Commando Archive
Thread: Commandos: What are your top 5 issues?
Actually Accuracy Means more damage. It does effect how much you miss, but It also greatly effects the actual damage you cause once you have hit something. With any other weapon but Heavy Weapons when you prone it increases your accuracy. People don't prone to hit more, they prone to cause more damage. However I do agree that we need more speed and mods on all weapons. Alway keep in mind that Combat Spam does not equal damage caused. (CombatSpam != DamageCaused) = True.
Ivoni wrote:
I love writing a state of the profession and not having it read. Really swell.
5. Master Commando - Yes now is more accurate with 3 weapons. But no speed? Master Commando is supposed to be more powerful (i.e. more damage) not just miss less. Also needs it with ALL weapons.
Well, I just got Novice Commando last night, so I have no real playtime to develop any issues yet. But I do have 2 concerns/questions;
1) - The 40k Combat Exp requirement to gain Novice Commando. The other fighting/combatant skills needed, do not render this required Exp. So what happens, is you finish all the skills needed, then spend time grinding away at that 40k. Now, I have no real problem with this, other than you have to use a weapon (rifle/carbine/pistol/unarmed) to get that Exp. Why? NONE of those are used for ANY MORE exp benefit in the Commando Tree. It's all Heavy Weapons Exp and Combat Exp. SO, why not make the HAR, based on Rifle Exp (I know, crazy considering it's a Heavy Acid RIFLE) that way we can get our Combat Exp for Novice and at the same time at leat start banking some usefull Weapons Exp. An example would be Bounty Hunter. It too requires Combat Exp. but you can use Pistols to grind that, which just about allows an immeadiate training for Bounty Pistol Specialization 1 when you reach novice.
2) - The Unarmed aspect. What's the point of this? This is making us use somethinng that again, has no bearing on the profession. The only slight benefit of this is the +2 Melee Defense, which completely overrun by the 2.5X Melee Damage Modifier anyways.
3) - As I've only used the FT, this applies only to that; Why do I seem to be SO inaccurate with it? Not using specials, I can expect to hit my target only once out every 4-5 shots. I used OverCharge 4 times in a row once. Not one shot hit. That's a little bit ridiculous if you ask me.
dnm998 wrote:
1) - The 40k Combat Exp requirement to gain Novice Commando. The other fighting/combatant skills needed, do not render this required Exp. So what happens, is you finish all the skills needed, then spend time grinding away at that 40k. Now, I have no real problem with this, other than you have to use a weapon (rifle/carbine/pistol/unarmed) to get that Exp.
C12 Grenades. Everyone can use them. 110% combat xp. I bet you would have payed a pretty penny to have that over in 1-2 hours, huh?
As a novice commando or even with FT I and II, the flame thrower is pretty inaccurate. I am a master and I only miss once our of 4 or 5 shots.
dnm998 wrote:
3) - As I've only used the FT, this applies only to that; Why do I seem to be SO inaccurate with it? Not using specials, I can expect to hit my target only once out every 4-5 shots. I used OverCharge 4 times in a row once. Not one shot hit. That's a little bit ridiculous if you ask me.
Yeah, but I shouldn't have to cheat my way in.
PadawanChong wrote:
dnm998 wrote:
1) - The 40k Combat Exp requirement to gain Novice Commando. The other fighting/combatant skills needed, do not render this required Exp. So what happens, is you finish all the skills needed, then spend time grinding away at that 40k. Now, I have no real problem with this, other than you have to use a weapon (rifle/carbine/pistol/unarmed) to get that Exp.
C12 Grenades. Everyone can use them. 110% combat xp. I bet you would have payed a pretty penny to have that over in 1-2 hours, huh?
atytula wrote:
As a novice commando or even with FT I and II, the flame thrower is pretty inaccurate. I am a master and I only miss once our of 4 or 5 shots.
dnm998 wrote:
3) - As I've only used the FT, this applies only to that; Why do I seem to be SO inaccurate with it? Not using specials, I can expect to hit my target only once out every 4-5 shots. I used OverCharge 4 times in a row once. Not one shot hit. That's a little bit ridiculous if you ask me.
Well, that's a little comforting I guess. A little. Thanks.
