Commando Archive
Thread: Can we lose the fighting pre-req?
Rachtor wrote:
Oh and FYI I'm not TOTALLY against us having some sort of melee attacks. But I TRULY can't see any melee attacks that we could receive from the Dev Team that would be USEFULL enough to us that wouldn't make the melee only professions feel cheated.
Because lets face it, the melee only professesions deserve the best melee attacks! I don't want to steal their spotlight that is really not fair.
Pistoleers already have a Melee Attack...And Smugglers are getting some Melee Attacks as well...These don't cheat Melee Professions at all...
A Melee attack that would especially help us is some form of KD...our 2 biggest problems fighting opponents can often be 1) Getting them into range and 2) keeping them in range...so anything that takes them off their feet, while at the same time preventing them from fighting back is a plus...It's one of the main reasons many Commandos tend to Dabble TKA (for KD2 as well as the defenses and Meditation tree)...
The Devs have already set a precident of granting certain ranged professions Melee attacks...so this wouldn't be anything new...the difference with us is that we have a Melee Pre-Req (like Smugglers), so I'd expect us to have Melee Attacks along with our Ranged attacks...that's how I see a "Hybrid Profession"...not just the pre-reqs, but also Hybrid in the post abilities...
If we did that then we would have the same pre-reqs as bounty hunter. Plus, it would be a bad idea to take something that is not a combat line in my opinion. It would mean we lose the little leverage we have.
CantinaBandLeader wrote:
i agree with taking away the brawler line
Maybe then add in its place the exploration line of scout, that way in a battle we can move faster on the land and have a longer and more effective burst run for when the battle gets a little hairy
this still gives the commando the same xp
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[Rachtor said "...a commando/squad leader, since the trees did have somethings in common."]
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with the combat rebalance on the way this would make the commando a powerful force in pvp. it would also allow us to use our heavy weapons more effectively.
the commando is a soldier not a martial artist
But as always, the best thing is not to remove the pre-req, but to make it useful within Commando
"The Unarmed PreReq is a God send. A commando can stack his/her defenses quite easily. Moreover, we get access to warcry, intimidate, and beserk. These three skills give us a lot more flexibility in combat."
I've said this 3 or 4 times now. If it wasn't a pre-req YOU COULD STILL ELECT TO HAVE IT. You wouldn't be losing out on anything at all.
The idea of a commando switching to an unmarmed melee mode is just plain out of character and I think a rip-off to the people who have mastered a melee profession. But none of us are Dev's and no Dev's have replied to this, none of us have the final say so, and since I seem to be in the minority I'll stop replying to this thread here. One thing I've noticed about being the minority in the forums is that it doesn't always represent what the actual playerbase feels. That being said I'll just wait for the GCW revamp and stop posting anything about this sort of subject matter also. It just seems silly to debate like this
No sour grapes or anything, but a commandos job is to get in, blow stuff up, get out. Not jump into a field and start doing martial arts and we aren't supposed to be using explosive weapons at close range! It's just unrealistic even in a fantasy world.