Commando Archive

Thread: Reports to Commando Correspondent

Mister_Heavy
Thu Sep 18, 2003 9:14 am
#79






BigNerfBat wrote:

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.







Comparing the LLC to the HAR is an excellent way to go IMHO. Make the HAR similar to the LLC in terms of firing speed, specials delay, AP and damage and the HAR will round out our skill set quite nicely.


Please try to deter the devs from turning the HAR into an acid version of the FT.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
MasterSynn
Fri Sep 19, 2003 4:18 pm
#80




-RAVAGE- wrote:

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?





My initial report to the DEVs does address this, if not exactly in the manner you had suggested. Here are quotes:


"6. All other acid weapons in game are AP1 except the Heavy Acid Rifle and glop grenade. Was this intended or can the AP level of the HAR and glop be improved?


8. Launcher Pistol. In addition to being AP0, there are no specials for this nor do we get any better with it."




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
LordNefarious
Thu Sep 25, 2003 10:01 am
#81

Heres still my biggest concern with Commando Profession in general:


I understand all the problems. I live with them too. We as a profession should be walking tanks. We give up a lot to be heavy hitters. The problem is we can't hit.


I am using weapons as most of you are, that have huge negative mods to accuracy after 0m. I want to make one thing to the Devs perfectly clear:


The weapons used by commandos are in fact highly explosive/volitile and AOE weapons.


No commando in their right mind would ever, EVER use any of these weapons at ranges under 15m. So why in the galaxy are our weapons most effective at 0m?


Personally IMHO, Commandos should use their accuracy bonuses from or Master Marksman training to increase the range of weapons. Treat them as if they are snipers if need be, but we should gain accuracy as we move farther away, not lose it. A commando understand the weapons he uses, and as such should develop the skills to stay away from the potentially harmful blasts that occur when said weapon is fired.


Therefore accuracy at zero range should be -50 and move to ideal range which should be 45 to 50 IMO. Thats where we should be most effective. Personally, knowing the weapons we use, even a near miss is a hit using explosive weapons. Do you see the fire ball thats launched from a thrower? how to you miss with that if you've had any kind of training? And the Specials? Wow, if you cant hit someone with a sweeping arc of flame, you shouldn't be holding a weapon of that caliber.


This is aside the rediculous revive time for weapons to fire again after using a special. If theres a speed on the weapon it applys all over. If i shoot with a 2.5 pistol, its 2.5 weither I fire normally or use body shot.


Get the accuracy to where it should be. We are a long range profession. We should never, ever be within 30m of a target, thus suffer the washback from our own weapons. IMO, we need to be a class that is a heavy weapons support for a team that can sit back 45 m from the battle and rake terror on the field. Specials should have the range of the weapon. I wouldn't use a flame 20m from a target for fear of the target running up to me and engulfing me with my own flame.


Lord Nefarious

qelien
Thu Sep 25, 2003 6:57 pm
#82

im pretty happy with the skills as they are, but if your listening I have a few notes


1. titles are the smallest concern but I like


arsonist for the flame thrower


demolishon specailistfor the grenade tree


artilary support specialist for hw support


HAR doesnt realy matter until they fix the weapon but it is probably the farthest from our class as any


2. I know with flame 2 i have done 8k damage but the range is pretty brutal when you add in the amount we miss.


3. the skill tree may need the blaster pistol added to speed acuracy we get a cert. but no developement with the weapon unless we work the pistoleer.


4. i saw in another forum the mention of maybe a knockdown on large mobs when we hit with a heavey weapon which would be nice. a heavey attack draws the atst fire almost everytime a delay so we could move away a bit might be nice.


5.our miss ratio in pvp is brutal, they run and we might as well head to our clone point and save thetrip. mostly because the other class weapon skills build speed and acuracy alot higher and faster than we do not to mention their special attacks which are avalable to them at long range with very little delay


6. flame cone 1 is nice but we dont get hw exp for the nontargeted mobs it kills and no looting rights either.


again I really like the class and and could live without most of these changes but you asked for input.


just to add my damage on the flame thrower is right around what the others have posted but i have a speed of 3.7 i bought it from a payers vendor on tempest pretty sure it must be sliced but (and this would be a nice thing to add) there isnt any way to tell if the weapon is sliced and i never met the weaponsmith.

ObsidianDawn
Sun Sep 28, 2003 2:02 am
#83

I'm using high-end sliced weapons both for my ex-pistoleer class and my new commando class. I find the commandos still can't keep yup with pistoleers and bountyhunters... the reason is simple... Two reasons really.



