Commando Archive
Thread: Reports to Commando Correspondent
Before I start my report I apoligize if I repeat anyone elses posts. I just woke up and 3 pages of posts isn't fun to read at anytime, let alone before one eats ![]()
My report is that Accuracy is just fine. Use the marksman skill Aim
works great and I hit most of the time with my special. At level 2 flamethrower I don't even use Aim anymore and still hit more often then not, in short accuracy ISN'T an issue.
I would like to see some improvement's made on the HAR though. It does less damage has no DoT effect and it's only advantages are that it's wound chance is 40%+ and acid is high on the list of armor killer damage types (I think anyway). The HAR still has the delay and range penaltys on its specials. My suggestion would be to half the delay (7 seconds) and double the range (32m), and maybe make it ap1 (if it isn't already)
The rest of the class I am more then satisfied with (except grenades but what commando with tactics 1 doesn't miss alot with them?)
MasterSynn wrote:
I've seen a couple of accuracy suggestions bandied about.
- Move the heavy weapons into Marksman trees, so that those bonuses would carry over like the launcher pistol using pistol accuracy bonuses. The flame thrower, for example, might use carbine bonuses. This would justify the need for mastering Marksman prior to Commando.
- Simply increasing accuracy bonuses at the various tiers.
Which seems more workable? Again, how does this compare to Bounty Hunter?
As far as I can tell the only weapon in the BH line that doesn't use marksman line is the LLC. We use nothing but heavy weapons and the accuracy mods we get for this are good enough IMO. We miss alot because they are, after all, mass damage weapons. We also get bonuses to speed and this does count towards our specials delay timers. At novice commando with flame 1 its a 15 secondish delay but at master commando its closer to 9 seconds. This is something dabblers will never truly experience unless they dabble very deeply indeed. I like that
it takes dedication to get good with something and commando takes alot of dedication. If our novice commandos are on par with pistoleers then I would like to see the math of how master commandos compare to master pistoleers?
This is with a now 2.5 speed weapon (or around there, we get I believe 45-50% bonus to speed at master) and 9 second delay at master level WITH flame2 (I can only hope is more powerful then flame 1!) At flamespec 2 I've already noticed decreases in miss rate and delay times of the special attack. In all I think the flamethrower is absalutely perfect as is.
I'm more concerned with the unarmed tree, there is absalutely no point in the unarmed tree at all as far as I can see. Most mods we get in it apply to unarmed only, unless heavy weapons are considered unarmed in terms of deffense? -shrugs- I would suggest preferably switching the unarmed req to the exploration tree, or the more easier to do suggestion, give us maneuvers in the field tactics line that are, in terms of damage calc, unarmed. But still performable WITH a weapon equiped (how hard could it be to kick someone when your holding a 50lb gun? If your specifically trained to do so?). Not the fancy tera kasi moves but more basic and brutal moves that are based on the lower half of the body (a knockdown and a ae knockdown? -can only wish and dream-)
Another suggestion is to allow us to use unarmed deffensive mods when were attacked in melee and maybe add mods through the field tactics line. Toughness, Melee Deffense, other melee based mods.
I also don't much like the fact that we have almost no deffense at all against special add-ons like blind and dizzy
even if we get LP specials I'll end up speccing the pistoleer line just for the deffenses against these attacks (I would be happy with just a +10% or +15% for each, that leaves 85-90% chance it will succeed)
master i don't know if its been addressed, but a few schematics for grenades and mines still require skevon gas, crism ore, and thoranium steel. not a big deal, but kinda frustrating. i managed to snag skevon gas and thoranium steel. but now i can't make thermals cuz of no ore
.
i think it would be great to have disposable heavyweapons on the munitions line
who ever said that has a great idea. it makes so much more sense.
oh well tonight i shoudl be able to make proton grenades, provided i'm not screwed w/ that schematic too.
I did some testing w/a TKA friend.
Unarmed toughness grants what seems a direct percentage to reduce damage. A TKA-M w/+57 U-toughness reduces damage by 50%. So a FS2 that does 1200 pts only does 600 to him. It goes up to 3000 something against him when he's holding a rifle, though. (He wasn't waeringarmor. It'd be scary if he had +30% fire resist AC1 = 210 damage total. )
It works the same for Commando. +20 U-toughness grants -20% damage, but only when you're not weilding a weap. ( Or perhaps just a VK. ) Anyways, I'm going to see if it's possible to switch out the weapon after the attack and get the bonus while you await the delay for the next attack. I've got a 3.7 AS FT so it's pretty fast as it is. But it also shows that 1-shotting a TKA isn't an optimal idea seeing how at 17m, they're also usually in melee range. ( 15m melee range, but 2m and lag sorta puts that notion out of the question.)
