Commando Archive
Thread: Commandos: What are your top 5 issues?
2.5X Melee Modifier Should not be a concern.
I would have to say this it is a good idea to have this. First off none of our heavy weapons are effective within melee range. There is Zero reason to have your Flamethrower or HAR equiped within 10m or our opponent. We need to use strategy. We have +20 unarmed toughness. This gives melee defense when we go unarmed. Our battle strategy should consist of appling the Flame DOT first. If we are not in danger of being hit by Melee attacks then continue to use the flamethrower. If you do get in danger while you are recovering from the Flame special unequip the flamethrower. This allows us to use the +20 unarmed toughness. Afterwe recover from the special andwe are under melee attack, apply HealthShot Bleed with the Blaster Pistol then go unarmed again. If necessary apply Center of Being and Peace. We have +45 Unarmed Center of Being Effecienty. It is more effective under Peace. We are practicly our own Tank. This should give us plenty of time to allow the DOT's to run their course. This is also a great time to use Grenades to finish the Target off.
We should not be effected by this modifier and even without it there is no reason to have the weapons equiped within Melee range. This strategy does not account Armor or Medical Skills which would both increase our effectiveness surviving battle.
Wow! I pass out for a day from finals at school and then this happens. As I had faith in a lot of you guys stated whats on my mind, hopefully the sabbotagers get ignored.
In short for me.
1. make the weapons other than flame thrower useful especially the HAR. Make it less damage than flame of course but like our rifle similar accuracy to rifles in the rifleman tree.
2.I think the damage mods are going right? For all professions not just ours. I think thats a bad way to balance.
3. Grenades in field tactics are worthless and I think the grenade skill mods should go with the heavy weapons skill. Field tactics should be like entrenchments or to be able to fortify an area. I dont want to steal skills frm another profession.
4. Well heck. Truthfully Im really happy with the profession asside from only really using the flame thrower since its the only weapon that seems to work and the fact that I gotta hide behind a pet to survive unless I take on the same things I did at novice marksman.
5. Oh yeah, the burn effect. Needs to be cut back a little and wounds lightened. In PvP there just needs to be a system in place to stop incap spamming or cloning and charging back in in general. You neeed to just win the fight then the fight is over.
HarrisMoD wrote:
2.5X Melee Modifier Should not be a concern.
I would have to say this it is a good idea to have this. First off none of our heavy weapons are effective within melee range. There is Zero reason to have your Flamethrower or HAR equiped within 10m or our opponent. We need to use strategy. We have +20 unarmed toughness. This gives melee defense when we go unarmed. Our battle strategy should consist of appling the Flame DOT first. If we are not in danger of being hit by Melee attacks then continue to use the flamethrower. If you do get in danger while you are recovering from the Flame special unequip the flamethrower. This allows us to use the +20 unarmed toughness. Afterwe recover from the special andwe are under melee attack, apply HealthShot Bleed with the Blaster Pistol then go unarmed again. If necessary apply Center of Being and Peace. We have +45 Unarmed Center of Being Effecienty. It is more effective under Peace. We are practicly our own Tank. This should give us plenty of time to allow the DOT's to run their course. This is also a great time to use Grenades to finish the Target off.
We should not be effected by this modifier and even without it there is no reason to have the weapons equiped within Melee range. This strategy does not account Armor or Medical Skills which would both increase our effectiveness surviving battle.
Ummm, is it possible that your the only comando that just uses the heavy weapons tree, or are you a sabotager that doesnt know the profession?
Ummm, is it possible that your the only comando that just uses the heavy weapons tree, or are you a sabotager that doesnt know the profession?
huh? I rarely Use the Heavy Weapons unless I want to see the animation. How would you even make such an assumption.
I obviously Know the profession better than you do if you use any Heavy Weapon within Melee range. Of if you keep your Flamethrower/HAR equipped During the Downtime after a Special.
Heres my ideas
FIX THE HAR - PLEASE - give it some of its own personallity - like acid damage - perhaps affecting subs or the action pool
LP - give the LP some nifty specials - i dont like the own tree thing, personally - but do think it needs a meaning to its wonderful existance
make heavy weapons support weapons more damaging, therefore making them more worthwhile to buy
give the grenades some specials like knockdown, dizzy, etc.
And finally the whole AP thing - definitely needs some adjusting
and while were at it - give us some worthwhile titles that make sense - it makes us look kinda sloppy with titles that dont really fit the appropriate tree.
and while were still at it - hehe - get rid of the decay thing - it really sucks and is making me want to go back to clothing.
