Commando Archive
Thread: Reports to Commando Correspondent
I didn't really read much of that. I'm slowly on the path to becoming a novice commando (Unarmed licks complete Gubbur nuts) Am Master Marksman and Novice Pistoleer (I will probably continue down the Pistoleer path even with Commando, seems the logical way to get the combat exp I'm going to need)
What I'd like to see in terms of improvements on Commandos
- HAM Stats for Heavy Armor (Composite) given reducers. If you are a commando, you no doubt will be used to wearing heavy armor and operating within it. Being a Master Commando should mean you can wear the best armor in the game without buffing. This will effect movement and also in-close unarmed combat in a logical world but would give the Commandos exactly what they need to be effective in their team - Tank Status
- Reduced Skill points in any of the other ranged combat weapons. We should surely be able to bea master of each weapons craft if we choose to be due to the level of weaponary we have to use to become a commando. Commando is probably the hardest craft to build in
- A purpose for unarmed combat. Why did we slave away to get those skill points if we're never going to use them again? You'd figure that they could replace this with chemical crafting of some sort (in order to create explosives in field)
- Accuracy Shots - I.E If I want to target someones freaking mind. I can target it. Surely after learning how to do that throughout being a Marksman, I'd be better equipped to do it with my launcher pistol
- Commando Missions where you are given a team of NPC's to take with you to take out larger bases or even capture the bases using your specialities.
- Futher ascendancy with Commandos.. I.E After becoming a Master Commando and attaining a certain level, being able to forfeit combat/weapons exp points for further skill points towards Medical/Smuggling. Sure we don't want people to have the entire set of skills themselves within 3 months, but say if you've been playing a year, you should be able to continue adding to your skill base by forfeiting large amounts of combat/weapons exp.
I don't know how Space Flight/Vehicles will change the way we play the game, are we going to need professions there? I consider Commandos to be the be all/end all of combat. Surely we should be given great soloist status with boosters, We've slaved the hardest to get to Master Commando
Hm - after reading all of this.
I'm swaying away from Commando path. I'm going to become a Pistoleering Bounty Hunter. Why? Seems Commando doesn't get enough advantages to being the slave master it is to complete. I'm a Master Marksman and Novice Pistoleer. It's going to take me less time to quickly get together the Survival Experience I need to become a Master Scout and then BH then it will for me to complete Unarmed
Krastyn wrote:
I didn't really read much of that. I'm slowly on the path to becoming a novice commando (Unarmed licks complete Gubbur nuts)
Ha ha ha ha ha {laughing hysterically}! I love the expression.
I like your idea of reducing the HAM penalties for wearing armor. The short range of our specials, our weapons being classified as melee and several other things lead me to believe that the game designers see commandos as powerful close combatants. It seems to me, that being able to more easily wear heavy armor goes along with that vision.
Thanks for your input.![]()
Just read your recent report.
Good job.
For the next report can you possibly mention that pistol HAM costs are way too low in relation to other weapons.
Also please point out that its hardly fair that a bounty hunter with a pistol can set someone on fire at a range of what? 100 meters? While a Commando with a flamethrower has to get within 16 meters. This makes absolutely no sense. Three possible fixes are increasing the range on the special moves or removing the fire effect from the BH special move.
Furthermore the imbalance increases when one takes into consideration that the person who is 'spcialized' at seting someone on fir gets one try every fifteen seconds or so... while the BH can merrily chirp it away at one per second with little to no HAM cost to them compared to other weapons.
Again, increasing pistol HAM costs levels the playing field for -all- professions.
I -really- like your idea for armor bonuses for Commandos. Whether it be actual percentage protections, armor class bonuses, or decreased encumberance...
One last thing... And this is something for the future. Something we need to stick in the forefront of the dev lobe long before it arrives.. and indeed... this will round out the class and make it shine.
In the Star Wars Universe, Commando's role have always been to 'tron' vehicles.
When you tron something, you make it crash, explode, melt, etc.
The SpecOp Commando slang for Star Destroyers is '174k'
as in '174k design problems waiting to be exploited'
Commandos admire light sabers and UCT's (Universal Cutting Tools) and love the way they asssist in poping a grenade into the innards of some vehicle.
So again, where Commandos should and will shine... is incapacitating vehicles.
This ATST thing with the blast damage is a step in the right direction ![]()
So anyway...
Good job with the report.
I look forward to reading more written by you.
The launcehr pistol needs some skill boxes. perhaps merge the FL and HAR into one tree and give one tree to launcher accuracy and speed bonues. Plus 2 specials. Nothing high damaging but something. WIth the recent nerf more emphasis has been palced one using the launcher...but it's just not doing anything in comparison to other Elite/hybrid classes. Think about it...what other class gets a weapon and then gets NO specials or mods for it?
Sorry about that first one stupid pop ups messed it up. Ok anyways, I don't know if it's me, but i always find that i'm getting blasted to crap by other players and npc's I'm novice commando (flame 1 and tactics 1)/doctor. I dueled a guild member who had just trained as novice gunfighter and i was wiped out i missed 3 times with flamesingle 1 (It's not the weapon b/c my flamethrower is 4.7 560-1026 dmg 20.34%wound and i forget the stats) i was fighting somewhere from 0-10m away from him moving and i wanna say he missed all of 4 times as compared to me missing everytime. We dueled numerous times and i wanna say that i dodge all of 3 times. Maybe it's just me and i'm the only one having a problem with the defenses for commando, but even when you check the skill tree you have all your defenses from master marksman/unarmed IV b/c you get all of +5 to melee defense and +5 to ranged defense at tactics 3 & 4. Please do something or tell me it gets better b/c so far it's just annoying.
P.S. Kill the gungans or they'll come and get ya like the canadians. (no offense canada)
Clron,
Novice Commando/Doctor
Hackmaster "To drive your enemys before you and hear the lamentations of their woman"
we don't actually do more damage except with our specials that have 12-15 second delays and we have to stop to shoot. anyone who is not a complete retard just stays out of this range. last night in pvp my flamethrower was only hitting for 200 ( we need an AP weapon) while i get hit with underhand shot / torso shot from 64m away. I'm not saying that we should doore damage or lose the delay, but we should be the best combat class period. I still feel that BH is the best class in game--
Yeah i would love some wookiee armor. I am new to the commando land so here are all my stats.
Sever : Flurry
Weapon : Flamethrower (love it)
Attack Speed : 3.9
Min Damage : 446
Max Damage : 840
Wound : 18.6%
HAM : 72.17.17
Skills
Brawler : Unarmed
Marksman : Master
Medic : Master
Scout : Exploration IV , Hunting IV
Commando : 1.0.2.0
Creature Handerler : 0.0.0.0
And I also have a house on Tatooine in Bestine -1883, -4412 free place to stay and hang out if your there.