Commando Archive
Thread: Commandos: What are your top 5 issues?
BigSteve03 wrote:
4) The point of a hybrid profession? We (along with Bounty Hunter) take more skill points to master than any other profession. The manual even says that we're supposed to be the best combatants out there, yet the devs seem to think every profession should be exactly equal. If this is so, lower the pre-reqs so we can have as many free skill points to dabble with as other, more effective,combat professions.
Actually, a combat medic requires just as many skill points as Commando. They need Master Medic and Ranged Support IV. Rangers need Master Scout which is only 29 skill points less then commando. Every other profession needs much less.
BigSteve03 wrote:
4) The point of a hybrid profession? We (along with Bounty Hunter) take more skill points to master than any other profession. The manual even says that we're supposed to be the best combatants out there, yet the devs seem to think every profession should be exactly equal. If this is so, lower the pre-reqs so we can have as many free skill points to dabble with as other, more effective,combat professions.
Take out the Unarmed component or not have it based on master marksman but on having Ranged Support, Rifle IV and Pistol IV, if you are not going to have any thing related to carbines, or take out the Unarmed component if we have to keep the modifier. That frees up 29 points that I could better spend into Pistoleer or Medic.
I haven't used a HAR yet, as I have just hit Flame IV and Field Tactics II, but from what I have seen with other people using it, and the damage/speed ratings it doesn't seem to be equal to the Flamethrower.
The Launcher Pistol should have its own modifiers and specials if it is going to give heavy weapon xp.
Also, maybe you could spread out the flame thrower, HAR and Launcher pistol specials and modifiers across the two trees. Something like what you are doing with CH, but have maybe 1/3 of the total modifier for speed and accuracy in the Master box, just to cut out the effectiveness of the dabblers.
Field tactics could use some improvements. Either better defensive modifiers, speicals to use with the grenades or some terrain negotian effectiveness.
Just some thoughts.
1. The HAR - It is completely, and utterly broken and useless. I'd personally just say to scrap this tree and not bother trying to go through the agonizing workto fix it. No one will miss it trust me.
In place of it, I would suggest implementing a new line focussed on repeating weaponry, as there are none in the game yet for some reason. Whether it be with the E-Web or Heavy Repeating Blaster it would add to our rather limited versatility.
2. Grenades - The range modifiers on these seem to be broken, you have to stand virtually within the blast radius to hit targets very well.
3. Grenades - How do you miss from ten feet away with a grenade and not do any damage? If you miss they need to do at least partial damage, or have some sort of negative effect.
4. Heavy Weapons - As of now, there is no way to know what the range modifiers will be when you shoot until you fire it, leading to unneccesary misses and wasted rounds. Their MUST be a way to tell how accurate you're going to be, or if you're even in range of the target.
5. Area Effect Damage - All of our explosives seem to have a rather small range, and consequentially don't usually hit more than one target, even when things are fairly crowded. Also, how is it that an area effect blast can his someone, but miss the target one foot away from them?
1. Melee impact sucks: 2.5x ffs. If your going to get the titly of commando right then they should be able to defend against melee...what was that unarmed xp for? I reckon some melee attacks be put in at field tactics or something like Heavy weapon shield (hold heavy weapon bar to bar as a block to melee), Heavy Weapon strike (grab the butt of the weapon and smack that bitch in the chin)
2. HAR sucks: only Acid weapon with no AP and the speed is broke. I reckon we could do what that other guy said and merge the 2 trees and add another tree
3. Grenades suck: weaponsmiths wont make them and commandos probably wont use them due to HAM costs and self hit. I reckon they should be spam weapons so you can basically rain a micro barrage
4. consumables suck: make more charges per gun and make it cheaper to make? Add some *umph* to them. Basically improve them everywhere by a bit so they are worthy of a commando.