Grenades against TKAs are also a bad idea. A grenades that does a healthy 1000 damage does 250 in PvP. It'll only do 125 to a TKA-M and 44 damage to a TKA-M in AC1 30% resistant armor. )
It looks to me like armor's become viable in PvP. Allthough I'm still hesitant at the way I've heard and seen it to not work properly at all times. In such cases it's just a HAM encumberence and a costly item to maintain.
Before the patch, I raised the HAR tree because its what I wanted to use, so I have a lot of problems with it now, and I am playing catchup on flamethrower. No this is not a nerf LLC post, I just want an equivilant rifle.
- The HAR's novice accuracy bonus's don't stack(been mentioned.
- They need to take rifle out of the name if its suppose to be close range too. LLC gets range mods of-4/4/0
- It is a lot slower than a LLC or flamethrower, with nearly the same damage as an LLC
- It does not have AP1, like the LLC does either
- BH's start of with a plus 20 to accuracyAND speed, and we do not get a biggerbonus's than them till box 3.
- The HAM cost on the LLC off the top of my head were a joke, nothing over 50.Har is atleast double this.
- The HAR's specials do not go down with skill, at master commando it is still a 20 second wait.
In short make the har faster, or give it more damage, and definitely better ranges. It has to be AR 1, without a doubt.
After playing with this new profession post patch I've got a few thoughts...
1) We've assumed the role I think the devs intended for us. We deal amazing dmg, but at close range and with significant time penalties. We are nicely balanced, IMO, with BHs which do great dmg at a distance to a single target vs massive dmg at melee distance to an AoE. Ppl get scared with commandos show up on the battlefield now and I love that.
2) limited charges on the BIG guns serves to keep them lightly used in the GCW and vitually never usedin PvE. Again, I think that's intentional and in the best interest of the class. If the RL had 200 charges d00d commandos would be using it as a primary weapon in PvP, and the victims would be moaning terribly on all the boards begging for nerfs. That serves no one, esp this profession. I have a RL and haven't fired it. It's a precious wep to be used in extreme situations vs hard targets. I like that.
3) Reasonable requests, IMO, include:
-adding a AoE dizzy, stun, or blind on some of the grenades. They are relatively useless and unused and this adds value to a cool wep. It's also a charged wep so deserves having more utility.
-Adding some utility to the HAR via speed reduction, or better yet, an AP1.
-changing titles.
-LP changes. I almost never pull mine out now unless the mob has resistance to heat and acid. Even with double tap it can't keep up. If they add AP1 and leave it considered a pistol there's a risk of pistoleers picking it up (why they would spend those pts to get blast dmg I've no idea, but plenty will for AT-ST dmg). I think they could add specials similar to what was done for BH in their pistol tree, but more appropriate to what we do.
-Commando specific mission terms would be COOL. Very cool. Take out his hardened target. Destroy the escape ship before it loads. Drool.
In short I think what everyone wants is:
-Slightly better deffenses: Not to much mind, enough so we aren't complete weenies in combat, I don't want to take forever to die. I just don't want to die instantly, or deal with blind/dizzy/knockdowns. Its the fact that we don't stand a single drop of chance against these attacks that cheeses me off the most.
-Severe changes to the Field Tactics line: Suggestions are bonus to Cover, Terrain Negotiation, deffensive bonuses, and improvements to grenades in accuracy and status attacks (I don't personally think that dizzy and knockdown should be applied to the same grenade, let alone all of them. Unless they remove getting up from knockdown as changeing stances, I don't want to be a BH with underhand shot)
-Improvements to the HAR: It does less damage fires slower has no dot and still requires 16m minimum range for specials and the 15 second delays. Suggestions are improveing damage and range (it is a rifle after all) halving the delay on it from specials and doubleing the specials minimum range (or removeing it all together, again it is a rifle)
-Launcher Pistol: Alot of people want AP1 on this, if this is done then I would also suggest makeing it not considered a pistol at all (as many mentioned, pistoleers would start takeing the commando line just FOR this pistol) Most just want the LP to be given its own specials and its own set of bonuses up one of the trees (either field tactics or heavy weapons I would assume) a friend suggested at least 1 knockdown special, after all would you still be standing after being hit by 4 tiny rockets?