C12 Grenades. Everyone can use them. 110% combat xp. I bet you would have payed a pretty penny to have that over in 1-2 hours, huh?
Yeah, but I shouldn't have to cheat my way in.
Using Grenades and Traps to get 110% is the way the game is set up...it's not a cheat or a bug...the Dev's want you to fight battles not just using the same weapon over and over, but to actually use some strategy...that's why they give you 110% for using Traps and Grenades. In fact, in the best way I found to get my combat xp for Novice Commando was to have at least Trap 2 or 3...and throw plenty of them each fight...that maxes the combat xp...It is the same thing with fighting grouped...you get a bonus on all your xp when you are in a group...so if you group and your partner stays out of the fight, you get all the xp, plus the group xp bonus...Not a cheat...just the game mechanics...
1. x2.5 melee damage on us when using flamethrower or acid rifle. If we are going to get nailed with this, get rid of the unarmed requirement to be a commando.
2. Acid rifle just plain sucks. Do we shoot a bolt of acid or a aerosol mini-blast that wouldn't corrode a ant? Add splash damage, or area of affect.
3. !@#$ or get off the pot, someone decide which class gets Beam Rifle certification if any. Still trying to figure out why we need master marksmen when we are not able to use any rifle specials or carbine specials. We can use pistol specials and ranged support specialsthough and get exp for using them. The only rifle we have reguarding commando is acid rifle, which again sucks (see#2). Shouldn't it be called acid sprayer? I don't know if flamethrower was supposed to mimic carbine?
4. Lump heavy weapons in with grenades. Create 3 trees, one for each flamethrower, acid rifle and launcher pistol.
5. Commandos are supposed to be close combat expertsand able to pick up almost any weapon and fight. Let us use any weapon from any class without a penalty, or remove the unarmed and full marksmen requirements.
Was this request just to appease us until you get a corrispondant that will be ignored?
Looting takes too much time. Can we get flame throwers that knockdown, DOT, deathblows then loots for us?
Surface to Surface missles would be cool too. Maybe let us strap a SCUD on our mounts? Nothing too huge just like 9000-15000 damage would be cool.
#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.
#1) I am amazed that more people have not mentioned this. This is by far my biggest hindrance as a Commando. As an example, I was out hunting on Dantooine two nights ago and got attacked by one, count them '1' Huurton Stalker, I had my flamethrower equipped and was slain in two hits. Well once I cloned and got to see what articles on my got damaged for, I ran back out there and took him and the rest of the nest out with my VK. Hmmm I have unarmed but if I equip a less then 16m heavy weapon I die, but I have the skills to do unarmed, and if I choose and do unarmed I live. Tell me how is that supposed to work?
Either drop the requirement of unarmed so you can tell us "to bad you are a ranged class," or have us keep the unarmed (which I vote for because I love Tera Kasi) and lower the modifier to ~1.25x for PvE and 2.0 for PvP. This way we don’t die from gnorts and melee players aren't roasted and upset because we are to over powering in PvP.
I understand why there are the modifiers for each class of ranged weapons and I can somewhat agree with the rifleman having a 2.5x mod, but there weapons and specials are 64m, Commandos work within the 16m. If you look at Pistoleers there range is still further away then Commandos and they have what a 1.5x mod and they don't even have UNARMED.
I am really sick of dying and getting incapacitated by randomly spawning mobs because I have a heavy weapon equipped. I understand if you want balance in the game for PvP then, at least I can live with a higher PvP modifier. But making us work through something, using skill points, working with specials at close range, and getting no benefit for them or punished is a little to hard to understand and take.
#2) HAR this is just about a useless as holocron shards. What most of us would like is to have it removed and given a different weapon in its place. Is this necessary, not really if it was made a working tree and actually stacked the bonuses received from level up in it would make us happy.
#3) Launcher Pistol - great weapon but it hasn't been used since I got Flame 1. What would be great would to have a tree for it, some specials and speed bonuses for it, look, the HAR tree doesn't work put it there.
