Commando Archive

Thread: What is Our Number One Issue?

nightwolf180
Sun Sep 21, 2003 11:05 pm
#79

I got here late so I won't read everyones posts. I did however like the idea of makeing a liquid weapon thrower line that has liquid nitrogen/acid/flame all useing the same mods/specials. Single1 Single2 Cone1 and Cone2. Then a Heavy Firearms line, this would have the Launcher Pistol, Heavy Carbine (Riflemen get a heavy rifle, the T-21 can't and shouldn't be matched) and a Vulcan Cannon, useable in any position but while equiped the commando can't move except to turn (it would be on a tripod). Master Commando is really boreing. Especially since I can't go between flamethrower or acid rifle. Acid rifle should be changed to Acidlauncher, it makes more sense. Keep it as close ranged weapon and give us long ranged fast weapons like heavy carbine and vulcan cannon. Also commandos need a role to play. Right now were the uber bandwagoneer's choice class, just cause were awesome anti-personnel and powerful griefers. We need to be soldiers, hardcore warriors, not gods Even hardcore warriors die in combat and even hardcore warriors can lose to lesser trained. And were dull as dry paint!



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You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
HrothgarHealfdene
Mon Sep 22, 2003 2:55 am
#80

Solstice I have to agree with u on this. I think that commandoes need a little bit more incentive. And your suggestions make good sence. Personaly I would like to some of your siggestion implemented. We are supposed to be elite. At the moment I can not find a use for my unarmed Skills, plus the marksman skills are useless unles u are using the LP. Plz SOE read this post of Solstice.

Hrothgar Healfdene
Comando 2/2/4/2
Chilastra Shard



Hrothgar Healfdene - Jedi
Ce'Ethaba Ewah - Shipwright/Weaponsmith
Ewego Oriri - Bounty Hunter
Quantum Mechanics is Gods way of saying.... "Trust me"
rogi-osy
Mon Sep 22, 2003 3:06 am
#81

have the materials to make rocket launchers proton grenedes actually exist (on valcryn you wont find them)



and i agree with everyone else pretty much




------------ ROGI OSY---------------------

_Vexian_
Mon Sep 22, 2003 6:45 am
#82

Wow look at all the long huge posts, people are like making wish lists trying to create their own super specialultra megacommando (ex.. add a whole new tree with these skills i just made up) yeah...right. This guy started the thread to get feedback on the ONE issue that each of us commandos would choose to be the most important. Obviously it's the HAR, i hate using it. It's sluggish and horribly boring and it has more use beating in tent stakes.


PS: my post was too long

lockder
Mon Sep 22, 2003 8:58 am
#83

well i think too HAR its first issue, they have move HAR into flamethrower tree and make a new tree for Launcher pistol with specials and bonus



SNYSER Dark Jedi Knight
SNISER Dirty Rifleman
PARTY-IS-OVER Fat wookie
Perks
Mon Sep 22, 2003 9:06 am
#84

No T21's on starsider!!!



Sorry! had to do it. It's frustrating that it has been so long, and still no T21's on Starsider.




Capt. Perks Darksun
Master Rifleman/Master Combat Medic
collateral
Mon Sep 22, 2003 10:13 am
#85

Ivoni > HAR > master commando... well HAR is the big fix hehe




_______________________________

Colonel Ivanto BlowStuffUp
Jedi Wannabe
_______________________________

MrMeow
Mon Sep 22, 2003 12:44 pm
#86

The single greatest issue I have with the commando skill set is the Acid Stream launcher and the HAR. Acidsingle2 and the ASL do comparable damage at the same range.... the main difference being that the ASL has a much faster reload (even without a speed slice, HSW4 cycles the ASL in around 5-6 seconds).


HAR needs a serious boost, be it from damage or a resist debuff. Personally, if the HAR specials had a 5-15% debuff to all resistances and a weapon reload cycle comparable to the tier four flamethrower, I would be satisfied with the lower damage and AP0. The ASL would be a great weapon for in-close CH pet romper stomping.... if the AP2 on it worked correctly.


