Commando Archive

Thread: To all you wanna be commandos about the 2X damage

Serin71
Sun Oct 12, 2003 12:52 am
#40

Ummm just to point out there is a post here from Holo asking what we think is wrong. Maybe they dont agree with you like you think they do. Maybe just Maybe they made a small mistake ( gasp you mean the devs can make a mistake.



Also you might want to be careful telling people your sword is ap2. When you do things like that dont be supprised and upset when other people come to your boards and laugh at you when you get nerfed.




I do think alot of people have a right to laugh at us right now. I have read other boards and the amount of commandos posting there laughing at them is ridiculous.




Koia Aoke
Caelrie
Sun Oct 12, 2003 12:55 am
#41






Serin71 wrote:

Also you might want to be careful telling people your sword is ap2. When you do things like that dont be supprised and upset when other people come to your boards and laugh at you when you get nerfed.





To nerf me they'd actually have to buff me up first. So it would welcome.


I'm about as worried about being nerfed as I am about the devs handing me a Master Jedi character.

Wolve44
Sun Oct 12, 2003 3:47 am
#42






uktitan wrote:

No, i Agree with you on that, that was NOT harassment, that was Simply Stopping that total Muppet from comming back yet again to a pointless Death..


but what Wolve did was Totally Differant, the Rebel was already incaped, he didnt even Attack the dude to begin with, he just spotted the incaped Rebel and told the imp that was going to DB him not to so he could take his anger out on him and tauture him for over 30 mins...that Rebel hadnt even attacked Wolve..hell He hadnt attacked Anyone..he just happend to be walking past and didnt even know he had a Tef...Someone Noticed tha he had a Tef and then someone Else Shot and incaped him...then along comes wolve and stops the ohter imp from Dbing the Rebel and took his anger out on the Innosent Rebel for 30 mins...Only when Wolve got bored of it after that long did he finally DB him....now THAT is wrong..






I will not post your entire thing here, but will address this...the rebel in question was griefing ppl all day in Theed. Amongst them was one of my guild members...who informed us of this. I had had enuff of the grief process of the incap, add poison disease flame etc and keeping a person down and the constant Revenge TEF.



as such this person was like i said not only griefing other Imps that day but my fellow guild mates as well. so i headed over got him and kept him on the ground and in personal tells I asked if he had had enuff and would leave Theed and stop griefing the players...only till after he finally said he was leaving (roughly 40 min..not 30 as you said) did i let him get back up and leave.



It is the only time I had ever done that...now you want to say i do it all the time? ask anyone on corbantis in Theed or Rori or anywhere else for that matterand I am 100% positive everyone will answer no.


Now there were times when we had to incap players to kill their pets..once the pet was dead then we DB'ed the player..common tactic in most cases.


I WILL grief a griefer to let them feel how it is on the other side of the fence and only had to do it once...and I will not hesitate to do it again if needed. However I will not go out of my way to grief someone for the fun of it or just because I can.


you felt sorry for him? Ask your Imperialcomrades how they felt, especially the doctors who healed overt Imps only to get griefed by him.....yups I griefed him...but does he do it aymore? no he does not...


Wolve44
Sun Oct 12, 2003 3:52 am
#43






EcadMistflier wrote:
Wolve you abosolutely are a moron. You have no friggin idea what you are talking about. Every class has dabblers. So what? The Commando class is suppose to be fiercesome in melee combat and the master of the class should be the most fiercesome.The idea that a melee combat specialist takes 2x the damage in melee is idiotic. This nerf is the product of poor design, lazy developers, and whiners like you.




Again..this is not a nerf..it is a fix
Rencon
Sun Oct 12, 2003 3:56 am
#44

Commando currently deals out BY FAR the most damge in the game.


Thus they must suffer some kind of penelty.


If you want to argue realism ask yourself how well you fight some black belt, a samuri, or a tiger, with scooba tanks on your back. Now think those are filled with air, flame thrower has those same tanks filled with some heavy liquid.


Someone gets on you before you can blas them with your 5k flame thrower of magic death, you die, period. That is the trade off.




__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


Wolve44
Sun Oct 12, 2003 4:01 am
#45

You guys can flame all you want or try to tear down my credibility..I know on CorbantisI am respected and liked on both sides..Rebels and Imps alike...Rebels for being fair and helping to lead a PA who plays hard to fight them without the use of "cheesy tactics" and by the imps for invloving them on our raids and making the server fun and challenging. My goal is to help my Pa and make sure they have fun...and kick anyone who uses exploits for personal gain or uses exploits to grief others for the purpose of simply griefing.



