Commando Archive

Thread: Commandos: What are your top 5 issues?

Jaxtrax
Tue Mar 16, 2004 3:26 pm
#508

How many of these requests have been met in pub 7?
Cottonmather
Wed Mar 17, 2004 6:41 am
#509

everytime i look at the HAR branch of the Commandotree i have to shake myself back into sanity... it's like, temporary pshycosis when i try to fathom where all tha Heavy weapons xp is going... my mind is ruled and destroyed by how sumthing called the "HEAVY ACID RIFLE" can suck so bad.. just rename the profession "Master Flamethrower Guy".. and grenades.. there's about a GOZILLION wasted combat xp.... i'm quite fond of the launcher pistol, but it could be more "Commando" like in damage output... and, bein' as smugglers get pistol specials and aren't even a MOSTLY combat profession, why don't we get launcher specials? at least an AOE or sumthin... after all it is blast damage... why do you think terrorist use bombs on busses instead of gettin' onit and tryin to "snipe" everybody to death with a blaster... BLAST DMG=AOE.. that's the advantage of bombs... they blow upstuffunfortunate enough to be in their way... grenades suffer from this same issue of inaccuaracy... when a dude in the army, or whatever, chucks a grenade at a baddie, he doesn't have to score a head shot with tha thing totoast tha guy(s) just throw it at the guys feet and he's gone... you don't have to implant tha friggin thing in his skull...i mean, i'd be in favor at this point, of jus takin' tha HAR tree and converting it to Launcher pistol... seems cheap, might have brainstorm fora whole 45 minutes... but why not trade HAssidR for an existing weapon that has NO mods (other than pistoleer mods... which.... *note to self, after finishing this post go complain about pistoleer in thier top 5 issues*)...i mean, i know sony's gotta save tha big bucks for tha creed and backstreet boys carbon copies, but i just bought a 2 month game card... that should at leastpay forthe first box of HAR being of worth to sumbody out there for at least 30 seconds.. how much are you guys payin' John Q developer anyway? ok.. so the Imp crackdown was a flop, move on... how bout the SOE crackdown? where all of the Dev's storm in and .. oh no! they'vestarted FIXING ALL the professions, based on the issuses found by those evil speratist who PLAY THE GAME EVERYDAY!!!!! ZOINKS!!!! now we can design a template based on the ACTUAL GIVEN STATS OF A PROFESSION....NOOOOOOO!!!! sorry... that's just too futureistic... but, for now, justalter that one line of codethat dictates the crap lvl of the HAR... and just to clarify, by alter i mean "change for the better"


NEW features for publish 7:see publishs 5 and 6



MrAndrson
Fri Mar 19, 2004 12:25 pm
#510


Well, I've already posted my top five concerns, its currently on page 22. Someone made a very valid point, after so many posts by players, what has actually been fixed?! The only thing is...

heavy acid rifle now looks somewhat like the dx pistol when shooting, thats it....very lame graphics. Such a big weapon, such a waste. I read on the pistoleer boards that they will be getting something they've been asking for, dual pistols. We got a sad excuse for a fix with the graphic on heavy acid rifle. New professions will eventually come out and I don't think our concerns will really be addressed before that.


Grenades- heres an issue I left out of my top five concerns on page 22, Ya know, I was a combat medic for a short time. Combat medics have ranged stims they throw. They have ranged attack stims also. I never missed when I threw em.....I don't think I've seen another combat medic miss either.... All they got is master medic and master marksmen. Are they secret major leage pitchers or something? If I threw a stim at a player who was on the run, the stim would follow and hit the player and heal the player. A grenade should do the same, except for the healing part of course. And the grenades should be stronger, they are weak right now, very weak. After all , a thermal detonator brought Jabba's throne room to a stand still and even Fett looked concerned to say the least.


Logic left at the door, when you got a weapon that shoots tiny rockets, they should be armor piercing. Launcher pistol is not. The thing should be medium or at least low, should be medium though, it's firing freakin rockets! It should have a knockdown or mind attack, You're getting hit with freakin rockets! Give us skills with it and it will rock!


