Commando Archive
Thread: Pre-Combat Balance Change Suggestions
Page 6 of 6
Ster
Tue Jul 27, 2004 11:23 am
#66
JohboBocal wrote:
StarNick wrote:
More so a huge area to get fixed quickly, as gernades seem to be the #1 way to kill jedi!
Just think...commandos..will have a purpose!!
JEDI KILLERS!!
Could you explain this a bit furthur. How are nades the #1 way to kill Jedi?
Jedi cannot block grenades. Meaning the your nice AP 4000 damage Proton just went through all of the jedi's defenses... I still need to test this out at some point.
CyberData4
Tue Jul 27, 2004 4:00 pm
#67
1- Add + 25 to flamethrower speed at master commando
2- Add +30 to heavy acid rifle speed at master commando
3-Make FT AP2
4- Make AR AP3
5- Increase grenade rangeto 64m at master commando.
JohboBocal
Tue Jul 27, 2004 4:10 pm
#68
Sweet. I didn't know this. I will try some testing too. 
Now if we can get our nades, and other things,fixed we might actually grow some nads.
Thanks for info.
JohboBocal
Wed Jul 28, 2004 12:30 am
#69
GTomlinson wrote:
Grenades Hurt User:
Suggestion:
- Add a grenade range modifier to the grenade branch akin to the Healing Range modifier for combat medics. (better grenadiers are better throwers.)
Yes
erikAceman
Wed Jul 28, 2004 8:33 am
#70
prob with nades to slow
anyone found any that are fast? like 2.0 speed?
Jhyson-Bria
Thu Jul 29, 2004 11:59 am
#72
Issue:
- Ranged Powersups do not work on Heavy Special Weapons (FT, HAR, LLC).
Suggestion Solutions:
- Fix them so they do, enough said.
(not likely to have Commandos, Bounty Hunters and Artisans dancingin the streets,but it is pretty simple)
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