NowI did say I griefed a guy but you read why...I stand by it and would do it again...


My concern is the Commando class here and cry all you want the 2X damage is needed to balance this class. Plus the fact the flame thrower is not our only weapon. However the cry of nerf comes from those whose only weapon is the flame thrower(dabblers) or those who do not know the commando class at all and have 50 flame throwers in their house storage and nothing else.


Flame away guys....but I am sure the Devs will do the right thing here.....if not, oh well, guess we go back to god mode and everyone plays a commando.

xxNaftxx
Sun Oct 12, 2003 4:44 am
#46

Wolf just let everyone play as how they want to, it is a role playing game is it not? Your play style or ideology of what it means to be a commando does not dictate and demand how they play or does it? I don't remember seeing your name on the box, or next to the commando class each time I log in.


If the developers are going to nail us with this excess damage from melee attacks, redraw our weapons so they look flimsy, like riflemens , and give us back the 29 skill points we spent on tka. Or is the 29 points to justify our damage. Not for me to say. But I do know I am not going to tell people how to play or what to think, they pay for their own accounts. I eventually hope to dabble in every class for a bit, until I find my niche.

Wolve44
Sun Oct 12, 2003 5:07 am
#47






xxNaftxx wrote:

Wolf just let everyone play as how they want to, it is a role playing game is it not? Your play style or ideology of what it means to be a commando does not dictate and demand how they play or does it? I don't remember seeing your name on the box, or next to the commando class each time I log in.


If the developers are going to nail us with this excess damage from melee attacks, redraw our weapons so they look flimsy, like riflemens , and give us back the 29 skill points we spent on tka. Or is the 29 points to justify our damage. Not for me to say. But I do know I am not going to tell people how to play or what to think, they pay for their own accounts. I eventually hope to dabble in every class for a bit, until I find my niche.






when the ppl cry that we were unjustly nerfed when instead we got fixed, then I have to reply as it affects my class. They want to makeour class god mode...but only the flame thrower...they do not care about our other weapons or our other issues...as long as the flame thrower is in god mode, they are happy.


My concern is the commando as a whole....once the commando gets nerfed back into extinction, these whiners will go to the next flavor of the month while us Commandos have to deal with the latest rounds of nerfs to our class.....I bet you anything had they left the pvp damage as is, at least 50% of the ppl on these boards would have dropped Novice commando and be on the Combat medic boards next week.

Nvim
Sun Oct 12, 2003 5:22 am
#48

I don't mind being hit for 2.5x damage in melee IF we have the right tools. And no, a launcher pistol isn't the primary tool for the commando since we gain no additional speciality with pistols at all. Yes, a rifleman and carbineer take 2.5x damage but at least have the capability of being effective at long range. It doesnt matter if you are a dabbler or a master, the weapons are only effective at short range, the specials have a very short range.

So what is a new person starting out as a commando meant to do? You pick up marksman and unarmed and are now a commando, you get to an effective range of a mob that cons blue to you, hit it once or twice if you are lucky and then you have to switch out to a launcher pistol? If you are going to rely on a pistol for the bulk of your career then you might aswell be a pistoleer, you will then at least get defensive skills in addition to better accuracy, speed and specials.

Commados are going to be totally ineffective in pve now, all it takes is to have one pet on you and you are stuck using a pea shooter or else you are dead in 2 hits. I was taking up to 500hp a hit in 45% kinetic resist armour from a blue con mob in pve, normally less than 100 without one so I dont know if this 2.5x damage thing is bugged. Yay me.

This is a retarded change, the only thing worse is having some moronic idiot claiming that things are so much better now. Well, given the way you play your own commando I think it speaks for itself. Its always ammusing to see those that are a total ass think they have any kind of importance or relevance and need to seek that out in a computer game.

I dont really care if you were a commando back when Moses parted the sea, I think these changes stink given the weapons we have, the skills we have and the effectiveness of the whole class. and I bet 99% of the commandos do aswell. It doesnt matter if you are a dabbler or not.
xxNaftxx
Sun Oct 12, 2003 5:25 am
#49

I still haven'tread one sentance posted by you justifying the need to have commandos spend 29 skill points to become novice commando.
Wolve44
Sun Oct 12, 2003 5:27 am
#50






Nvim wrote:
I don't mind being hit for 2.5x damage in melee IF we have the right tools. And no, a launcher pistol isn't the primary tool for the commando since we gain no additional speciality with pistols at all. Yes, a rifleman and carbineer take 2.5x damage but at least have the capability of being effective at long range. It doesnt matter if you are a dabbler or a master, the weapons are only effective at short range, the specials have a very short range.