Side note to other writers: what is with other commando post who actually say"hey take this away" or "weaken this". If other commados want stuff weakened, go play another profession.

Whether its power or even graphics, when I read someone say lower or weaken, I gotta wonder if it's a secret rifleman or other profession posting on our boards. I read a post saying lower the graphics on the flame thrower and Laucher pistol. Hell NO! We're commandos, we don't know how to be discrete when attacking something, When we're around fighting, people know it because stuff is exploding baby!


One last thing, I hate when people have a legit suggestion and other commandos shoot it down. Like the Launcher pistol, ppl ask for skills and other writers tell the person to go get pistoleer and smuggler skills. Yeah, ok, sure when we don't get any skills in our commando trees thats what we have to do but the reason we ask for the skills is we shouldnt have to go into other professions for skills we should have available in our profession. Waste of skill points. Work together. I won't criticise other players, just the issues they have presented, no names mentioned.


a concerned player
thepunisher286
Fri Mar 19, 2004 4:50 pm
#511

I dont often see other commandos shoot down legit ideas and such ( not saying that it never happens, but its a rarity in my eyes )


It just might be that there are 2 main concepts for commando by the commando community.


1 - being what we apparently are ment to be right now: Anti-Vehicle,mind you only AT-ST exists that could classify as being a vehicle worth having a class to fight it and you must be rebel. That eliminates the porpose of imperial commandos. Not only anti-vehicle but anti turret. The problem with that is turrets now shoot further than our maximum range. Defeats the porpose doesnt it? Our rocket launchers dont do close to enough damage to be even considered to be an effective weapon aggainst them. They eat HAM, cost over 1k per shot, and miss more often than they hit.


2 - being advanced at what we need to become a commando - basicly being highly advanced marksman. IE, having us use practicle weapons such as a rifle/carbine/pistol more effectively than a master marksman and having some grenades anda few explosives.


IMO we should be the 2nd one. The idea of Commando being super hard hiting anti tank isnt valid as to there arent any widly used vehicles that require a specific class to tackle. AT-ST's cant fire at coverts ( stupid isnt it? ) and can be demolished by many proffesions in a small group. Ive lost 2 AT-STs due to constant KD, loads of dots including poison, and the damn thing couldnt shoot back because they werent overt....


Danube
Fri Mar 19, 2004 10:19 pm
#512


I am glad for the re-vamp of the titles in the 4 commando categories. But the flamer and acid rifle should be grouped together.


There should be a new assault rifle introduced for commandos that is more of and automatic weapon.


Introduce stationary mounted weapons (like the tripod mounted E-WEB heavy repeating blaster) for commandos under special heavy weapons.


I love being master commando, but it is a little sad to think that my main weapon (in a galaxy of lasers and blasters) is a World War 2 era weapon......the flamethrower????


Dexxo
Sat Mar 20, 2004 12:10 pm
#513






Gairon wrote:

Unarmed. I dont think the requirement should be removed, I do think we should get some moves with it in commando. Perhaps give us boosts to Center of Being in Commando? A hip toss would be cool, where we grab NPC's and throw them to the ground Something that makes the requirement more useful once you actually get to Commando.







I agree with you because we should unarmed line in commando but we dont!!!Since i am working to be a commando I am MasterMarkman and in unarmed i am working on the last one.So whats your advice to use let me guess a flamethrower right? I am not going to use HAR and LP but i want ot be master commando so much.We all came a long way to become commando but it is totally gimped.I think they should fix that problem.GL with commando plz reply so i can see which weapon is the best to use in commando



May the force be with you







Master Scout
Master Markman
Pistoleer 1/1/2/1
Medic 1/0/0/2
JediJed
Mon Mar 22, 2004 1:31 am
#514

Issue 1, the only one ...


1. Fix the commando


Not that any one cares inc Sony but, if it is not fixed by June I am out of the game with both my accounts. Pleanty of notice, not being unfair here. Plain and simply fix it or keep it as is and make it a basic, starter profession as thats all it is good for right now.


Tigernight
Tue Mar 23, 2004 5:14 am
#515

1) Commando's need more specials. Don't get me wrong, what we have is effective, at least with the flamethrower, but it's nothing compared to the specials of a TKA, Rifleman, Carbineer, etc.


