Commando Archive

Thread: What is Our Number One Issue?

KargRegal
Wed Sep 24, 2003 12:56 am
#92

Please give Solstise's post some serious consideration, especially the redefinition of the Field Tactics tree. I think it is well thought through and could add some significant depth (and fun) to the Commando profession.

Karg Regal
Novice Commando
Ahazi
Dedith
Wed Sep 24, 2003 4:27 am
#93

I have to agree with most of ths posts on here..


The non-consumable weapons and thier skill tree(s) need to be looked at. Flamethrower is busted in the dot applies full dmg, the HAR is not all that great,the launcher pistol is AP0 and we get no specials with it (thus relying upon other elite profession skills for it's usage) and we get no better at using the pistol either.


IMO and also mentioned a hundred other times on this thread, fixing the FT dot, making the HAR AP1, and launcher pistol AP1 would be an awesome start. Moving the HAR to the FT skill line and making a pistol skill line in it's place w/ skill mods and specials (that only work with the launcher pistol and don't stack with pistoleer mods) would be a good step in the right direction.


-Sedory (Smuggler/Commando)

Romelius
Wed Sep 24, 2003 8:29 am
#94

1.HAR has no defined use besides damage type even then it still sucks.


2.area affects dont work right unless monsters are standing on top of each other lol


3.Componenets to get charged weapons still to complicated this results in way higher prices and weaponsmiths unwilling to make.


4 master commando has nothing in it making it worth getting besides the titiel lol

SapperJack
Wed Sep 24, 2003 4:14 pm
#95

Solstise has the right approach. If fixing the HAR is the best they can do ... well, it begs the question of where we are going and how we're going to get there. Yes, the HAR is tragically busted, but fixing it in a vacuum is a piece-parts, patchwork, short-term solution that will have to be revisited later, anyway. (I'm 2, 4, 4, 0).
Poisonlilly
Wed Sep 24, 2003 5:06 pm
#96

Oops ya that was the wrong board lol



Poisonlily Deathspire
Master Smuggler/Pistoleer/CH
Organized Confusion - Ahazi
StickHolder
Wed Sep 24, 2003 6:28 pm
#97

Launcher pistol issue for sure. 2-3 specials added to the tree for the launcher pistol would make many commandos extremely happy.




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Pvt
Wed Sep 24, 2003 9:39 pm
#98


GRENADES, GRENADES, GRENADES, GRENADES, GRENADES, GRENADES, GRENADES




Please fix the grenades!


There are NO special moves for grenades


There are NO damage modifiers for grenades


There are NO schems for the optinoal componentswhen crafting grenades to makebetter for grenades


They have NO accuracy whatsoever


They do NO damage compared to every other elite weapons in the game.



I am such an idiot!!!!!!! Why? because I based my entire character around grenades!!!!!! You think so now too don't you? Well it's cool because I am an idiot hell I based my entire character around GRENADES.


Weapons Smith, 2 trees filled up, Munitions and Weapon crafting techniques why? To make grenades.


Commando, 1 tree filled up Field Tactics why? To throw Grenades


Master Smuggler, why? To Slice Grenades!



I'm such an IDIOT............

Message Edited by Pvt on 02-17-2004 02:51 AM



Miston
Been there, did that first over three years ago.....so save the oooh ooh pwnt posts and impress me ingame.
Piscesmatt
Thu Sep 25, 2003 2:53 am
#99

In my honest opinion, the largest issue for commandos is the fact that weapons are being considered by the game as Melee and causing way too much damage in PvP. People are going to whine and cry about it until Commandos get nerfed because they don't understand the problem.


The sooner that gets fixed, the sooner people will quit crying, and the possibility of Commandos becoming impotent again is severely reduced.

GalacticRanger
Thu Sep 25, 2003 4:40 am
#100

1. Make Master Commando worth getting


2. Make the HAR worth using




-=Stop Nerfing, Start Fixing=-

-=WookiePaNub: Imp Wookie=-
Sunrunner, Naboo
TerasXiris
Thu Sep 25, 2003 4:58 am
#101

i think everything is fine excapt 1 thing


the titles arnt right why would u call someone with flame thrower spec 4. a grenadeer common please fix that as the finishing touch on commando =)



(ow yeah not to forget that a flame thrower acts like melee damage that isnt right lol)




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'ymphetamine
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Broma
Thu Sep 25, 2003 8:18 am
#102

I think the HAR needs to be fixed and under heavy weapons add Deployable Turrets.. one time use and it adds to the weaponsmith branch aswell..



david_iaeger
Thu Sep 25, 2003 10:12 am
#103

I haven't even made commando yet, but I alreadydread having only one weapon worth using. And from the guide, it sounds like the FT is gonna miss a ton until I hit the 3rd box anyway. So it's gonna be LP to FT and then what? Just having the HAR fixed isn't gonna cure my bordom. I'm with the people that want grenades fixed, or combining the FT and HAR trees to make room for another, or adding some unarmed stuff. I don't expect all that to get done, but please come up with something else unique to our profession that is worth using.

Thjodrek
Fri Sep 26, 2003 11:54 am
#104

Well coming from a military background myself, the things commando needs are:



1. Skill Tree #1 Chemical Delivery Weapons



  • Box #1
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