Anywho - thanks for the attention and thanks for the master mods - nice to see were getting some love
/grin
/thanksamillion
also - the ideas for nerfing the flamer is insane - it is our bread and butter and usually the only peeps saying this are not master commandos. Please dont touch a thing on the flamer - without it - i foresee many a commando going else where - it would be suicide for the commando proffesion to request having their only leg to stand on to be nerfed - absolute insanity.
/INSANE
Here are my top 5:
1.Fix the HAR accuracy bugs and make the HAR AP1.
2. Add a cost effective amount of extra charges to all heavy weapons.
3. Make the launcher pistol AP1.
4. Give grenades an increased throwing distance, area effect and a chance for special effects like stun or knockdown.
5. Decrease the 2.5x damage modifier or remove the unarmed combat prereq. We should not have to learn unarmed only to end up as lightweights in close combat.
Assuming all of these items are fixed - Set the flamethrower DOT to factor in heat resistance.
Bonus fix: change the HARattack animation to shoot super cool huge acid blaster bolts instead of the BIC balpoint pens it shoots now.
Fix for the good of the community: Change combat spam to reflect inflicted damage instead of raw damage.
Warry
Master Commando
Lowca
Well seems to me we have some commoninality here...Majority seems to go with:
1) Fix HAR (Tree is clone of FT; Weapon is weak compared to FT; Specials are useless...common suggestion, either merge with FT or Ranged Specials; add AP2)
2) Fix LP (Commando Specials;Possibly it's own Tree; AP1)
3) Fix Grenades (Up Grenade limits from 5; own weapon kills us; have it cause things like dizzy, blind, knockdown, etc.)
4) Ivoni should be offered the Correspondent position...if Ivoni refuses, then we go with your best Judgement...Ivoni wrote our FAQ, Current State Report, and various other extermely useful docs that most commandos have based their characters on.
From Here opinion varies....
5) Melee 2.5x Damage Bonus...obviously needs work...Melee Defense increases a nice start, but more needs to be done.
6) Heavy Weapons...Needs some work
7) Pre-reqs...Some people feed Unarmed Pre Req is useless...Other's feel it's appropriate...would probably be settled if at least one Unarmed special came in Field Tactics tree & maybe some unarmed toughness +'s...Right now TKA is a good pairing with Commando...any addtions with well suit both professions.
There are several other, but I think we've got a good start here...So please, Thuderheart, review these posts soon and make a decission...Now is the time that we need some attention...to know there is life out there...and picking a Correspondent is a good start...we can then move on from there...
HarrisMoD wrote:
huh? I rarely Use the Heavy Weapons unless I want to see the animation. How would you even make such an assumption.
I obviously Know the profession better than you do if you use any Heavy Weapon within Melee range. Of if you keep your Flamethrower/HAR equipped During the Downtime after a Special.
I think we need to clarify what is being said, the Flame Thrower and HAR are Special Heavy Weapons, I'm not sure if you two are both thinking along the same lines or one is thinking about the PBC and RL and the other is thinking about the FT and the HAR w/ the 2.5x penalty added.
I'm not saying anything bad about either of you, just making sure everyone is on the same ground.
1. Given the line of the Field Tactics tree, I would think that Heavy weapons such as the rocket launcher, should be moved into that tree and they should all be combat xp based. So, grenades and all consumable heavy weapons should be in field tactics so that we could...
2. ...add a line of skill totally dedicated to the launcher pistol. Personally, I think it shouldn't recieve any of the bonuses from the pistoleer line either. The speed and damage is nice but, it should have some special shots of its own. I don't think knockdown or anything like that is needed. But, maybe a DOT like a burn from the blast damage the pistol does. It should also have AP1. If its blast damage, to me it makes sense for it to have some armor piercing.
3. Please, do away with the 2.5x melee damage when holding the HAR and the flame thrower.
4. Add at least AP1 to the HAR and add the same type of DOT's the flame thrower has. Maybe name them apporpriately, like corrosion. And the DOT doesn't have to be as strong as the FT, but I think a nice addition would be to add this DOT and increase its effectiveness against armored players. Like the acid corrodes the armor of the player, something as such. This I believe would allow for a niche the HAR does not have, nor any other weapon.
5. Grenades should have the knockdown effect and dizzy, no matter the grenade. I think that if you are arround a grenade when it goes off the effects from the sound and concussion alone would be enough to dizzy you and knock you down. If this was added I could see not complaining so much about the heavy HAM cost of using them.
