Commando Archive

Thread: Commando Blues

Oruedin
Tue Aug 26, 2003 12:36 pm
#40

JediSpam: Yeap. I hear you on that.


If I wear my Novice Commando tag I getfour different results.


1) Laughter.


2) Curious new players asking me if it's good. And my reply. "No, don't waste the time getting there. Go elite combat weapon specialist, TKA, or bounty hunter.


3) Pity. People feel sorry for me because my class is still broken and can't do anything.


4) Revulsion. No one wants to group with me cause they fear I'll use the LP or Flamer and lag everyone to kingdom come.


Sinron
Tue Aug 26, 2003 12:45 pm
#41

Lol never used my commando tags yet. I would feel kinda gimped if I did. But when I see a master commando Im fairly impressed.
collateral
Tue Aug 26, 2003 1:07 pm
#42

I have to say please don't change the explosions. The other night a player came running up the hill and told me she thought the deatstar was attacking..... I loved that... don't take away my boom boom sticks because of other peoples poor connections.




_______________________________

Colonel Ivanto BlowStuffUp
Jedi Wannabe
_______________________________

Laystuff
Tue Aug 26, 2003 4:42 pm
#43

Q,

Why is it that every normal person responds to forum reply's but you don't? I suggest that if you aren't going to respond, then lock the post right away.

Zaphod
Laystuff
Tue Aug 26, 2003 4:47 pm
#44

If you never reply to anyone on the forum. How do we know your actually reading anything? For all i know i could be completely wasting my time replying to you.

Am i Q-3PO? Am i wasting my time right now?

Zaphod
Laystuff
Tue Aug 26, 2003 4:52 pm
#45

Your FORUM POSTS are almost exactly like your IN GAME CUSTOMER SUPPORT.

ALMOST NON EXISTANT!!!!

Zaphod
Oruedin
Tue Aug 26, 2003 10:59 pm
#46

Well, I hate to say it.. but..


BH might have more requirement points, but it's not all that hard to get Master Scout. It takes little to no time really getting there. To be truthful. By the time you're Master Marksman, you've probably already gotten the two scout xp trees. Trapping isn't hard at all. Time consuming, maybe-- but hard? Not at all. Camping is probably the hardest, and all you have to do there is just find a spot, sit, and spend a day getting the xp. It's not that hard.


Unarmed XP now? Yeah, that's more time consuming then scout. Way more.


So, when BH say it's sooo hard getting my class. I'm not all that impressed. Considering as a Commando, I could have already gotten BH twice over now. I keep surrendering scout skills. =)


Sure, they got lots of SP tied up in useless skill trees, granted. But, their special attacks make up for it. Well, save investigation line. Which I really see as useless/pointless, too.


But the carbine/pistol line is great.



Commando? All our trees are laughable. Even tweaking them into doing more damage is still laughable. They need to take Commando and do an entire complete overhaul of the entire profession. From the ground up.


BobbyJack
Tue Aug 26, 2003 11:27 pm
#47

Oruedin



Furthermore commando's have to go up the pistoleer combat tree to get any speed with our launcher pistol, that's the tree that gives 1/10th the weapon XP. Then we've got another tree of combat XP under commando, I believe it's the grenade line. That's a TON of combat XP, again that's the one that only gives 1/10th the amount of XP you get for using the weapon.



BHs on the other hand require ZERO combat XP other than what they go through for master marksman which of course we also need.



I won't even go into the commando line for the poor commando that wants some tera kasi skills, most thespecials for TKAare, guess where? Combat XP again!



A'completed' commando character which requires us to spend points on pistoleer to make the LP worth using is well above and beyond the difficulty, and time spenton a completed master BH. I'd say its a solid 2-3 times more time consuming depending on which route we go with the extra points. So what if BHs have to sleep through a bunch of scouting. Combat XP, unarmed XP and to a lesser degree pistol XP(if we want any specials for our LP) is tough and takes a LOT of time.



The LP should also get a break when it comes to accuracy since by the description of the LP in game when we examine it saysit shoots small 'target seeking' rockets. Target seeking, that means accuracy is built in, but I missed several times in a row today with the LP and I've actually got 2 of accuracy mods from pistoleer filled out. That should be plenty I'd think for a 'target seeking' rocket to hit its mark. The in game graphic even shows the small rockets from the LP turning when the target is moving.

