Commando Archive
Thread: Some Friendly Testing Advice for TH and other Devs...You'll quickly change your mind!
Some things to keep in mind:
1. There is a combat balance underway / spamming will mostly be a thing of the past
2. There is a PvP balance coming up next
3. Mind Bleeds / other Dots have been balanced
4. HAM costs changing
Have to wait and see on the above issues.
5. Versus any ranged profession = no dice. Professions are neither "classes" nor is any one class supposed to have "everything"
So why spend the massive skill pts to master commando if we dont get a disinct advantage. I could just as easily master rifleman/pistoleer and be better at near and far combat. Our class desperately needs to have definition. Right now, rifleman own long range, tka and fencer/pistoleer own short range. We need to have a role on the field.
6. I see Commandos drop Pistoleers all the time. The Pistoleers fret over the fact that they arent as powerful as other elite profession.
Umm, then they need to learn to stay more than 16m away.
Fire DoTs arean unstoppable DoT.
Unstoppable how, in that in penetatres through armor. Well yes, since you are on fire, you are going to rapidly heat up, even more so in a suit of metal. Unstoppable as unavoidable, no. You can stay just out of range (even a tka can do this) and keep moving, thereby disrupting our accuarcy.
Anything that can be done and NOT un-done is unfair.
Alright, so tat doesnt have water (for the most part, there is a oasis south of ah and west of mos epsa). That means a commando has, gosh, a tactical advantage. God forbid someone use their brain in a fight. And this is what, 1 planet out of 10. The problem with the dot incap thing is that the timer is not restarting, which is a bug, not the dot itself.
When you consider combat items, try to think of them as they will be and not as they are.
This would be difficult for 2 reasons. Most of us, if not all, dont know how things will be. Second, when your proffession is busted at launch, after 6 months only 1/4 of the trees work properly/ at all, and then you are told the one working thing is being nerfed, you tend not to be forgiving.
Well being that I have one of these commandos that are defense stacked (209 melee D, 181 Ranged D) I still get beat easily when playing against someone that knows what they are doing. Intimidate, Stun both lower my defenses and make me just as easy to hit. KD+Dizzy still has the same effect on me that it does on everyone else. A good Combat Medic can take me out quickly too. This commando template is tough no doubt but Im begining to think that people aren't wanting to learn how to pvp, but would rather use their strongest attack to take people and figure that they should drop.
I actually love fighting the pistoleer/fencer combos or other defensive combos..it really makes for fun combat so it isn't over in 2 seconds.
As for putting out fires I think it is needed but putting this out before the commando is fixed is just a plain stupid idea. Now I do believe that fires should subside when you get incapped though, that should be the fix that is going in until commandos actually have more than one tree that is useful.
Gellor, Naritus
Morlach wrote:
Thunderheart wrote:Anything that can be done and NOT un-done is unfair.
you mean like mind damage?/smirk
Oh, snap.
No you can't, nades and hw dont work indoors.
Krayvex wrote:
I could clear the dark trooper base on Naboo just by showing up there.
OK TH,
I know a lot of people have made it so you can not hit them hardly at all through defense stacking, and how commandos are not meant to be invulnerable to every class, but what if we know we have a weakness and want to cover it up a little bit? Wouldnt it be easier to just put a cap on the ammount of defenses you could stack?
Thunderheart wrote:
Anything that can be done and NOT un-done is unfair.
It takes 170 skill points to be a Master Commando. Being a TKM, Master Pistoleer or Master Rifleman cost only 92 skill points. It takes us longer and we need more trainingto be this. Master Commandos should be the most powerful in PvP.
Thunderheart wrote:Also, Commandos arent supposed to be invulnerable to all other professions. A lot of the fun of PvP in this game is picking your team.
(And I play PvP on 2 different live servers...)
As a Master Commando I have NEVER EVER won a pvp match (granted I have not pvp'd much). Every signle time it has been a TKM that dizzy-knocked me and pummeled me while they burned. Their burn stopped and I died.
Yes I know I suck.
Yes I am a pathetic unarmored wookiee.
Yes they were wearing armor.
Yes I was buffed (doctor and food/spice) each time.
Yes they were too.
Yes I know to compete I need to reroll as a unpersecuted species (that can wear armor)
No I won't do it because I've mastered 11 professions for holocrons and if I have to reroll it will be in a different game.
Thunderheart wrote:
Kiashia wrote:
fire dots not unstoppable, stand in water and fight a commando, now you have a new story.
Where would I do that on Tatooine?
And how many places are hundreds of meters away from water?
Please refrain from flamming people on these boards.