Melee Firearms: Flamethrower and HAR aren't melee weapons and shouldn't do 3x damage to riflemen. PERIOD.
I also just thought of something nice. Why not make the launcher weapons (RL PC AL etc.) archer style weapons? You equip them and load 1 charge into it at a time. That way you buy the launcher and the charges (the ammo/arrows) seperate, the speed would be your time spent reloading and aiming. Rather then recovery from fireing. This might improve the costs people are talking about (they cost 40k at least on my server, but the flamer costs 30k and I don't even flinch at this) And the ability to load the rockets, acid containers, partical charges into the weapon would add more depth (and show everyone else what weapon were useing rather then makeing it look like the flamethrower is spewing out rockets)
Thought I would post this here so it didn't get lost in the shuffle:
I have never cared for the HAR. I agree with the sentiment that it needs to be entirely reworked. The flamethrower works better than the HAR in every situation I have been in and the HAR does not even have DoT. Not that it would make a difference. In my opinion I would much rather use the Acid Stream Launcher on occassion for those mobs I just have to do acid damage to. But even with that I would rather run up and flame them to get the DoT on them since that will kill them a lot faster than anything the HAR can dish out. As it stands now, the only reason I keep my HAR skills is so I can useflame cone 2.
In terms of restructuring it, my wish list includes two possibilities:
1) Change the name. Call it an Acid Thrower or something. This thing is no rifle. I'm a master and I miss at least 25-50% of the time with it. I hit a lot more with a CDEF rifle at novice marksman. If it is going to be this up close weapon, call it something that actually fits what it is (although this appears to be a running problem in this profession given the skill tree titles). In this option, I would like to see the same characteristics of the Flamethrower given to the HAR in respect to DoT and refresh rate. As it stands now this weapon is useless for me compared to the Flamethrower. Not to mention it sounds like a rabbit sneezing when you shoot it and has the worst animation of anything I have seen in the game (granted this is a cosmetic issue but it would at least be nice to be able to see my shots going towards the target). At least give it an animation similar to the DX2 or another acid damage weapon. And I'm not talking about the pea soup effect the specials have.
2) Do away with the weapon altogether and give us some sort of heavy repeating rifle along the lines of the real life SAW or M-60. This could have lower damage stats but give a higher fire rate, possibly somewhere around carbine speeds. It could allow us to lay down fire all over the battlefield and really give support in the form of massive firepower. This could have different specials attached to it as well. There have been numerous posts about specials we could use so I won't go into detail about what some for this might be because I feel there are already many great ideas that have been presented. If the devs are intent on us doing acid damage then add it to this weapon instead. If making a newweapon model is too much, then just add these characteristics to the existing HAR model.
I am extremely happy over the improvements that have taken place regarding the flamethrower and our ability to deal damage, but I am just thinking long-term here. There are many professions that now stand close to where we used to be due to nerfing and "balancing" so I don't expect anything from the developer's anytime soon. I guess part of me just still feels slighted by having a pistol which we need another profession altogether to be effective with. If you take away the Launcher Pistol, we basically have one weapon which we are using, the flamethrower. Yes the HW are great, but they are charged and are very limited use weapons in my opinion. I would like to get another weapon that can be used similar to how the BH can use both pistols and carbines.
I think the new fixes are a step in the right direction my flamethrower is POWERFUL at 424-833 damage, and a 3.6 attack speed (sliced of course). I love it..However it seems to me that the acid rifle should a little more powerful and leave some sort of chemical burn as well...for God sake we're squirting people with ACID. I just got my acid rifle sliced and still it seems only sub par. In the description for acid cone and single it says power words like "devistating", yet I'm not seeing those effects and get trampelled by bounty hunters who leave me burning AND shoot out my friggin eyes (eyeshot) with that scatter pistol, lol. One more thing, shouldn't commando weapons (launcher pistol, flame thrower, acid rifles) leave HEAVY armor damage..especially the launcher pistol..it shoots rockets with explosive tips...EXPLOSIVE...shouldn't that do some armor damage? lol..please don't think I'm whining, I love being a commando before and after the fixes and am almost a master on gorath...these are just thoughts
'RAVAGE'