One ofthe otherissues I'm concerned with is the flamethrower DOT. While it's great to be guaranteed that ifI hitanother playerwith flamesingle2 that person is going to go down eventually, the DOT seems to be more than a little overpowered. As it stands, a master commando with a graul pet can solo a giant kimogila dragon on Lok with little difficulty. If I remember correctly, they are AR1 and have at least a 25% heat resist. Definitely, the DOT needs a reduction in damage to maintain balance.


Ideally, both of these issues would be addressed at once.... balancing the Flamethrower DOT first would severely cripple our ability to do damage in pve. Balance here would be that other classes would have the opportunity to pop pixie and other food/drink to make it to a med center to have the wounds healed before they started to incap and fall over in a worst-case scenario.


Having the HAR/ASL issue addressed (I have lumped them together as a matter of convenience) would give our profession two (!!) more useful weapons and a greater overall utility in group combat for both pve and pvp.



Juun <SL>


Master Commando - CH 3301


Corbantis

osskno
Mon Sep 22, 2003 12:44 pm
#87

I like the above posts idea, I made Master Commando 99% of the time I use onlya flamethrower. I am now trying to figure out a good reason for working so hard to get Master Commando, and a good reason to keep it
Zahn
Mon Sep 22, 2003 10:42 pm
#88

Grenades/Field Tactics tree are by far the biggest problem to me. Field Tactics requires COMBAT experience. Very hard to get alot of combat experience. BUT, I have just tonight maxed my combat experience because I haven't spent a bit of it since I became a commando. The rewards for spending combat xp in the commando field are just too small. Grenades need some serious work. What a great opportunity to add some spice to the class. First of all..fix the radius damage...that is the main thing. But also you could add FlashBang grenades for a stun effect, smoke grenades for a dizzy effect..all sorts of interesting things that would make the Commando class a little more than just all damage. Please make that hard earned combat xp worth it before I spend it in the pistoleer tree!!


Bron'Yaur


Valcyn Commando


Field Tactics 0/Heavy weapons 2/Flamethrower 3/Acid Rifle 1

-Krillin-
Tue Sep 23, 2003 12:56 am
#89

HAR.....and I love Heavy's idea of having the stats mirror the LLC. I'd like a reason to climb that tree besides wanting to master a profession.


If they ask you what needs to be done with the FT:


1) I'd suggest either making the flamesingle2 a master shot or


2) fix all DOTs so they don't stack


3) fix all DOTs so they don't last 5 min, and/or are reset by incap.


4) make DOTs consider protections.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
ioshi
Tue Sep 23, 2003 1:17 pm
#90

The Heavy Acid Rifle needs to be of more use.
Noitcopa
Tue Sep 23, 2003 2:50 pm
#91

In the hope you make it this far...


1. Make Master Commando worthwhile.Aside from Cone2 and some skill mods there is no real incentive to become Master (especially considering how powerfull flame2 is).Maybe move rocket launcher to master as an award? If blast is implemented this is going to wreak havoc on AT-STs and would be appropriate as a master weapon. Another option would be to lessen the effect of flame2 and add a third flame to master - something like napalm blast... or... move flame1 to the 2nd box and everyting up 1 with flame 2 bumped to master. There are WAY too many grenadeer/commando dabblers.


2. HAR needs serious help. -122 at 64m and 0m is lame. They need to either differenciate it from the FT or give it the same ranges. The specials range of 16m is fine to me as for what they are ("spray" and cone) but it seems it should be our ranged weapon - its a rifle right??? Plus, last I checked, acid once landed eats away at stuff... give it a DOT!


3. Remove the Grenade tree and replace with a Launcher Pistol tree. Then, mix the Grenade certifications among the 4 trees... For example, the Glop grenade would be on the acid rifle line as an additional cert. If the grenades were made more usefull they could be a reward for the completion of each tree.


4. If the Flame Thrower needs anythingit is the 64m/+0 that is wrong. In my mind, a flame thrower is a "sloppy" weapon and the range modifer should be equal or increasing from 16m in to 0m. Also, see proposals under #1.


5. Remove Pistoleer line specials from working on the Launcher Pistoland create new specials under its new tree (see proposal #3). It's own knockdown would make sence (5 rockets to the chest... hello...)


I know not all will like these, but I believe it will go a long way to reducing the number of Commando abusers out there (wound tef exploiters), while also giving masters the credit they deserve for sticking to it.




"It is in self-limitation that a master first shows himself." - Johann von Geothe
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