Commando Archive

Thread: State of the Commando Address (December 2003)

Armageddon311
Tue Jan 06, 2004 10:22 am
#92

Personally I love the idea of the E-Web. We should not be able to carry it though. To make SWG as Star-Warsy as possible I think they should model it off the movie. Wherein it has to be set up and cannot be moved until re-packed. I hate to say this, but the E-Web wasn't Rebel so how the devs go about this is beyond me. That is if they decide to implement it at all.


Grenades; Pretty much are useless, How long does it take to fling a grenade at something and if you are a trained commando how hard is it to hit. A stack size increase would be in order I believe.


I'm kind of tired of seeing only flamethrowers on Commandos. We are supposed to be able to use a wide variety of heavy weapons, but we really only have like 2. And one, sadly to say, is just beyond any shred of usefulness.


A HAR DOT would be nice, but then we become known as the class that'll kill ya over time. If ya let em.


I think something that would merit us getting that unarmed exp would be very nice. Even though most commandos used knives (think K-Bar).


I would like to see commandos being more fierce and useful instead of being viewed as like the cheapest class in the game and the one for people with no talent. It's rather depressing.


Well thats what I think at least.




Joachim Ribbentrop: Impresario of "The Dizzy Jedi" and Commando Extraordinaire
Corsair10
Tue Jan 06, 2004 9:48 pm
#93

I like the ideas except for the choice of Rapid fire weapon. We should have an assault rifle. Some may say that all the rifles in game are Assault Rifles but it's not true. Those are more semi auto weapons. I'm talking fully automatic rifles here. The Endor Troopers used them, why can't we? A tree with covering fire (random shots at a group) and a special meant to hit one target would be nice. Maybe at Master you could give us the Light Repeater but the Heavy Repeater or E-Web is simply too big for one trooper to hold for any amount of time.



__________________________________________________________


"The sword is more important than the shield, and skill is more important than either. The final weapon is the brain. All else is supplemental." - John Steinbeck
- Lowca
Wakeof Doom
MurienAquarius
Thu Jan 08, 2004 4:07 pm
#94

I think that there are a lot of good ideas on here for commando development. All in all, I think that the commando class is very underpowered for what it is supposed to be. Most people have said that they are sick of really only having the flamethrower as a viable weapon....I totally agree!! The HAR is extremely slow, and I just don't the see the point of it. The HW cost way too many points to use, and they are very expensive. It is hard to find weaponsmiths who even willing / able to craft anything but the rocket launchers. I have yet to see a proton grenade! I think thatmastercommandos ONLY should gain a quick-firing, genuinely heavy weapon. Why not use something along the lines of the heavy particle beam cannon, turn it into a heavy particle beam assault rifle, and go from there? Make it a repeater, not a discardable throw-away, overpriced nerf gun! Combine this with other people's ideas about it needing to be stationery, mounted on a tripod or something like that, but make it fire at a decent rate, in exchange for the commando being stuck firing it from behind the tripod. Things really need to change for commando, we should be the elite of the combat classes, no question about it. What do you all think?



Murien Aquarius
flabajaba2213
Fri Jan 09, 2004 3:55 pm
#95

Someone may have already said this, but I have several ideas.



1.) Keep unarmed but give us special attacks. As said before, a throat hit that would stun and possibly KD our target. As stated before, getting hit in the throat sucks (i have studied martial arts since i was 5 (points to sig), and I KNOW it hurts. =) ). Another skill could be a different KD attack, a leg sweep. Could also slow the speed of the target like the phen dart does. Perhaps a blow to the back of the head to dizzy the target.



2.) Drop the unarmed tree and have us do 1 handed instead. Give us a special combat knife with a possible AP of 1. We could get several different attacks. Perhaps an eye slash to blind our target,or a leg slash that would cause our target to move slower for a period of time.


Or, instead of a knife, we could get a weapon like a police baton. Attacks could be an attack to the head, causing a dizzy state. Another could be a leg hit for a knockdown. Or an attack to the chest for a stun.



