Commando Archive
Thread: Major Commando issues (Updated for July 10th)
Knightcrest wrote:
When it comes to armor the Devs made it to where you had the least benefical armor to your class in order to force you to dabble. It is obvious. The most glaring example is a non combat prof.... Bio Engineer. Why the hell would a critter sampler not wear the highest kinetic proctection possible if you are going to walk up to some wild animal and stick a needle in it's ass? The name sounded good with it... not the stats. A BE should be recon'ing in light leather-like ubese to move more quietly and quickly in order to RECON... unless it is assault that they forced the needle upon the buttocks of the Bantha. That same ubese should be durable for a claw of an animal clawing at you...it should not be taking more energy damage than a ranged firefight geared prof like Commando/BH/SL. They were bass ackwards with their resistances on armor and roles. Let me with my 64m acid stream launcher tank for my group memberswordsman because I have higher kinetic armor by cert and not role.
i agree to all that you have to say i have been a commando sense the beginning of the game beta and all . Still after all this time commando's are still nerfed or messed up is some sort. i hope that you thread get read by the right people and get them fixed. Bring the commando back to the for front of DD"s.
thanks for the thread it was a good read
if there is only a 15 second base time between grenade throws....
then where exactly are the other 160+ seconds coming from?
Also, is there a way to determine what the rethrow time of a grenade would be by looking at the stats in the bazaar or item
window?
For those 160 second ones, I believe the 18 second timer is tied directly to grenade speed. Through crafting proton grenades for Rocket Launchers I noticed that (or at least didnt see) anyway you could experiment to get the "10" grenade speed lower...which means you can't fiddle around with that base timer.
When pre-CU grenades got borked I think that number was converted to "100" speed...but for any non-borked grenade, anything above 18 seconds is an additional secondary timer.
So Starnick,
Is there a reason I should go forward as a Commando. I mean we have played together (I am Mygroz the Wookiee), and you seem to like commando, I do too but in order to be of any use you need to get another master profession (right now I am rifleman) but I am wondering should I stick with it, or start dropping skill points.
Fellow Master Commandos,
I have just gotback from Afhganistan andmy character has been in hibernation for a year. I am aware of the SH*& Load of changes and updateds that must of happend while I was fighting the BAD guys and ask allyour help to get familarized with new wepons,armor,sceanarios, THE WORKS guys!!!
Fellow Master Commandos,
I have just gotback from Afhganistan andmy character has been in hibernation for a year. I am aware of the SH*& Load of changes and updateds that must of happend while I was fighting the BAD guys and ask allyour help to get familarized with new wepons,armor,sceanarios, THE WORKS guys!!!
Naha wrote:
Fellow Master Commandos,
I have just gotback from Afhganistan andmy character has been in hibernation for a year. I am aware of the SH*& Load of changes and updateds that must of happend while I was fighting the BAD guys and ask allyour help to get familarized with new wepons,armor,sceanarios, THE WORKS guys!!!
We ( US Army AirBorneINFANTRYMAN) live by a motto we try are damndest to keep...." we never leave a fallen comrade behind" and guys Im in the dust right now! Please is anyone has the time take somtime for this "Veteran".....Thanks..NahaNaha, ( Rebal Master Commando ), Tarquines Galaxy
Okay, first thing is to get used to the new combat system. It's completely different with cool down timers and no qeue. Basically you have one attack waiting while one is executing and all attacks have a cooldown timer that doesn't let you do anything while it's ticking. Of course different abilities have different cooldown timers, and some like Center of Being have warmup timers and are interruptable. Take some time to read over your abilities and repopulate your action bar.
Alright, now for commando. Basically all of our specials come from pre-req's or other profs; our weapons are supposed to have "built in" specials. So where other professions push a button we have to switch weapons and then push a button (or use grenades or specials from other profs.) Check the stickies at the top of the message board for more detailed info.
Point two is that almost all of our weapons have an innate Area of Effect, so you will have to get good at using this to deal the most damage while exciting an acceptible amount of aggro.
I suggest practicing on some lower level mobs (not nunas though I hear they're pretty vicous) until you get used to the new combat system. By the way all of your old commando weapons converted to new ones. The new ones don't use ammo (are no longer expendibles, but actual weapons) and all Flamethrowers converted to the Plasma Flamethrower (Master Commando cert). If you have anymore questions I suggest starting a new post as people here are pretty good at answering those.