2) I'd like to see FT and HAR lines combined, maybe even all the large heavies in fact, to make room for new weapons. I think of a Commando as either a slow moving wave of destruction or a fast moving, sneaky freak in the night cutting your throat with acombat knife. Being that this is more of a futuristic setting I'm leaning towards the slow moving destruction type. People have asked for an assault rifle, I'd ask where's the gattling cannon? Where's the bullets that track people? Where's the automatic grenade launchers? And for Pete's sake, make grenades respectable at least, right now they are laughable and make them stackable in piles greater than 5.


3) All weapons that give heavy weapon exp should at the very least do armor piercing 1. Most should be higherthan that. After all, they are the biggest guns on the field, rifleman walk in with a T-21 and make us look silly. You may not see it in PvE, but it comes glaringly to the fore in PvP. I'm also a TKM, my TKM skills can far outdamage my commando skills.


4) Commando's are supposed to be super elite soldiers. It seems odd to me that riflemen, fencers and TKA's, all of which take less profession points to master, all have better defenses when it's all said and done. Why no dodging and blocking for commando's other than what we pick up in marksman...that is only useful when we use a pistol?


5) GCW stuff, mine fields stationary vs. temporary. We all know thoseminefield/lamps that we have know are easily avoided, don't do enough damage by a long shot and are easily spotted. How about mines that we can scatter around to be stepped on, or that go off by proximity, that can't be readily spotted except by perhaps another commando and that do real damage? How about satchel charges or C4/C8 type explosivesfor blowing up turrets? This type of thing should do massive damage and have a blast radius, just like a rocket launcher...only more effective. Is anyone thinking ahead for the release of space vehicles? Will a commando be able to launch a heat seeker at a enemy aircraft and bring it down? I don't even know if air vehicles will be usable against ground troops....but they should be. Of course, speeder bikes should have light weapons just like in the movies...but they don't.


6) I know, it said top 5, but this needs to be said too. Make the HAR worth something. Right now nobody is using them despite the so-called fixes in release 7.


I'm sure many, if not all those things, have already been said so anywhere I repeat someone else consider that my vote for their ideas being good to go.
Sleed
Wed Mar 24, 2004 9:02 am
#516

One thing - almost any explosive weapon should have some kind of state change associated with it. If a grenade goes off on your feet, you should take a stun or something at the least. Same with rockets, even the launcher up to a certain extent. I don't care if you are wearing 80% comp, you catch a grenade upside the helmet and your ears are gonna ring.
Snoogins
Thu Mar 25, 2004 8:42 am
#517

I think the laucher pistol should take the form of a rifle or larger more impressive weapon (working on the premise that is starts to perform like a rocket laucher pistol and not a chump pistol). I think it should have its own special moves rather than making it a handy gun for pistoleer/novice commandos.


I also think that a flamethrower is not a commando weapon. Masters of Heavy weapons should have something heavy and impressive like a chain gun or e-web or maybe just an assualt rifle or sub-machine gun type weapon.


Grenades are a waste of money and inventory space,


I would like to use more than just 1 weapon (flamethrower). I had to work on 3 weapons with marksman trainning and at commando I only use 1....what is marksman for besides making me fill skill pts?


Unarmed? When does a commando drop his weapon for this silly tree?



Skeptic666
Thu Mar 25, 2004 10:03 am
#518

1. They say wait for pub 8 and combat balancing Then move it to months away


2. They nerf our dots cuz of the (theres no water on some planets) and then give them fire blankets


3. Every thing new is having 100% fire resist and we have only realy the one wep


4. You all seem to hate Commandos


5. Its unfair



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
I-B_Bangin
Sun Mar 28, 2004 7:33 pm
#519

A couple of months Later this thread is still open. I am still master commando. I will now elaborate on what I have seen transpire.


Pardon my French. I'm really frustrated.


Acid Rifle: Accuracy now stacks and it looks different. VERDICT: BIG **edit**ING DEAL. WE ALL HATE THIS YOU MORONS.


Grenades: No change. VERDICT: Crate of Protons costs 15k on Tarq. Not too shabby.