5. Launcher pistol made useless at higher levels...so that basically sucks: other than the lago weapono of choiceo (what can i say? i'm bored) its virtually obsolete once the FT has its way.
what i really want is a title change.
the flame thrower tree title should be pyro for gods sake
I'll add my two credits to this also.
- Heavy Acid Rifle - Personally I would like to see this more like an actual rifle with rifle ranges. Basically it would be something like a beefed up DXR6 Carbine. Heck I think most commandos would be happy if it only had carbine ranges. And redo the specials that would be appropiate for whis type of weapon. Plus it should have some Armor Peirceing ability, at a minimum it whould be AP 1, and at most AP2. Also at this curent time there seems to be two Heavy Acid Rifle Accuracy modifiers, right now I have one thats for +70 and one for +40 and from what testing I have done the only one working is the +40.
- Grenades - These need increased ranges and better accuracy. I mean heck we have Combat Medics tossing poison packs further and have better accuracy than Commandos can do with grenades, to me that is a problem.
- Heavy Weapons - For the cost of these they should be super accurate, (i.e. hardly no misses, i think most wouldn't mind a possible miss-fire once in a while)
- Launcher Pistol - This also need a little boost, other than maybe some Krayt enhanced ones that may be around. Heck most the ones I've seen are really not much better than a FWG5 damage wise. And adding some specials that would be commando specific would make this weapon quite viable.
- Flame Thrower - Don't touch this, Its working and ignore the nerf calls.
So thats my take on this at this point in time.
I'll try and keep this short-
1. The HAR, LOSE IT!It was stated at least once but I think it should be COMPLETLY removed. Instead it should be replaced with a Heavy Repeater Rifle. It can do energy damage, shot at high speeds.. and basically have any type of specials you want.. maybe somethiing like a suppression fire, An example of this is like the one a storm trooper uses in Episode V. ESB. When Han, leia, Chewy, C3PO, and R2 are escaping Hoth during the raid, Darth vader and some ST's get there, and one sets up this type of weapon. I think its a good replacement to the HAR, besides we already have an acid beam cannon in the HW line.
2. Grenades miss too often, cost way to much in HAM, and should have state effect, dizzy, KD, stun, blind, ect.
3. Field tactics line - Add in Terrain negotiation for us. SL and CM get it.. why no commandos. It makes sense, especially since we spend so much SP to get here. Also maybe some more protections.. or at least GET RID OF THE 2.5 dmg mod Vs. MELEE.
4. Heavy Weapons,likeits been statedshould,"give us more bang for the buck". Either make them easier to make with less resources ( so WS dont charge so much for them ) or make them do a lot more damage, have more charges, and much much much more accurate.
5. The LP should have its own skills and as commandos we should improve with this weapon as we become more skilled. It should also have a higher AP rating.
Cresslin
Master Commando
Leader of DFR
#1. The x2.5 melee damage multiplier, all of the weapons a commando has pretty much requires an optimum range of 15m. The specials for them also ONLY operate at 15m. On top of all this one of the pre-requisites for the commando is unarmed combat. So why oh why do we suffer the same kind of melee damage multiplier as the long range rifle users? By all accounts a commando is someone who has mastered close range/unarmed combat and applies their weapons know-how to specialized close range but high impact weaponry. In essense we're the TKA profession who uses weapons, thus the closer a target gets the more damage we cause. The melee damage multipler is one of the most backwards decisions I have seen for any profession. Please remove it.
#2. The Heavy Acid Rifle has a number of issues ranging from the fact that the accuracy skill mods do not stack beyond the novice box and secondly because aethetically it's not a very satifying weapon to use. All of the other weapons have a nice 'meaty' feeling to then. The Acid rifles when it fires shoots a very small object that looks like a spinning test tube which impacts with a very small puff of smoke plus the weapon itself when it fires simply goes 'click' as it someone was pressing the end of a ballpoint pen.