1 Damage over time is still higher for pistols


2 Pistols are the only weapon in the game whre special moves -are- the defaults.


1 is self explanatory. An FWG sliced and couplered will do 300 damage every second with bery high accuracy for 100 shots. Damage over time is 900 damage in 3 seconds which is a little -over- what high end flame throwers are doing.


The large discrepancy, however, is accuracy. I am an Acid Specialist at the moment woith all the neat bennies and suposed accuracy assosciated with it and am still unable to hit the side of a barn while BHs and pistoleers are running hither, thither, and occasionally yon hitting -all- the time. This combo of speed, damage, and accuracy makes pistols hands down the best weapon in the game far superior to anything the lowly commando can dish out.



2) Pistols again, their default moves -are- special moves. The HAM costs for pistols are so low and almost none of them are put on timers. BH's merrily Torso shot and eye shot ovr and over and over....


Lets put it this way. Yes, my 4000 damage acid stream 2 may hit. But its like winning the lottery and I'm certainly not a millionaire. Lets face it, in PVP it misses like 4 out of 5 times. Then we gte to kick back and wait tens seconds.


Our freind the BH now has 10 seconds... which means 10 eyeshots usually. We hae one shot and then we're dead. Yayyyyy. Even if the shot hits? For some reason against player targets it rarely delivers. They have a little of their bar left and continue doing whatevber it is they do... which usually involves pistols and a lot of special moves.\



So the best thing that would help commandos is not a commando change at all. The devs have stated over and over that 'special moves' are for flair and coup de grace and not meant to be the 'staple' of attacks.



So why is pistol the only weapon where it -is- the staple of attacks?


I'd say make pistol special move HAM costs much higher. Perhaps triple them or more. They still wouldnt be in line with the high costs of vibro knuck and carbine special moves, but it'd be a start.


I'd also like to see more accuracy with heavy weapons when one gets to heavy weapon specialist. Being considered an expert in a weapon where I lob hundreds of gallons of acid at a subject and constantly -miss-? Doesnt make much sense to me

ButtercupM
Sun Sep 28, 2003 8:44 pm
#84

I second the Please don't let them nerf us to the ground, we are good, but there are comperable professins, i'm sorry to anounce i am a dabbler, but the master CH helps the close issues for me i sugest people get 3/2/0/0 in CH and get a graul mauler to tank for them it really helps use the Flame thrower, and all the charged weapons, you can kneel right at the ideal range


P.S. Really sorry i dabble

Pvt
Mon Sep 29, 2003 6:57 pm
#85


I agree with many others that Grenades should be a number one priority.


I think it's sad really that a Flamthrower can do me more damage to more opponents than a thermal detonator. In reality a thermal detonator being set off inside jabas palace would level the entire building and surrounding area yet in the game some 11 year old with flamethrower does more damage.



I am glad that you will be reporting that grenades miss most of the time because they do plus add something to the report such as:


Damage modifiers for grenades. No damage modifiers are present in the skill tree.


Grenade Schematics, very dissapointing.I am also a weaponsmith and in there are usually 3 optional components that can be added to grenades when they are being made.These schems simply do not exist in the game. Commandos are supposed to have them but don't, weaponsmith's certainly do not have them please address this issue.


Grenade Special Moves...............Where are they?


And of course the speed and accuracy as well as the range are all bugged. The grenade is supposed to be an AREA ATTACK and hit all targets within a certain range of where the blast went off this needs to be addresed sorely.



Thanks for listening and please corespondent hit the reply button on this please and just put something simple in the box such as noted so that I know you have read and understand what I have said.


Post and Post and Post and never any response



Thanks


Message Edited by Pvt on 02-17-2004 03:03 AM



Miston
Been there, did that first over three years ago.....so save the oooh ooh pwnt posts and impress me ingame.
Pvt
Mon Sep 29, 2003 7:09 pm
#86


Flip I feel your pain.


I too based my character around munitions. I have munitions 4, weapon crafting 4, and field tactics 3.


Grenades just simply blow in this game righ now. Commandos are supposed to have the schem for the optional components but don't and they are no where in the game.


As far as the Advanced Chem Disperion Mech is concernd, It's bugged, no better than the regular one as of yet.


The accuracy on grenades are horrible, the time is horrible, the damage is horrible, they should be among if not THE MOST powerful weapons in the game because of how difficult they are to make and how hard the resources are to come by. Thoranium steel has not been seen on my server in over 2 months now, Kettemoore ask a DEV.


Also there is another very big bug that is supposed to be fixed in the next patch currently belive it or not Munition Experimention isn't using Weapon Experimentation but Artisan. I have no idea why read the in testing notes.