Launcher Pistol: No Change. VERDICT: TOSS THIS **edit**ING WEAPON TOO. USELESS, with too little damage, accuracy and no special moves. PUNK **edit**.


Heavy Weapons: No Change. VERDICT: I can still live with it. I buy em by the crate.


Flamer: NERFT!!!11!!11!! OMG VERDICT: YOU **edit**ING MORONS!!! I Can't believe you actually did this. Not only did you nerf the WOUNDS CAUSED but you also **edit**ED US EVEN MORE by giving the nerf herders FIRE BLANKETS~!!!! IF NO ONE ELSE NOTICED THIS **edit**S US!!


SPECIFICALLY IT **edit**S US!!!


COMMANDO VERDICT: TAKES FAR TOO MANY SKILL POINTS, DOESN'T RETURN ANYTHING BUT MONEY AND IS **edit**ING USELESS IF YOU WANT TO PVP, MUCH TO THE DETRACTION OF WHAT IT LEADS ITSELF TO BE. IT **edit**ING SUCKS. GET TKM IF YOU WANT TO BE COOL. BUT THEN YOU CAN'T DO SCOUT OR MEDIC.



YOU ARE **edit**ED IN THE GOAT ASS IF YOU ARE MASTER COMMANDO. I CAUTION ALL NEWBS TO GO TO TKM, IT IS THE ONLY CLASS THAT CAN DO EVERYTHING FOR HALF THE POINTS IT TAKES TO SUCK AS A MASTER COMMANDO.


THAT'S REALLY **edit**ING STAR WARS. 90% OF THE PEOPLE I SEE ARE TKM.


REALLY **edit**ING STAR WARS GUYS. GOOD **edit**ING JOB.


WHO'S IDEA WAS IT TO INCLUDE TK IN THE FIRST PLACE? WHAT DOLT CAME UP WITH THAT? THE ONLY REFERENCE IT EVER GETS IS A REALLY **edit**ING CRAPPY PS GAME!! YOU **edit**S!!! WHAT HAVE YOU DONE!!


GIVE ME ALL MY **edit**ING MONEY BACK AND MAIL ME A TALL RUSSIAN **edit** TO PLAY WITH!!





------------------------------------
I've never opened a Holocron.
NialNotNail
Wed Mar 31, 2004 11:39 am
#520

Im nearly a master commando and i wont b as colorfull as my fellow commando above but i do want to say that u really have to do something about the acid rifle.


First of all, itis absolutely horrible. I have seen MAYBE 1 commando using it EVER. its just bad.


irecomend a few things.

1.) revamp the HAR and the HAR tree

-do this by making it faster, maybe lessdamage to compensateand make the skill tree not clone of the flamethrower

-give it some abilities, for example a dizzy shot or a KD shot because just about every other combat proffesion has something akin to that and commandos dont

-give it a DOT admitidly commandos have one of the most powerful dots in the game but thats ALL we have

2.)Combine the HAR tree with the Flamethrower tree

-they are exactly the same thing except that HARs dont have any DOTs and do less damage

-make the 4th tree a new weapon

-my advice is either an assault weapon (like a machine gun) or a stationary gun like seen in many movies and Star Wars books etc. the E-Web

-make the E-Web fast, ok damage, and far range, u can decide if only commando's can use them

- if players other than commandos can use them make it so two have to operate it for balancing issues

-Assault rifle should have great speed and marginal damage, either kinetic or energy damage in my opinnion, and have some nice abilities for it

-make it akin to a faster carbine that doesnt target any specific HAM

- like with my suggestion for the HAR make it have some commands for Dizzy and KD and the like


those are my suggestions for fixing the most glaring problem of all, the HAR but there are also some issuse of defense modifiers and the like

for example WE PRACTICALLY DONT HAVE ANY!!!!

-We need MUCH more melee defense as i have aproximitally 5


I have read the other posts about a melee skill tree and have expressed only mild interest, admitidly the unarmed 4 is completely useless to us but it makes sense


That are MOST of my problems and i would be extremely satisfied if u fixed the HAR


just my 2 credits


____________________________________________________________________


i MAY b on gorath but im not german


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