ShufIrathe
Wed Aug 27, 2003 10:01 am
#48

Bumping this one so ppl can see it on the main page.
Neomoderate
Wed Aug 27, 2003 10:49 am
#49

you people that are thanking for this post....


obviously havent been here waiting vary long....


obviously havent seen the same old same old every time they do post..


again... no eta or anything.. just another empty apology to get the weak minded to stay on the billing list....


fixes are not incomming...if they were.. the test poeple would know about them... ( the whole 2 commandos on the whole test server) and they would have posted info that was more positive about timeframes etc


just a stall tactic


nightwolf180
Wed Aug 27, 2003 1:24 pm
#50

If we had commandos useing unarmed moves we would be boreing in unarmed and no one would use it (haveing you un-equip your weapon to use it then re-equip leaves lots of room for error). SO for unarmed we should have moves that are able to be performed at close range with a equiped weapon BUT useing unarmed damage and speed, NOT unarmed toughness. Moves like:


Sweep: You duck and pivot sweeping your oponents feet from under him, this causes little damage but knocks the target down.


Shoulder Slam: Slightly extends your unarmed reach and slams your shoulder into your oponent, causeingmedium health damage, this attack also has a chance to dizzy/confuse (one or the other) the target.


Axe Kick (I doubt this is the right kick, more like the way you kick a door down): This kick is a heavy blow and does more damage then Shoulder Slam.


Sweep2: This can knock down multiple targets at once, and has the chance to look really cool with an equiped HAR



These would be easily doable while carrying even heavy cumbersome weapons like the HAR, they have the ability to do a range check for special attacks (after all you can't use point blank area on a target if they aren't at point blank range) And it would spice up our commandos! If we do get an unarmed tree we should have moves like these and modifiers to them (unarmed speed/damage bonuses and melee deffense and even toughness [not unarmed toughness] to keep us not on par with tera kasi but still in the range of elite classes)


Our anti personel tree should have special attacks that are useable by all weapons in that tree (APSingle APCone APSingle2 APCone2 etc...)


Oh instead of Repeat whatever tree (I love the idea but yeah a better name is required, Heavy Firearms Specialist?) Instead of mundane carbines pistols and rifles we should get HEAVY carbines and rifles (since when can a pistol be "heavy"? if you have ideas post away!) That would have suppression fire type specials, nothing to knock down ofcourse, and a basic damage special that doesnt add side-effects (maybe one with bleed), we badly need a tree of weapons that we can use on a regular basis but still fit the commando spirit. Demolitions is where we would get the HEAVY damage weapons, but rather then a 15 second delay where you cant even shoot another weapon, you should apply the delay directly to the launchers "you cannot use this weapon for 15 seconds" and the same goes for grenades, it doesn't take you 5-6 seconds to recover from throwing a grenade! You should easily be able to toss these weapons aside after use and IMMEDIATLY take up your primary weapon. THIS is how I believe they meant these weapons to be used when they said they are "working as intended"


By the way wheres our damned combat knives? j/k




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
intvsteve
Wed Aug 27, 2003 2:06 pm
#51

Lots of good ideas there! As an optomist hoping for some of the TC'fixes' to trickle onto the live servers by the time I get very much into Commando, I'm looking forward to see what will be done to follow up on the current to-do list.


I, too, wonder what value the unarmed requirement brings to this class. At this point, clearly, none. Reworking the skill tree to incorporate unarmed combat in some fashion really seems to be necessary - it just has absolutely no justification right now. Combine this with just how hard the unarmed xp grindis now that VK require acert and just attaining Novice Commando should bring SOME kind of reward. I think it took me more time to grind unarmed than the entire Marksman tree!


Naiively optomistic about the Commando's future [ ]


Krinishra

Caladriegan
Wed Aug 27, 2003 3:03 pm
#52

I believe that the premier combatclassshould be the Commando. Let's use real life as an example, Seals, Green Berets, Recon Marines, and Rangers all have certain things in common. I.E. Darn hard to kill and quite capable of putting a major hurt on a target while suffering either light or no casualties. Does this mean they should be invulnerable? Not at all. However, it is my opinion that in a straight up fight a Commando should be the victor a majority of the time. The class is about heavy weapons correct? Just as an example, the 80mm mortar has a KILL radius of about 120 feet. I would expect the Commando's weapons to be equally deadly with thier rate of fire.
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