Commando Archive
Thread: Fix the launcher pistol.
Cirian wrote:
Apocalance
Noted. I did say almost all skills though.What I meant was in the commando line you don't continue of the pistol skills for LP like pistol accuracy etc. Every other combat class from marksman continues those basic skill mods.
I am under the impression that you are using the accuracy modifiers from your pistol skills, which I believe is one of the complaints in this thread, the fact that you don't get LP modifiers, in the commando tree, so in order to get better with it, you have to progress in the Pistoleer tree (which I'm very comfortable with).
I don't believe the system is broken. It makes since that you would bring your abilities from the marksman tree (pistol spec in this case), and in order to help you progress to use the real commando weapons, you get HW usage from the LP. It's really something that simply helps us get past that initial hurdle so we can start using real weapons. I personally still use the LP to bleed, then pull out my FT to finish them. If I have to invoke flamecone/flamesingle from my bag of tricks, I do it.
I honestly feel very good about how the commando skill tree is working right now. YES I AM ALSO A PISTOLEER, but only a NOVICE with only one block (disarming.. bleh!), so I don't feel like I'm far enough off from Master Marksman that I really see the pistoleer tree as helping me all that much.
Please, please, please, if you really are a Commando, consider what you're asking for when you're saying you want a launcher pistol tree. I truly believe if we get too many benefits with the pistol, we would be a little too powerful for a single skill tree. Bounty Hunters get pistol skills that others do not, as do Smugglers, but look at their trees. Neither of them have all four branches as COMBAT related. They are very much HYBRID professions. While we are officially a HYBRID profession, requiring both Master Marksman and Unarmed Master, we get all four trees dedicated to COMBAT in our Commando profession. I believe we're very well balanced. If you come in close on us in PvP, you know there's a good chance you're going down. If you stay at a range from us, there's a very real chance we're going down. We don't get many defensive bonuses to our profession, so we're extremely susceptible to attack, and our real damage comes from close up... not a good combination, but hey, we love the combat, so that's what we do!
Anyway, I really believe the LP is good for starting out. I don't think it is our bread and butter as was quoted. Perhaps from the point of view of whoever said it, it may be, but that person doesn't actually play the game like we do (admittedly).
Still, I think that Commando's should use Launcher Pistols better than Pistoleers, heck they could just toss in mod's for the launcher pistol in heavy support weapons, and aspecial or two, personally i think they should make the launcher pistol have a 10% chance of knocking your target down, i mean cmon if a explosion goes off near you, your going to get thrown around. EX: Knocked Down
As a Master smuggler / commando I love both my flamethrower and my launcher pistol. I can knock you down with the launcher pistol then hit you with the flame thrower. I havent tested it out yet in PvP but I have a feeling it will really piss some people off.
Anyway The launcher pistol like many have said is just the beginner pistol for the commando unless you happen to have other skills that agument it. I dont have a problem with the Heavy Weapons exp in fact I like it alot. I can use a pistol when I want pistol exp. I can use my smuggler skills with the launcher pistol and I can just fry you with the flame thrower.