Commando Archive
Thread: Commando stuff for you to look at
LukeHalcyon
I don't think that's going to happen. If you look at the skill tree you'll see that if they don't make us go up the pistoleer tree for specials that we'd be unstoppable with a little bit of dabbling. The way its currently setup we've got to pick our poison in terms of offensive abilities and defensive mods. I think its setup nicely because I've literally worked through every possible permutation of what else a master commando can have including massive defensive mods from tera kasi, pistoleer...etc but it always comes ata price of not being able to usea certainspecial, goodranged defense, quickly runthrough rough terrain with any speed, or even defend ourselves against knockdowns. Its all there and we can have any of these we want, but we can't have them all.
A huge player in all of this is whether or not the pistoleer speed and accuracy modifiers effect the launcher pistol. If they do then we've got another decission to make or we can sacrifice speed or accuracy for defensive mods and more special shots.
Commando's should be the ultimate dabblers in the game imo, problem is that some of the permutations require massive amounts of combat XP, the one that gives us 400 XP points at max no matter what we kill by ourselves. So that's another give and take scenario, if we want to be incredibly powerful and have good defenses its going to take a loooooong time to create that character on hte skill tree.
OK, I feel much better. I'll be continuing my progess toward Commando as planned. I just wish I had finished my Unarmed before the VKnuck nerf ![]()
Wht would they? Look at the damage TYPE. DX weapons do acid damage, so use them against targets with that vulnerability. Against soft targets, use theSRCombat pistol. Against heavily armored ones, use the Tangler. There's more to weapons than ARs.
Stelsvik wrote:
BTW, DX2 pistols don't seem to do any additional damage to AC = 0 targets. I can do more damage using my Scout Blaster still.
Holocron wrote:
MysticDikk wrote:
So this will take what, another month to implement?
We implemented it all yesterday.
Our goal is to try to work through all the correspondent issues over the next week.
In the thread opener you said
"Here's the changes that we are trying out for Commandos on TC shortly... "
Just curious, was it implemented Yesterday (the 13th) or it will be implemented shortly?
EXCELLENT!
I still am concerned for the ranges. It sounds like you guys are going in a good direction. But, I still have a concern with max ranges, specifically towards grenades. I am still receiving too much splash damage from grenades, and would like to see their max range increased from 20m to 48m. This would help us be able to throw from a safe distances when possible.
My other concern is for specials of the FlameThrower and HAR. It would be nice if all carbine specials from marksman and carbineer applied to the Flamethrower, and all the marksman and rifleman specials applied to the HAR. Similar in the way Pistoleer and marksman apply to the Launcher Pistol. This will allow us to apply everything we earned as marksman to our new profession. And, if we want added boosts to specials, then we can go to either of the elite professions of Rifleman, Pistoleer and Carbineer.
Once again, thanks for that awesome post!
FunykO
Sorry it's took so long to get a reply in on this, I had to spend an hour explaining to the guys from the looney bin why I was acting like a crazed animal.
After months of bugging, pleading, ranting, raving and prayers, we GET FIXED!! (At least to the point we aren't totally useless.) I LIKE IT!
The only thing that doesconcern me is this.
Holocron wrote:
We're talking about whether to remove the defensive mods given that the dmg output is so high now...
Given that we get just 3 additional modifiers in the whole tree, this is something to pay attention to. Granted, they are so small as to be insignificant, but we'll have to see how it turns out.
COMMANDOS!!!! WE HAVE PREVAILED!!!!
Amazing how I can shorten lists.
Look.
1. Removed specific resource requirement from draft schematic for Flame Thrower, Acid Rifle, Grenades, Particle Beam, Lightning Cannon, Acid Beam, Rocket Launcher.
2. Improved damage and range values for Flame Thrower, Acid Rifle.
3. Rebalanced special moves for Flame Thrower, Acid Rifle.
4. Fixed bad range modifier for midrange for Flame Thrower, Acid Rifle,
5. Fixed Particles for Flame Thrower, Acid Rifle, Acid Beam.
6. Increased damage for all grenades (including light fragmentation)
7. Slowed down grenades (their attack speeds were not in the correct format)
8. Improved damage significantly for Particle Beam, Lightning Cannon, Acid Beam, Rocket Launcher
9. Added ideal range modifiers for Particle Beam, Lightning Cannon, Acid Beam, Rocket Launcher
Ideal ranges are arrayed in this order:
acid rifle - 16m ideal
lightning beam ideal is 32m
particle beam 48m
rocket launcher 64m
Mmmm.
Here's hoping.
Missing of course is:
1. What is the Ideal range for flame thrower and Launcher Pistol?
2. Is the Launcher Pistol Ideal Range being fixed?
3. Is the accuracy for the Acid rifle being fixed? You end up with 2 different ones
4. Threaten to take away our defensive bonuses? LOL, you must be thinking Pistoleer. I'm fine with you taking away our lousy bonuses. You leave us with enough skill points to train in Pistoleer (king of defensive bonuses)
5. Will the AOE on Flame Thrower and Acid Rifle hit EVERYTHING within 18m? I mean, unless say they are prone, it should be irresistable.
6. Will specials be added to the Launcher Pistol making the idea of also training Pistoleer silly?
7. Is the Knockdown on Bounty Hunter Carbine 3 meant for them or us? It reads shooting flames at target. Sounds like a Flamethrower attack to me. We have no knockdown. BH have 2 at least.
8. Is there a point to the Master Unarmed skill prerequisite? Will we get any use out of it?
Stelsvik,
There are only 2 pistols in the game that are AR1(light) those are:
SR Combat Pistol and Scatter pistol.
The DX2 does the same damage type as the HAR. And has the same AR0(None). This is exceptable to me.
The Launcher pistol on the other hand should be better then any other pistol with respects to AR. Perhaps AR2 IMO.
4. Threaten to take away our defensive bonuses? LOL, you must be thinking Pistoleer. I'm fine with you taking away our lousy bonuses. You leave us with enough skill points to train in Pistoleer (king of defensive bonuses)
8. Is there a point to the Master Unarmed skill prerequisite? Will we get any use out of it?
Those two statements go together. I take it you haven't looked at the tera kasi skill tree. Pistoleers havetiny defensive bonuses compared to tera kasi. And any commando can become tera kasi. Everyone should go through all the different perumutations before making judgement.
Excellent. My jedi mind trick worked.
Seriously, thank you, Holo and thanks to people from other professions who supported the lowly commando.
I'll be disapointted if this is indeed the case, as far as mods go I don't think they compare much to the ability to use special attacks, and as this is our main weapon we should have 3 types Carbine, Pistol and Rifle, therefore it means we can choose which Launcher we want to use, or use all three with some skills in each.
It just feels wrong to have the specials for my weapon in a total other profession. You will also need to level Pistoleer with a normal Pistol to actually to be able to use the specials, basically to get better with the Launcher Pistol you hafta use another standard pistol, so my experience with a Launcher Pistol doesn't make me better with it. It just doesn't make sense to me, my remainging skill points should be mine to choose cos atm I feel forced into being a Pistoleer...
BTWI want to reiterate to the Devs: Good work, it's looking good, but please do something about the problem I have with the launcher Pistol, Commando's should be independent and not rely upon other Professions to make thier own weapons work well
Thanx