Also, this could be six if it were allowed but, make all of the heavy support weapons not consumable, but "rechargeable". Like you could buy the weapon and then purchase crates of ammuntion to "recharge" the gun. This would possilbe ease the cost of these weapons. I love using them and do so at my own expense, gladly.
Other than these things, which in my view are the most pressing, the commando line is a strong one, but not too strong.
maddogs wrote:
waahhhhhhhhhhhhooooooooooooooooooo finly
ok top 5 isues (theres actuly a tome more then 5 but ill pick the 5 most anoiying)
1 HAR(HAEVY ACID RIFEL) is junk it should be exactly like the llc expt it would do acied dam ensted of elc
2 gernades SUCK ham speed and acrucy and factory time
3 the HWP(HAEVY WEPONS ) the RL(rocket luncher) should be alot more powerful it should be the most powerfull wep in game (it cost the most recorses to make and is a casumabel) and all the otheres need acrucy and dam uped to i can do more dam with my flamer
4 fix aoe and AP
5 LP needs specials and ac+speed mods
bacicly like this
(NUMBER 1 THING TO DO FIRST)
FIX AP and AOE
and remove being abel to do ocs2 and sapresion fire from the HAR and FT
Prone should be better than Kneeling!!!
(HEAVY ACID RIFLE)
make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2
(FLAMETHROWER)
needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m
needs dot wounds removed or lowerd but keep same dam
needs a cure for it besides watter sagestion
a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )
(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m
make all hw have atlest 50 charges
make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m
make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
The LC needs more dam the LLC dose more dam then it dose
Lower HAMs (heinously high)
make ALL have AP3
(GERNADES)
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect
(hey plzs give us a phouspherious gernads to )
theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot
the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be
ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m
(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make all gernades have ap 3
make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high of ham
All that and a bag of chips!
Master Commando Gorath. BishO
Thank you TH, and have a nice day.
HarrisMoD wrote:
I rarely Use the Heavy Weapons unless I want to see the animation.
Switch classes please.
1. The Acid Rifle is a nearly useless weapon. It has lower damage, no armor piercing and no DOT effect. This weapon, if not changed, should be moved to the flamethrower tree as a sort of "gimme"; see issue 2.
2. A consolidation of skill trees, as the grenades with their current range and damage capabilities do not warrent thier own tree, nor does the Acid Rifle. I would prefer to haveone Demolitions tree with grenades, explosives, and the various Heavy Cannons (rocket launcher/HPBC), one Special Weapons tree with the HAR and Flamer,one Pistols tree soley for the Launcher pistol, and a Hand to Hand Combat Tree. As a prerequisite for commando we must learn Unarmed Combat 4, however commando's gain no additonal unarmed abbilities. I would like to see a limited number of useful meele skills beyond the Unarmed tree.
4. A strong look at Flame Single/Flame Cone's griefing factor as far as wound damage is concerned. While the damage output may need to be modified, the wounding it causes is far too high and is the true problem most people have with our class. DOT is one thing, but filling an unarmored oponent's Health bar withblack wounds seems a bit needless.
5. A statement as to what our place should be in this game. In real life, commando's bring to mind images of SAS, SEALs, and Delta Force, deadly soldiers who work together in small groups or alone behind enemy lines, either with stealth or with a bang, causing havok and then extracting. In the Star Wars Galaxies universe, we are simply the guys with flamers. The addition of stealth aspects and perhaps even to the point of requiring some Scouting prerequisites to ballance things out, would also be interesting.
To sum things up:
Right now commando's are essentially a one trick pony. We have the flamethrower, which is an excellent weapon up close and against limited oposition, but is a grief machine. To those who can afford it and aquire one, we have rocket launchers which are useful in certian situations, but the other disposible weapons are merely expensive toys that are rarely used. Grenades areextremely short range, slow, low on damage output and high on ham costs, making the entire explosives tree pointless. The HAR isn'teffectiveagainst anyone, even those with Flame Resists and Acid Weaknesses are better dealt with by burning thru DOT. The Launcher Pistol isa decent weapon with great range and fair damage,however it requires the addtion of Pistoleer or Smuggler pistolskills to have any real value. Finally the prerequisite of unarmed abbilites suggest limited "tank" potential, which we do not have.I would like to see commando's come into thier own and give people a reason to strive for Master Commando status, and not just fill out the Flame 4 box and move on to something else.
P.S. Last I checked our tree titles are still not right.
xxNaftxx wrote:
HarrisMoD wrote:
I rarely Use the Heavy Weapons unless I want to see the animation.
Switch classes please.
What? Why? What do you mean?