role is the rocket launcher vs the At-St. That is a classicexample of how heavy weapons should work...unfortunately, theRL vs AtST is the only instance this works.
Heavy weapons should ALL have heavy armor piercing. Not having this makes them pointless to useover the flamethrower. Heavy weapons should ALL have positive accuracy ratings at ALL ranges. As SUPPORT weapons theyhave to have this.
Damage wise, the heavy weapons are horribly cut short. Maximum damage ive ever seen against NPC creatures, even those vulnerable to the damage type of the weapon,is around 8k damage. Why use them over the 10k damage flamethrower+dot?Heavy weapons are even further screwed in effectiveness by them hitting a random HAM bar. Fat good it does for a rocket launcher to hit an ATST's mind bar and the next shot hit its action bar dont you think? How does this make the commando the anti-vehicle/heavy weapon support class when their heaviest weapon has 33% chance of hitting the same ham bar twice??
Increase damage of all heavy weapons by 150%.. BUT increase their timers to around 10 seconds (aka shoot and cant shoot anything for 10 seconds).That makes up for the 33% chance to hit same ham bar and also makes up for the HIGH price of CHARGED weapons.
Heavy Acid Rifle:
The 'lite flamethrower'. No dot. Horrible range. Accuracy modifiers in skill tree bugged and dont stack. Why use this instead of a flamethrower? No reason...not even damage type..for you will do more damage with your launcher pistol or a marskman rifle/carbine/pistol than using this thing (due to misses of acid rifle and low damage output and damage over time. a scout blaster will outdamage the HAR).
Solution? Make the HAR have same accuracy as the flamer AND give it an ACTION DOT. Imagine that, the weapon would actually be USEFUL because it would let choose a ham bar to hit with a dot! Would be even nicer if it fired a visible shot and its special be a green mist spraying graphic.
Launcher Pistol: No tree for it. Dependant on pistol skills. Personally, I like it the way it is (as far as it using pistol specials).
The only thing i'd change to the LP is make it be a DEPENDABLE sidearm for the commando. How? Its simple, if you look at the LP's description it says it fires target-homing projectiles... so just add the ability in the MASTER COMMANDO bar that makes the launcher pistol NEVER MISS. (to avoid pistoleers getting novice commando just to get a blast damage, perfect accuracy weapon).
1) Lack of ANY ranged specials....we are considered a ranged profession, but no specials work at a real ranged distance (all 16m). To me that is the #1 issue...
2) The HAR is pretty messed up over all...their is a stacking issue as well as the tree being pretty useless. The weapon is weaker then the Flame Thrower and the specials do not add a DOT. At this point, why would anyone be inclined to use the HAR over an FT? What's the point in us spending any skill points for this tree, other then to get Master Commando? Current concensus is to combine this Tree with the Flame tree OR give this weapon ranged specials (which would help out #1 as well).
3) The Launcer Pistol. A weapon with lots of potential, but no praticality...We have to dabble in other professions to have any specials for our own weapon. We could really used a knockdown type special or ranged area special for this weapon. Preferably, if the HAR tree is merged with the FT tree, it would be nice to see the Launcher Pistol get it's own tree.
4) Our own Grenades end up doing us more damage then anyone else. By the time we actually throw one, the opponent is so close that the grenade incaps us. Fairly Useless at this point, making Field Tactics pretty useless unfortunately.
5) The new DOT rules (taking the damage down to 1, instead of incapping or killing the opponenet) is good in theory, but not well delivered. This new rule makes perfect sense for PvP and is understandable to prevent "after kills". But PvE should have stayed the same. Due to the 2.5x Melee Damage bonus on us (since we are ranged) and the fact we have to get within 16m to use our specials, this leads to us being incapp'd fairly often...many times we are saved from a DB by the DOT doing it's work...therefore, keep the rule for PvP, but give us back the PvE incapp by Dot. OR...Give our opponents an easier way to put out the DOT then just running to find water...Give them a Fire Extingisher (like bleed kits and such)...Let medics or Artisans be able to craft these tools that help put out Fire DOTs or at least slow down the damage.
Some folks will say that the 2.5x Melee Damage bonus should be our #1 issue...I disagree...With all the suggested changes above, I doubt most folks would have issue with that the bonus damage....Plus with the recent increases in Melee Defenses, I for one am already seeing my opponents miss much more often which is leading to me lasting longer (long enough to get a few more shots in)...Up'ing the Melee and Ranged Defenses was a good move and always better (more preferred) then Nerfing Weapon power of any class.
As it sit's for me now as a Master Commando, the only weapon I ever use is my Flame Thrower...there is no reason for me to ever use my Acid Rifle...My Rocket Laucher is only saved for special occasions (resource levels tend to make this a high cost weapon) and my Launcher Pistol in only used once in awhile to put a Pistoleer /healthshot2 on far away large NPC to draw them closer. Please give me a reason to use my other weapons...Make us true Commandos...Go back and read what the SWG Guide says our Profession is suppose to be and make it happen...
...And Thank You for taking the Time to Listen to our input...
2. Launcher Pistol, why would I want to use this, I have a flame thrower that is a much better weapon. Specials would be nice with this weapon.
3. Heavy weapons, they cost too much for a few shots, a large degree of missing, and not as much damage than they cost
4. Field Tactics, why would I want to go through a line that is completely bugged. Damage shows sometimes, but not taken from a HAM bar. Also Terrible accuracy with out risk of being hit by it again
5. Names, we need new titles for Commando, some of them don't make sense. Ordinace manufacturer, what do we manufacture?
Also not to be rude or anything, but can atleast one dev play a commando, and tell us how they feel about it?
Thanks TH for comming. We are a messed up class when 1/2 of the class is worthless.
"She?"
Man, Ivoni, always thought you were a dude.. .typical male bias i suppose. In any case, you get my vote.