So what is a new person starting out as a commando meant to do? You pick up marksman and unarmed and are now a commando, you get to an effective range of a mob that cons blue to you, hit it once or twice if you are lucky and then you have to switch out to a launcher pistol? If you are going to rely on a pistol for the bulk of your career then you might aswell be a pistoleer, you will then at least get defensive skills in addition to better accuracy, speed and specials.

Commados are going to be totally ineffective in pve now, all it takes is to have one pet on you and you are stuck using a pea shooter or else you are dead in 2 hits. I was taking up to 500hp a hit in 45% kinetic resist armour from a blue con mob in pve, normally less than 100 without one so I dont know if this 2.5x damage thing is bugged. Yay me.

This is a retarded change, the only thing worse is having some moronic idiot claiming that things are so much better now. Well, given the way you play your own commando I think it speaks for itself. Its always ammusing to see those that are a total ass think they have any kind of importance or relevance and need to seek that out in a computer game.

I dont really care if you were a commando back when Moses parted the sea, I think these changes stink given the weapons we have, the skills we have and the effectiveness of the whole class. and I bet 99% of the commandos do aswell. It doesnt matter if you are a dabbler or not.




If you believe that you MUST be within 15 m of a mob and HAVE to use your specials 100% of the time so be it, you are going to die 100% of the time. However if you are going to play a commando and stick to the back of your group and use a quick special while it is already negaged with a TKA or pet then quickly move back then you will live.


If you solo as a commando then you are nuts.

Wolve44
Sun Oct 12, 2003 5:34 am
#51






xxNaftxx wrote:
I still haven'tread one sentance posted by you justifying the need to have commandos spend 29 skill points to become novice commando.





Naft I never replied as I do not get what you mean about us having to spend 29 pts on TKA?? If you mean unarmed then yes it is a req for the commando and can be put to good use....


If a mob attacks you or another melee, go unarmed if needed and ask your grp for help..you will gain the bonuses of the unarmed tree instead of taking 2X damage..or switch to launcher pistol and put a bleed on the mob after the flame thrower special timer expires...the point is you have to adapt given the situation..



you can not simply stand there with a blank expression on your face holding a flame thrower, while a mob wails on you and kills you in 1-2 hits....



An example...you are pulling something VERY heavy and you can barely move it, and a car is speeding at you....


question: do you let go of the heavy item and jump out of the way....or do you continue to pull the item and let the car hit you?



This analogy applies to heavy weapons....you see a TKA charging, you will get one shot off before you need to swtich..but most times ppl just keep mashing the specials button instead of unequipping the Flamer.

Nvim
Sun Oct 12, 2003 6:09 am
#52

"If you believe that you MUST be within 15 m of a mob and HAVE to use your specials 100% of the time so be it, you are going to die 100% of the time."

Since our weapons are not rifles and do not benefit from any of the rifle accuracy and speed bonuses we had to work to acquire then my hit ratio as a low level commando is quite low. If I do not get to a relatively close range to start with then I will more than likely miss out on getting a chance to hit the mob with a favourable hit-band because the mob is running/warping towards me.

And I am sure you are well aware that you take the 2.5x penalty after using a special even if you unwield or switch weapons to a non-heavy weapon for the 15 odd seconds.

" However if you are going to play a commando and stick to the back of your group and use a quick special while it is already negaged with a TKA or pet then quickly move back then you will live.

If you solo as a commando then you are nuts."

I prefer groups but grouping is not always an option. I play a marksman and i can solo, I play a pistoleer and i can solo, etc, etc, I should be able to solo as a commando. I group to take on harder challenges, I did not read anywhere in the manual where it says commandos cannot solo and are the only profession that cannot do so reliably.

You can solo any other weapon based profession, they all have strengths and weaknesses but our weakness is not really appropriate given the design of the class and the weapons. Being vulnerable up close when our weapons are mostly close range is really a bad idea.

I think they could of fixed some of the annoying aspects of the commando profession for others having to face us without making it extremely difficult to even just level.

And if i want to solo my way to master on blue con mobs then that is really my choice and I should be able to do it without relying on other professions. I have a bit of medicine and bit of other professions to help round my character off, but nothing I have comes close to making me survive 500hp hits on blue con mobs when my effective range is very short.

It just does not make sense any way you look at it, be you a disgruntled player on the receiving end of a commando or not. I'd switch to a rifleman but mob morphing is a severe problem and I wouldn't want to play any profession that has a total dependance on long range damage when basic morphing bugs make those professions unplayable. All these changes do is add another profession to the unplayable outside a group pool.

That makes the game go backwards in playability, not forwards.
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