#4) Grenades - Everyone else has mentioned it before, but in case anyone missed it. It would be nice with some status changes for enemies i.e. blind, stun, knockdown (Proton). And make them more accurate, I hardly ever use them and if I am going to use an expendable I shoot a PBC. Make them more appealing to use and more accurate and most people won't care about the price because they can now see a purpose for using them.
#5) Ivoni for President, well if not that then for correspondent.
Thanks and Please change the 2.5x mod its killing me, no really its killing me.
1. Field Tactics should be just that, not an inferior weapon (ie grenades). Suggestion would be to make grenades have some sort of effect that would actually be beneficial. I've seen NPC's throw cryoban grenades that would freeze players, but I've never seen my cryogrenade freeze and NPC. The other grenades should stun, push back, knock down or have some other state effect along with the damage they do to actually make them useful Tacticly (I hope that's a word).
2. I was under the impression that the HAR would have a DOT with its specials but the BH LLC doesn't have one either so maybe I was just incorrect. I don't use this weapon much other than as an alternate to the flame thrower, AFTER I have already used a flame special on a creature and that creature has a lower acid resistance than heat resistance.
3. I don't understand the point of the launcher pistol. You don't get any benefit from using it other than getting heavy weapon xp AND you use pistol specials with it. This should probably be its own track with its own set of specials, otherwise get rid of it and give pistoleers a new gift.
4. Its too easy to make Master Commando. All I have to do is go to Endor with my mountain krevol and use flame specials on anything I fight (up to yellow cons) and I can make master commando in a couple days after getting flame 1. I don't believe ANY other combat class is this quick to advance. Part of the reason is having 3 skill branches that use the same exact experience type. I would suggest making a Launcher pistol branch that that earns pistol xp and has pistol xp. But better yet, I would remove the launcher pistol completely and make a carbine skill tree with a new commando carbine that would be like an assault rifle (M-16). Then I remove the flame and acid trees and create one tree for heavy assault weapons skill tree that gains its own type of xp. Then I'd create a heavy blaster rifle certification out at novice, Acid Rifle certification at level 1 and flame certification at either level 2. Possibly even raise acid rifle and flame higher. Also the Heavy Blaster Rifle should have less damage then the acid rifle and flame thrower so that the later weapons will be wanted unlike the other combat professions where earlier certifications are more powerful than later certifications. Then finally keep the heavy weapons support class just the way it is and have it give combat xp.
So in summary you would have these four skill branches in my proposed commando.
1 - Commando Carbines (with a new Assault Carbine weapon)
2 - Heavy Assault Weapons (with a new Heavy Assault Rifle, Acid Rifle and Flamethower)
3 - Heavy Support Weapons (same as before but give out combat xp)
4 - Field Tactics (with new abilities to grenades, also giving out combat xp)
And here are 2 options to my suggested commando branch.
1 - Merge Heavy Support Weapons into into Field Tactics (and possibly remove the grenades) to make room for a Commando Pistols tree that uses the Launcher Pistol.
2 - Merge Heavy Support Weapons into into Field Tactics (and possibly remove the grenades) to create an unarmed skill branch.
I've already dropped commando (as you can tell from my sig) but I would DEFINITELY pick up commando again if something like this were to be put into place where each skill tree had a distinct and useful skill. Something I look forwrd to in role-playing games is advancing my character. When mastering a class becomes so easy the game loses interest. I don't want to keep building my character and then essentially becoming level 1 all over again to build a new profession.
Professions should all be balanced in that they should take similar amounts of time to master, rather than Commando that can be mastered in a couple of days and BH that will take a life time to get through the investigation branch, but that's for the BH forum.
Well I believe that this will be gone soon with the new damage migration but i'm not sure when, it might be before or with the CH "nerf" patch.
FiZZioN wrote:
#1) I am amazed that more people have not mentioned this. This is by far my biggest hindrance as a Commando. As an example, I was out hunting on Dantooine two nights ago and got attacked by one, count them '1' Huurton Stalker, I had my flamethrower equipped and was slain in two hits. Well once I cloned and got to see what articles on my got damaged for, I ran back out there and took him and the rest of the nest out with my VK. Hmmm I have unarmed but if I equip a less then 16m heavy weapon I die, but I have the skills to do unarmed, and if I choose and do unarmed I live. Tell me how is that supposed to work?