Commando Archive
Thread: Um, Hey guys, I got a 2nd response to my response to their Week 1 Response...
I hit a hermit spider for 57 points of damage when I finally connected with it this morning. This is the attack I have been killing myself to acquire? This is the attack that really shines?
Standard damage from the flamethrower blows. But it is still better than the special damage. So if you guys think you will be saved when you finally get that special, think again.
I am past disappointed and well on the way to pissed. This is the hardest spec to get. How can it just flat out blow this badly? Do you guys know a newb with a pistol and overshot I is superior to the Commando in every conceivable way? Doesn't anyone else have a problem with this crap?
I agree the launcher pistol should be a heavy weapon. But where's its specials. They need to fix our specials so they go after one pool like everyone elses, or they need to make them so they do 2x the damage of anyone elses. And that's damage over time. Don't forget the horrendous delay time. Lastly, a T21 rifle does about 100 to 400 damage. My flame does 57 to 200. Is this because it is so hard to make that the ingredients weren't good? Or is it just because the T21 is a better weapon?
Garibaldi_di_Alia wrote:
Response: How can I check this on the TC? Do I not have to create a new toon
to play on test center? Unless I can just jump on the TC with my currect
toon, there is no way I can test this without a month of grinding and
powerlevel.. which btw is very boring.
DEV2: Good suggestion. I've taken it to the Producers to get their thoughts
on doing something like this.
I don't like the idea of transferring characters to Test. An alternate suggestion might be to just make it easier to get to the elite and hybrid professions on the Test Center. In Beta, there were terminals that dispensed weaponry, and a few special events with XP terminals. Maybe set up some XP terminals, and let folks go and become instant Commandos, so that they can test things out right away. It does make testing xp gain impossible, but otherwise only the hardcore testing fanatics will go through the effort of building up characters on a server that can be wiped at any time.
*shrug* My 2 credits . . .
I honestly can't understand why the Devs didn't think about this little problem before.... it makes no sense to me at all to force everyone to restart their characters on Test. No sense at all.
Either transfer the characters or give everyone max XP so they can go into ANY profession at any time and test it out.
Alukor wrote:
1) According to the Devs, Launcher Pistol can use pistol moves so does that mean we need to spec in Pistoleer to get the best out of it? It sounds like "third pre-requisitie" to me than an option since we need it in order to dish out heavy damage. If we do end up putting some points in Pistoleer, we won't have enough for other professions like medic, scout or whatever to mix it up.
2) What's the word on Unarmed? Why do we still need it? I mean, if launcher pistol rely on pistol moves then what relies on unarmed? I fail to see the devs' viewpoint on this matter.
3) Are Rocket Launchers and other charged weapons intended to be anti-vehicular weapons? If that is the case, make it possible for us to get bonus damage when we use it on say, turrets in battlefield or other stuff to make it worthwhile. Consider this as a battering ram or catapult from daoc that does more damage to buildings than players do to them if those weapons are intended to be secondary weapons only used on special occasion.
My two cents re: the comments above.
- I don't have a problem with the launcher Pistol using pistol bonuses per se. My beef is that the longarms don't use the rifle bonuses. "MASTER" Marksman was the prerequisite for Commando, not Pistol Specialist. Why did we have to learn all the ranged weapons if they have no bearing on our use of heavy weapons? I'd llike to see heavy rifles use the rifle bonuses and ADD on to them. Commando, after all, is supposed to be bad ass and we worked hard to get here, so why notbe able to earnhigh bonuses? So, either have all the heavy weapons use bonuses from master Marksman or none of them.
- Unarmed combat specialist does seem to have very little bearing on the Commando profession. Since it was required, I know that almost all of you have gone on to become Teras Kasi specialists. Frankly, i don't think having melee skill requirement is a bad idea but specifying which one is a poor idea. I earned Mater Brawler before Commando and have gone on to earn Swordsman skills rather than Teras Kasi. I'd rather the Commando requirements allow specialist level in ANY brawler skills rather than unarmed only.
- I haven't used the rocket launcher yet. Most weaponsmiths I've talked to say they won't make them (on Gorath) because they use too many resources (requiring high cost) and do pathetic damage. The only way to make a 5-shot weapon worthwhile is for it to do HUGE amounts of damage. Rocket launchers should be armor piercing and do damage in the 5,000+ range. As in real life, the expense is only justified by these being 1-shot kill weapons.
Thanks.
I need to disagree wit alot of people here on the pistol special moves on the launcher pistol (LP). The suggestion that the LP uses pistol specials is a great idea. It makes it so that the work you've spent getting master marksman is at least partially useful, as everyone has been wanting for a long time. You don't need to become a pistoleer. Granted, it would make your special moves better and increase your damage with it if you went pistoleer, but you still have healthshot1 and bodyshot2 that are very useful skills. I still use them all the time.