3.) A special for all of our heavy weapons. A "knock-back" attack. Think about it. Our weapons are big and heavy. A knock-back attack could do some damage. However, the chief use of this attack would be to knock-back our target 10-15 meters and possibly stun them for a short period of time, putting us into a better firing range. This mive could only be used from, lets say, less than 5 meters. Therefore, if used at max range, we could be temporarily out of the TKA lunge. A differnt attack, along the same lines, could be a "weapon swing" attack, which could cause a posture change in our opponent. Example, if someone is 5 meters away and standing, our attack could knock them to kneeling. Only useful against melee fighters, or kneeling ranged fighters. The posture change time would be short, only 3-5 seconds, so it would not be abused.



These are just some random ideas.



Later






"Don't bother running from a commando, you'll only die tired."

_Bichiru Iwamoto - Imperial Commando_

_Huy Iwamoto - Rebel Smuggler_
SasKarna
Sat Jan 10, 2004 1:53 am
#96

i would like to see the ability to craft our own grenades. for specific purposes, low radius high damage for precision attacks for example, or low damage high radius for area effect attacks. something like that. since theres probably no way of getting commando style bomb traps and mines etc.
Dracass
Mon Jan 12, 2004 8:08 pm
#97

With the latest changes being made to the GCW as with greater Imperial presence and Troopers scanning for contraband, the Unarmed Skill tree may have finally have reason. A rebel commando can stack the weapons at the bank and go about whatever needs to be done at the city. The commando need not fear of getting arrested, but still has some fighting capability (especially with TK skills) if something bad happens; or needs to take down a couple of troopers to allow friendly rebels into the city.


With these new changes, keep the Unarmed Combat Tree in place (of course some added commando specials would be great).




Sign off,
Dracass The'Heartless
palladiumleader
Thu Jan 15, 2004 12:38 am
#98

Three things that I doubt have been mentioned in this thread (I'm not going to go back and read it to find them, I"m almost certain they won't be in there).


I'm a master commando, and most of the things mentioned are much needed. Fixing the speed and accuracy mods on the HAR is a must, and some other change needs to be made to it to make it more useful (medium or evenjust light armor piercing would make me happy). Heavy weapons don't do enough damage for the resource, HAM, and time costs of using them. Grenades need something to make them worthwhile, too. Making it so grenade damage can't be blocked, dodged, counterattacked, or any of those other defensive mods would make them much more useful in combat, both PvP and PvE.


However, there are three things about the commando profession that make it way too easy. First is the DOT. There needs to be an extinguish command, preferably given to squad leaders (not doctors, TKA/doctor combo is already pretty much impervious to commando attack as it is). The second is the special move cost for flamethrowers. The weapon says about 70-80 health cost, but special moves only cost about 30-40 health. That HAS to be a bug. It's out of line with every other weapon I've ever tried. The third is experience. With other types of weapon experience, as you climb the tree small things give less and less experience, until eventually light blue cons are giving about 1 experience point. This doesn't happen with heavy weapon experience. Even at flamethrower four a mutant womp rat still gives about 400 heavy weapons experience. The experience requirements for commando are already way too low as it is, getting full experience for bottom feeding just makes it that much faster than it should be.




Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
KIDDAtwood
Sun Jan 18, 2004 5:17 am
#99

my suggestions would be in order here.


1. Har- I like the acid burn suggestion. I think that the har should be like a glob grenade launcher. It should sound like when u hear a mortor fire at close range "doush"and when it impacks blows up like the glob grenade with the green splatter effect. I would trade the armor peircing for radious damage to a group. And defenatly as in all our specials shorten the special time.


2.Unarmed Skill- I dont know about you other commando's but im being owned by TKA. theres no way i can beat one having his knock down moves. I suggest that we get some counter to this after all we do have some hand to hand here.


3.heavy weapons- i think there fine if they made them easier to obtain i would be completely happy. i do agree that ham cost should be adjusted. But speed is just right after thinking about reloading a bazooka.


4.grenades- These also hard to obtain needs to be fixed on the crafters side along with ours. I think grenades should do status effects and cause knockdown. i don't know how many people would be standing after a grenade went off next to them.