GRENADES GRENADES GRENADES GRENADES GRENADES GRENADES GRENADES GRENADES




You do not truly know someone.........until you fight them.

Message Edited by Pvt on 02-17-2004 03:00 AM



Miston
Been there, did that first over three years ago.....so save the oooh ooh pwnt posts and impress me ingame.
Glug
Mon Sep 29, 2003 11:17 pm
#87



Pvt wrote:

Damage modifiers for grenades........no +5 or +10 grenades mods in the skill tree.






Novice Commando here. Weaponsmith in my pocket, so I'm armed to the teeth. I just have to say: Damage bonus for grenades? Um, totally unnecessary.

Try dropping a 33% max damage powerup on an already enormous max damage. That's a novice commando with like a 250+ point boost to max damage on grenades. Don't need a skill to add a few more points.



R.I.P. Glug - April 26th 2004

Now a hero in Paragon City. A B

Pvt
Wed Oct 01, 2003 12:23 am
#88

Ok Glug.........."NOVICE COMMANDO" is the key there............you just don't get it do you?.................The damage modifiers are necessary......Why? I'll tell you again because you didn't understand the first time................Some kid can fire away using 600-880 3.1 attack speed sliced flamethrower............(Im also a smuggler and sliced a flamethrower's attack speed by 33% making it fire at 3.1 before so it can be done)..........and hit for 9k damage, I have seen them as high as 10k before.....................................whereas a field tactics 4 or Master Commando can throw a Proton Grenade that does 1500-4000 power-up'd of course and only do 2500 damage.................That's if it even hits..............................................In no way whatsoever should flamethrowers and acid rifle be able out damage thermal detonators or proton grenades................unless the creature has defenses against one and not the other but.........you understand the point........................................


Glug try actually using these weapons before commenting on them.............It will save the rest of us a lot of time and effort.





Miston
Been there, did that first over three years ago.....so save the oooh ooh pwnt posts and impress me ingame.
Pvt
Wed Oct 01, 2003 12:33 am
#89

The modifiers are limited to +5 or +10........................drop a power up on them.............as it's easy for us to do because we make the........................in actuality I make my own grenades, slice them, then throw a powerup on them...................We can do things like that but the average commando cannot............because it costs them too much money to use grenades....................you said your a nocie weaponsmith correct? Do you even have the schem for any grenade......lol.


The proton grenade for example requires that 4 components be made, Light Warhead, Medium Warhed, Wrhead Stabilizing, Warhead Fusing................and that does NOT include the 3 "OPTIONAL" ones that can be added to the component but that no one is still able to make...............plus throw in a few more resources and 1 special very rare resource........and you got one heck of a time on your hand to make these................some of the heavy weapons require gues what? Fully assembled proton grenades too..................It's ridiculous it really is.


The modifiers could be +50, +200, +500, +200, +50..................all the way up the line tofrom FT1 to Master Commando...........................


WE NEED GRENADE DAMAGE MODIFIERS


WE NEED THE SCHEMS TO THE OPTINONAL GRENADE COMPONENTS


WE NEED GRENADE SPECIAL MOVES


WE NEED MORE GRENADE ACCURACY


WE NEED MORE GRENADE SPEED



It's as simple as that.





Miston
Been there, did that first over three years ago.....so save the oooh ooh pwnt posts and impress me ingame.
Pvt
Wed Oct 01, 2003 12:42 am
#90

Dangit Glub you made me all upset and I jumped down your throat..............accept my apology and forgive me because as you can see I feel very strongly about my grenades.........very strongly. So don't bash in my ideas until after you at least think about them.


Your power up idea is cool but not everyone will be able to afford it.


WE CAN we are weaponsmith /commandos........lol.......................but the stuff is already very expensive as it is........................some people just don't have the credits to throw away or won't feel stongly about grenades enough to click and drag a power up on every stack of 5 grenades that they have...........you can go through those thing pretty quick.


Forgive me for being rude earlier






Miston
Been there, did that first over three years ago.....so save the oooh ooh pwnt posts and impress me ingame.
Sovyk
Wed Oct 01, 2003 1:10 am
#91

I was wondering why everybody thinks that commandoes should be just as powerful as other professions? We are supposed to be the kings of PvP. Other professions have other perks associated with them, so why try to make us all equal? I really hate the fact that during a rebel attack on Bestine, I get killed 2x as much as people attacking me. My only way to fight is use a revenge TEF, Flame them, and run...If I try to go overt and attack (the honerable way), some Bounty hunter shoots me once and makes me dizzy. This means that I fall to the ground and stay there until somebody DB's me and incap's me.



Sovyk

I support torturing terrorist in order to save lives...




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