#3. The flamer has too much of an advantage over other weapons, for starters even if the target is 100% heat resistant while the initial blast won't cause any damage the BURN effect which is a damage over time attack as part of the initial attack will rapidly drain the targets bars even though they were supposed to be invulnerable to heat. This leads to the heavy acid rifle being pointless as the flamer isn't effected by heat resistances which is supposed to be why the HAR causes acid damage.. a damage type which many enemies are vulnerable too even while they are 100% heat resistant. Please alter the burning effect so that if something has heat resistance then it also lowers the damage from the burns accordingly.
#4. I has come to my attention that originally the disposable weapons such as the rocketlauncher used to have around 200-300 uses before it needed to be replaced. Sometime ago this was changes so that the weapons now typically have only around 50 charges before being depleated. However due to the very specific and costly materials needed to make these disposable weapons they simply are not worth getting. Typically you see the rocket launcher retailing for around 70'000c and giving you around 60 shots. That is in essense firing 1000c at the target with a 50/50 chance of missing and causing around a maximum of 4500 damage. I know that these weapons are supposed to be disposable but 1000c for something which is fired slower than a flamer or HAR and causing around the same amount of damage per second isn't worth it. Either make them cheaper to produce or restore the disposable weapons to the original 200-300 charge range.
#5. The Launcher pistol is quite possibly the only multi-purpose weapon for the commando.. it is by definition the weapon we'd fall back on when nothing else was suitable. However when you compare the Launcher Pistol with weapons from pistoleer, carabineer, rifleman and even Bounty hunter it seems somewhat lacking. It's only a very minor issue really however it would be nice to see THE commando pistol gaining the ability to pierce Light armor or highermuch like the other 'elite' weapons.
footnote: naturally we'd all like some new toys to play with, a Cold damage and Stun damage gun/cannon/rifle would be very handy as there is currently nearly no weapons for these types of damage other than grenades.
Tal-N wrote:
Typically you see the rocket launcher retailing for around 70'000c and giving you around 60 shots.
While they may be charging an arm and a leg for Rocket Launchers, I can guarantee that they are not getting you anywhere NEAR rocket launchers.
I don't know what people complain for on these. You don't walk intoa Mercedes Dealership and complain about prices. Therefore getting the most powerful weapon in the game, you should expect to pay a little more. If you're getting Rocket Launchers to lob at Chuba lairs, you're wasting them. Get them for PvP when you plan on going on raids. Sit in the back and hit people (multiple people at a time) from a distance.
1. Put someting in the commando tree that would give a reason for having spent those points in unarmed combat. Right now they are a waste.
2. Fix the acid rifle so that it is more usefull. Or mabye remove it all together and put in the Concussion rifle from dark forces 1.
3. Lack of specials for the LP. Also make the LP more powerful. For the massive explosion it certainly doesnt cause much damage, and considering that this is a commando weapon it should be powerful.
4. make grenades more useful. Or maybe add a grenade launcher weapon that shoots those types of grenades so you can load all your grenades into a single weapon and switch between them with a preset button...just an idea.
5. Dont have a fifth yet.
Some great ideas on what to fix, and add or get rid of can be found here:
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=31834
I agree. It would be nice to see how much damage I really do. Maybe have an option in the config page to show only actual damage instead of damage dealt. That way people can choose what they want reported to them.
HarrisMoD wrote:
There is only one main issue and it deals with all combat professions.
Fix Combat Spam so that the actual damage is displayed not the potential damage. For Example When I use my Flamethrower against a Kiwi that has 100% Heat Resistence the combat spam says 3000+ damage, however We know that this is not possible beacuse it still has 100% HAM. Make the spam be the damage after all the modifiers are calculated. This also affects Heavy Weapons such the Rocket Launcher because we have trouble seeing the damage after its AP mod is added to the equation. I have read all the work ivoni did on calculating damage but did she write down the Combat spam or the numbers that float over the targets heads. How can we truly know how powerful we are if COmbat spam does not reflect the damage caused.