Commando Archive
Thread: Welcome to Commando Summary of 9/5 changes READ THIS NEW FOLKS!!
First, JediWarHawk, all professions should be balanced because its what people are paying for. The variety is vital to the game, but having one class stink and another class rule all but eliminates that variety-- because no one wants to suck if they don't have to.. (Except those old hardcore commandos. Kudos to you.)
But, Thats not why I'm posting. It's because I just soloed two stormtroopers back to back with my new flamethrower. I dont have any points in commando... that is, Commando : 0/0/0/0. And my FT really does rule pretty well
They had 15% heat resist(not special effectiveness). But it was done without specials and without healing in between. And really, I think thats pretty neat. Its not out of line with other professions/skill point requirements, as far as I can tell, so it seems pretty balanced for killing mobs. I do miss a heck of a lot, I think I got pretty lucky with not missing too much vs. the Stormies. Avg. damage against them was about 850, which doesnt make any sense to me applying the multipliers and resists I've been hearing about, since my min was about 700 and max about 1000. (My FT is 330-830 3.6)(i think, that 330 may be 430 or so)
Anyhow... Commandos, rejoice! And everyone else.... so far, it really doesn't seem out of balance to me. With all the missing we do against mobile targets, PvP doesn't seem out of balance at all to me. Also, please don't respond with regard to one hit kills because, a) this post is not regarding them since i have no specials nor do I have any experience with one hit PvP kills, more's the pity.... and b)I totally agree, just like KD spamming (fixed
) one shot kills are a detriment to the game, and need to be fixed for all classes, somehow.
Anyway, good evening ladies and gents. See you in SWG.
Athein
Tarquinas: Novice Commando, Novice Pistoleer, Master Marksman, Novice Smuggler
good work Ivoni,
I offer any help with testing any crafting needs being a commando and a master weaponsmith.
Able to product everything but the crism siliclastic ore based nades, mines and RL. (everything else I can make now)
cheers,
Chutster
Although we are told they aren't that great.
Kinda backs up the line of thought grenades need a revamp.
From a rifleman, namely myself:
Sniper, what does a sniper do?
Shoots someone in the head and their dead, no in PVP we were not overpowered, that is what we done. So guys love it while it lasts cause the Nerf is coming for you too, at least you guys can get exp to advance in your proffession until they nerf you, in my proffession we never could(get XP),were only gods at master.
4.9spd 400-1000dmg- easy to get experience with
6.0spd 12-350dmg pretty dam hard to get experience with
hell I'll make the speeds equal and its the same.
BTW, I dont want ya nerfed I just want to one shot head shot people like a sniper should.
Ok, ok, I admit it, watching the crazy weapon stats on your weapons had me going," **edit**??!! Nerf Now!"
I read this post and I went, "ooooooohh...."
And I stroked my chin, can't forget that part.
Now if they'd hurry up and fix the melee damage thing. You guys are roasting us riflemen ![]()
7. Screwed up ideal ranges. None of them make sense. Don't have new stats on rocket launcher on release. Can't comment. Nor on new grenades.
Flame Thrower: +11@0m/-55@50m/0@64m. I can shoot it at 64 with no problem? Ideal should be 16m
Heavy Acid Rifle: +16@0m/-13@35m/-116@64m Same story.
Acid Stream Launcher:+1@0/+26@16m/-120@64m This reads like what the flamethrower and HaR should be.
Heavy Particle Beam Cannon: -120@0/+14@48m/-122@64m. This is exceptionally harsh. In 16m you go from +14 to -122.
Lightning Beam Cannon: -43@0m/+11@32m/-120@64m. Better but still harsh.