Commando Archive
Thread: Commando Issues Designer responses
Lets not also forget the huge amount of work it takes to become a commando and for what? To be the weakest class amongst even the non-elite classes? A freaken enertainer could beat us with his instrument.
Then the developers complete lack of consideration for any of our request.Is it that hard forwhoever is in charge ofthe commando(is somebody in charge? or is a monkey just randomlypressing buttonsto the respones) to come and directly speak with us. I believe it would be a lot more efficient and better, but instead they have implemented a "middle man," which unfortunately has made us more frustrated.
-Aaron
Guys,
I don't know if this will help - but here goes. Way back in design phase (i.e. way before beta) there was a Combat Engineer idea - someone who's purpose was to take out faction structures on battlefields. I think the commando has inherited this purpose. Therefore your weapons are short-range, powerful and long recycle times. What they should all have is an AP rating of 3 to get through AT-AT armour for example - I don't know if that's the case currently.
I'm guessing this is the reason for the marksman qual - so that you have other weapons to use when not blowing things up. Commando weapons were never meant to be used in PvP one-on-one, that's why they aren't going to be changed.
Also - I use heavy weapons in RL. One-man shoulder-launched rockets have much less range than even an assault rifle (~150m effective vs. 3-400m). Not 0, but then again snipers don't shoot from 64m either right?
"These are meant to be extreme close range weapons. "
I've been reading these forums since the first day of the release, but this is my first post. I've been a commando for a few weeks now and have tried to give SOE a chance on fixing the problems.
But these answers are just disgusting. The 0.0 range is the worst answer of all. The only way to be 0 meters from the mob is to be inside of them (the distance is calculated to the center of the MOB).
ThisIS possible using LAG, and continuing to push your way into and around the mob. The mob will try to back off, but if you keep circling it by pushing against it, there will be split seconds when the range will be 0 exactly.I have experimented a lot with the flamethrower using this close range technique. What i have noticed is that when you're inside theMOB (and the distance is 0) you have pretty good accuracy even with the flamethrower. But by moving away only 5 meters that accuracy drops to -50.
So, ifwe're supposed to be at close range, it should at least be at a range where the mechanics of the game allow it (5m). Right now unless you can keep pushing yourself INSIDE the mob, you can NOTbe 0 meters away.
But in general this has to be the most dishearteningreply i have ever seen from any MMORPG i have played (DAoC, EQ, AO).
Well this will probably be my first and last post. I wish all of you luck fellow commandos.
Sincerely,
Mcsha
Q did you even tall talk to devs about the commandos or did you just make something up as you went? I'm not even inthe professions and I knowa rocket lancher is a long range weapon.
Uh, yeah who doesn't...I thought it was obvious. Q ever thought about taking a basic technology course that explains the purpose of Rocket Technology?
(No offense to Q, whom I am sure is an intelligent and lovable person! I just had to make that known...cause really Im human and even me, my ascended self, get angry sometimes at such idiocy. Sorry)
WilmePelin wrote:
Guys ... don't kill the messenger
It's his job to put up with this - and then pass it on to the people who deserve it. That's the #1 line in aCSR's job description, right above "other duties as assigned".
That said rockets (modern ones anyway), anti tank or otherwise are essentially equally accurate at all ranges up to some extreme point where they taper off. Which in game terms reads ideal range 0, mods 0/+something/0. Of course they fire slow, and do huge damage, which isn't the best game play wise (in PVP) but they could try and fix that.
There are a couple of good (if not small things) there for you commando types. The cert fix and the flamethrower/grenade/pistol thing seems to be not bad. Everything else seems to be just really poorly thought out.
What I don't get: If special moves are supposed to augment the default attack rarely shouldn't the default attack not totally suck? You either need ok specials that can be used frequently and crappy regular attack or good specials that get used rarely and a ok default attack. Right now commandos seem to be getting screwed. Even if special attacks are extremely good the default attack is so bad you're going to be better off cycling weapons, which is kind of silly.
The grenades being a weaponsmith thing concerns me. At least if they come in lots of 5. I'm a bounty hunter, I get piles of the stupid things on my missions. I gave them to a commando friend of mine and he just eats through them (obviously). Unless weaponsmiths can make them in like stacks of 1000 they're going to need to move that stuff to commandos so you can make your own (like scouts making traps), since finding a weaponsmith willing to waste time making factory crates full of them will likely be difficult. Although swg commandos aren't really commandos in the modern sense a modern commando can make his own explosives at least.
Ill try the patch. If it doesnt work I dump commando its fairly simple.
I just read this post... I guess he is pretty much saying "Commandos are made to be scucky, no matter what people say" I think this really bites.... and think, are flamethrowers really that rare WHEN YOU ARE IN THE MILITARY??? Maybe in real life they are rare, but if you start working for the Russian or some foreign army.....
KEVIN O'HARA DON'T YOU GET IT? WE ARE UNHAPPY AND COMMANDOS SUCK (_._)
Sinron wrote:
Ill try the patch. If it doesnt work I dump commando its fairly simple.
Ill dump this game.