Welcome Back Commando
I like all of the points, but don't know if anyone has brought this one up to you yet.... and I'm in a somewhat unique position to notice. I am a master Commando and master Bounty Hunter. Neither profession grants weapon mods outside of the melee mods and Heavy Weapons mods of Commando. Everything else is pretty much... general. I happen to like the bounty hunter specials tied to the supposedly great damage our weapons are capable of producting. (The damage issue is something unrelated.)
My beef is this... there are few if any "heavy weapons" anymore. Using Ctrl-C to check when the Heavy Weapon modifiers are added (because, without them, I have the same stats with any type of weapon from pistol, carbine, rifle, or "canon"), I've come to the conclusion that there are only really three "heavy weapons" currently in the game. They are:
1) Flame Thrower (Even the best I've seen is easily passed by a T21)
2) Rocket Launcher (The knockdown is nice when it works, again, damage is comparable to Marksman weapons)
3) Plasma Flame Thrower (The only thing that has damage to compete with a high end rifle, regularly.)
Every other weapon we can possibly wield is either Melee, which has it's own problems, or one of the three Ranged Types (Pistol, Carbine, Rifle). My modifiers for those weapons are average... at best. The big bad Heavy Lighting *RIFLE* doesn't hit as well as my flame thrower. The Proton *RIFLE* I can hit the broad side of a barn with.
Even disregarding this, I fall outside the nifty graphic that was passed around with the CU, the one that says we are gods and goddesses of damage delivery. My modifiers, all general, add up to a tidy sum, and if I use a heavy weapon, they're pretty decent... but they pale before the modifiers you get for the weapon tree of Marksman combined with the Elite weapon profession.
I don't require that I be at the same level from 65m as a rifleman sniping... but if I get in your face with a flamethrower, I would like to think I can draw aggro from someone standing next to me with a pistol.
Just a rant I've been pestering the Souls with for some time now... I figured I should share as I feel the incredible lack of heavy weapons that really *ARE* heavy weapons is woeful. The Advanced Launcher Pistol idea is nice, but only if you use pistols.
StarNick wrote:
Wrong. You apparently missed something when you checked your stats:
The LP is under "pistol" catagory, but it takes HW mods
The RL, HPBC, LBC, and ASL (the old converted consumables, and then the Proton Rifle) are under rifles, but take HW mods
The PFT, FT, and HAR were the original equiped HW - dubbed Special Heavy Weapons, these take HW mods too.
They have yet to change the catagories of our HW to a unified catagory, since originally our equipable weapons were "special use" only and our pistol sidearm be our main weapon. Now that was one of the original commando concepts and severely outdated. When we recieved HW mods with the CU, everything and anything that requires a commando skill to use...requires our HW mods. Btw, all the weapons I mentioned above require commando skills to use, and are all our mainstray weapons...there are a few looted ones mind you that are not included here. These are the weapons we can weild effectively...
Now with BH, all their mods are general for the sole reason that they have pistol, carbine, and rifle certifications and hence can be easily tacked onto another ranged profession. Your Hvy Lighting Rifle is not a Heavy Weapon (the LLC was changed to a rifle catagory)
As for the advanced launcher pistol, we need an advanced kinetic weapon as well as the use of all our low CL stuff (namely the rocket launcher). The "pistol" term is misleading, as it is in fact a Heavy Weapon.
And lastly...as for your 3 heavy weapons you listed, the FT is a Cl 40 weapon, the T-21 is a CL54 weapon. The RL is a Cl 22 weapon, the PFT is a CL 54 weapon...thats why you came to those conclusions. Our weapons follow the same set up as a carbineer or rifleman has, with our own mod set (however we do get shortchanged by 5 or 10 modifier points), and how our weapons are tied to a CL system. The main difference is all our weapons are tied to skillboxes as well as have "innate abilities"
Gomen nasai, you are in fact quite correct. The heavy weapons, while I think aren't quite heavy, are still thought of as heavy weapons rather than the "rifles" they are named. I think some of the things I was referring to aren't commando weapons. (Didn't realize all the commando weapons are tied to skillboxes, and misread some of them.)
The combat level requirements for those weapons aren't too bad, but the damage output against the speed and other factors just makes me shake my head when I compare the stereotypical view of such weapons and the original portrayal of the commando profession. I know that I certainly was afraid of Commandos 'way back when, even if they grouped with me and held a flame thrower. Nothing brought out the really hard missions like a commando.
Message Edited by Felisconcolori on 08-10-2005 11:48 PM