And no pistoleer in their right mind would pick up novice commando for the LP. That requires them to get training in master marksman (2 trees extra that they would never have otherwise, +28 Skill points, and master marksman +6) and master unarmed (1 more tree, +14) and novice commando (+6 skill points). That's 48 skill points wasted on aquiring one weapon that is about on par with your current weapons. (this assumes they did all the ranged support training too on their way to pistoleer, if not that's another +14 that they'd need to tack on). It's completely rediculous to train that much for relatively little. It would be infinitely wiser to take those 48 points and train in medic, entertainer or scout. (I may be slightly off in the cost in skill points, but not by much)
bpeter3 I forogt about that when I was trying to figure out why they would have a problem adding pistol acuracy and speed to one of our trees, and I was thinking maybe they wouldn't want pistoleers to have too many bonuses. But your right they would be crazy to. you forgot novice brawler is 15 points so its actually 63 extra skill points for them just to ge the launcher pistol if they haven't specced in ranged support its 77.
Now a commando could still be commando/pistoleer and benefit from all of the accuracy and speed improvements but i added up the bonuses the BH get over a pistoleer and they actually are more accurate and faster at shooting a pistol then a pistoleer is. They could easily bump up our pistol stats a little bit and give us different specialspreventing a very large need to go to commando/pistoleer.
Here's a suggestion:
Since most folks have issues with the fact that Master Marksman has little or nothing to do with the weapons we use once we reach Commando ... make the following changes without drastically changing the skill trees:
1. Stay with what they are doing with the Launcher Pistol.. allow it to use Pistol accuracy bonuses from the Pistol specialist and Pistoleer and special moves
2. Use Rifle specialist abilities and Rifleman abilitys with the Acid Rifle
3. Use Carbine specialist abilities and Carbineer with the Flamethrower
4. Add some Unarmed bonus's within the Field Tactics tree.
With these changes it allows better starting accuracy and more usable specials with most of our weapons. Granted the actual Heavy Weapons (Rocket Launcher, Beam Cannon, Lightning Cannon) should not be our primary weapons, but Launcher Pistol, Acid Rifle, and Flamethrowers should be. This allows people who like a certain style of fighting to pick and use the Commando weapon that best suits them. If any of these spend points getting into Pistoleer, Rifleman, and/or Carbineer they are rewarded with being even more deadly and proficient with these weapons. Please keep in mind that after getting Master Commando, Master Marksman and Unarmed Specialist the character wouldn't have too many skill points left.
How they can fix the charge issue on Heavy Weapons is to do as follows:
Give Heavy Weapons starting condition of 1000 like all other weapons and keep the charges. However, when these charges are used up that weapon simply needs to be recharged. Weaponsmiths should be allowed to make recharge items that can recharge the Heavy Weapons and these items would be rather simple to make. In this case charges represent ammunition that can be used to keep these weapons viable.
This would fix a few of the issues such as massive inaccuracy with most of the weapons. The Heavy Weapon specials should give a massive boost to damage like +%500 to the damage of the weapon and a modest boost to accuracy and keep the long downtime between shots while using these weapons. This keeps in terms that the actual Heavy Weapons should be used in special circumstances while giving commandos primary weapons they can rely on.
One thing I would like to see is to add a new weapon to the Heavy Weapon certification tree is some sort of mini-gun that would be used as an ranged anti-infantry weapons that would fire a cone AOE but have a penalty to hit when used.
Have grenades come in stacks of 20 instead of 5. Increase the blast radius to two times what it is now. Increase the Damage by3 to5 at the same delay ( 600 to 1000 pts damage at 6 seconds-no speed increase skill ) or increase damage to 12 andtriple the delay ( preferred 2500 damage at 15 seconds. Which is still lower than a TKA or BH. Just not in one shot. )
The launcher's good on Heavy Weap skill, working as a pistol. But there needs to be a speed/damage increase from it somewhere. Put it in the Combat line? BHs get +60 pistol speed in addition to attacks!
Add some types of grenade crafting to Commando, or put it down in artisian. Make a new skill tree for it!
Pistol and pistoleer for the launcher pistol, and carbine/carbineer, and rifle/rifleman? Why am I becoming a commando again? Just to use a couple of fancy weapons on rare occasions, or a neat looking weapon with my other profession? No. I'm working on commando to get the heavy weapons, and be effective with them. Note the word EFFECTIVE. Sort of sounds like I should be able to have the weapon available, hit what I'm aiming at, and do significant damage to it. Without having to rely on taking pistoleer, carbiner, or rifleman to do so. I'll have spent enough points just getting to commando. If I need to take the other 3 professions just to be effective, I might as well drop commando and unarmed, and just pick up those 3, that way I'd still have a weapon for every occasion, all the special moves and bonuses I need, and I'd be effective.
Don't give us a quick fix, fix us. Quickly.
Hmmm, so our weapons are supposed to be special case weapons. That makes sense to me. You don't see people using flame throwers much in real life or in the movies, and for good reason. They are bulky, use seriously dangerous ammo, and have pathetic range. But in certain situations they are very deadly. Got a bunch of little nasties coming at you? Shooting them all will never work but the area-of-effect flame thrower will burn each one.
So maybe against most monsters we act like everyone else using our pistoleer (or whatever) skills, but a few monsters are really weak against electricity or acid.
Wouldn't it be neat if the lightning gun could shoot at one of those floating droids and charge it up? Very little damage to the droid but the next person to touch it..... POW!!!