5 launcher pistol-seeing how there is no specials for it take it out give us a heavy reapeater rifle that works off our master marksmen rifle skills.


6.skill mods- i think we earned master marksmen for a reason give us at least a persentage of the skill mods from this. We miss way to much with all our weapons another reason we get owned. we usually either one shot kill or we are toast. knock down our damage and make us hit more.



Rebal Atwood


Master Commando


Kuri Server




Trunnks Lawful
Kauri Server

You know im training to be a cage fighter right....
dci321
Sun Jan 18, 2004 5:41 am
#100

IMHO Comandos should be specialized with ion artilery to take droids and electrical devices down (disable energy shields), Not some crazykilling machinethat sets everything in its path on fire. Flame throwers should be used very rarely, Imo grenades should be the main dmg boost in a battle for the comandos. The game just does not feel like Star wars without the presence of a class that specializes withion vs energy shields/electronic devices.


This is not a flame , Im trying to be constructive but I think thatthe DEVs need to play someKOTOR, the combat system for that game really felt like starwars. No 3k health boosts from docs but battle stimulants were actually pretty cool and the combat in that game just felt like it was balanced. Use Ion rifles vs droids, disruptor rifles vs unarmored foes etc, not to mention that (light, medium and heavy) armor felt like it was not overpowered but had its uses in various tactical aspects of a battle.

SWG-Runesabre
Sun Jan 18, 2004 9:31 am
#101

I like these "State of the <insert profession>" posts. The more organized and succinct the better. I have almost 40 professions to account for in SWG and only a finite amount of time and resources to plan and schedule with. The easier I can drill down to the big issues, the quicker I can get things scheduled for change.
Theedage
Sun Jan 18, 2004 11:44 am
#102

after over a month... *looks up* Hi dev



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
DeusManus
Sun Jan 18, 2004 12:18 pm
#103

well, it took you long enough lol



im just glad that you guys atleast read these things.




Morauz
Daker-Naritus
Sun Jan 18, 2004 2:47 pm
#104





SWG-Runesabre wrote:
I like these "State of the " posts. The more organized and succinct the better. I have almost 40 professions to account for in SWG and only a finite amount of time and resources to plan and schedule with. The easier I can drill down to the big issues, the quicker I can get things scheduled for change.







Runesabre,


If you are reading through the commando threads, please look at the two following threads:


This week TH posted that he is proposing 2 nerfs to commandos...(1) that the flamethrower dot be subject to armor resistances, and (2) that players be given "fire extinguishers" to put flames out. He said he is pushing these changes to the developers.


However, TH NEVER rand either these ideas past players, and misrepresented their context. There are SOME (not all) commandos that were asking for EITHER resists OR fire extinguishers, not both. Additionally, if TH has run this one by the community, he would have seen that this nerf is TOTALLY unjustified based on real numbers.


First I ask you to look at this thread: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=28664


In this thread, Ivoni did a bunch of testing and showed that when you take the 10 to 15 second delay of commando specials into account, commandos do LESS ACTUAL DAMAGE (ignoring the effect of the dot) over time than other classes. Basically, the ONLY advantage commandos have over pistoleers/carbineers/rifleman/teras kasi, pikeman, fencers, etc. is dot damage. As the flamer is our best weapon, the end result is that ALL of our weapons do less damage over time than every other class.



Second, I ask you to look at the comments in this thread: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=41689


In this thread, several of us have been discussing how unreasonable TH's proposal is. Specifically, TH is pushing the devs to take commandos, who already do less actual damage over time than other classes, as well as having no defensive resists to anything and no status effect specials (ex: most other classes get at least a knockdown, dizzy, blind, etc.), and to balance our dot along with every other classes by making it resisted just like theirs. Additionally, TH is proposing to make the problem even worse, by making our dot earier to heal than every other class, through both water AND fire extinguishers. Considering that all other classes' dots take 4 to 5 heals from a advanced medic or doctor to heal, these changes are totally unacceptable, and will break commando just as it was when the game was published.


Please take these considerations to the developers...we need help before we are killed by bad information.


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