Commando Archive
Thread: What is Our Number One Issue?
MasterSynn wrote:
I'm pushing hard to get a better line of communication with the developers. At the moment, they seem interested in knowing what the number one issue is for each profession. Of all the minor (or major) issues, which should be number one?
Please fix the Heavy Acid Rifle. Numerous great suggestions have been made by far too many people to list.
HAR should be our medium ranged weapon. It should be AP1 and its specials should be in someway different then the flamer. Another DoT would be great, but I doubt we'll see it due to the current issues with the flame dot. Even so, the HAR needs to stand out as a weapon in its own right, and the specials should reflect that. Since it is dispensing acid, perhaps give it more cone type aoe attacks?
Please also fix the firing graphic for it. those little gray whispy things that it shoots are quiet lame. I love the throaty sound of the flamer when you use a special, the HAR needs to have the kind of appeal as well.
Master Commando not being worth it is my main issue, why should a grenedeer be as fast and accurate as a Master Commando with a flamethrower, what benefits did igain for spending the extra 43 skill points and endless hours of gaining xp. My suggestion is thin out the skill mods for all 4 trees and give big lump sums of the accuracy and speed at Master Commando. Look at Pistoleer for example:
Intermediate - +6 speed
Advanced - +6 speed
Expert - +6 speed
Master - +6 speed
Master Pistoleer - +20 speed
All of the combat professions get big lump sums of accuracy and speed upon completing the whole profession, why should Commando be any different.
Also the HAR needs skill mods fixed
And some specials and skill mods for launcher pistol would be great.
Master Commando - Sunrunner
SistersLament wrote:
Give us Ar 3 to all wepaons, reduce weapon speed to 1.0, buff damamge by say 5000 and give us 1000 burns. then we might be able to compete with everyone else...
Have a short reading and writting comprehension test before you can post on the commando forums. That will weed out most of the people who insist on posting in threads that have nothing to do with their profession.
How pathetic. Do you troll all the boards or just ours?
1) Fix the Melee Damage Bug with our weapons.
2) Fix the HAR: a) should be AP1, b) "cool down" timer... bugged? c) graphics/sounds
3) Make Master worthwhile
On a side note, my #1 problem with the entire game.... remove the revenge TEF... Solution = PvP for Overt characters ONLY.... easy fix!
I have a different approach to this... personally, I think that the commando should be attainable from any of the melee classes. I do not want to have to lose any of my hard earned skills which I have already had to do... to master Commando. I started the game off as a Swordsman... and made master as the first I know of on my server. I feel that a Commando should be attainable from any of the brawlertrees, not just TKA. The Commando does not even use any hand-to-hand combat. TKA, is basically useless. What is it there for? The mods you get on the Field Tactics tree, you get in all of the melee classes, not just TKA. I want to master Commando, but I'm struggling daily with the thought of having to lose my novice medic to pull it off. I've wanted to be Commando for a good while, but I just really see no reason to have it where TKA are the only tree's to help attain the Commando proffesion. It would be different if they had some inbred attack that butts enemy in the head with your weapon if they get close, kinda like a Pistol whip for Pistoleers, but they don't. And even that could be argued as being effective by all classes.
All I'm saying is I think that commando should be accessible through any of the brawler tree's. There is nothing that a TKA contributes to Commando,that a Pikeman, Fencer, or Swordsman, cannot do.
Xytroncore!
Not the sharpest pencil in th box I see.Well anyway do you know what a rocket launcher is? Obviously not because a Rocket Launcher or RPG as they are reffered to mean.
Rocket Propelled Grenade...........
Your killing me dude, I am a weaponsmith do know what the main componet of a Rocket Launcher is? It's a PROTON GRENADE. LOL
That being said a rocket launcher is simply grenade that isn't thrown just rocket propelled that can hit a target at a further distance. The speed at which it hits it's target shouldn't really matter because it's not the force of the impact that does the damage it's the explosion of the GRENADE.
Message Edited by Pvt on 02-17-2004 02:50 AM
Trend of the month: Be a Master Commando with a Rocket Launcher =D
1st priority is fix the HAR. I reckon AP2 isn't unreasonable, since it's got less damage and is slower than an LLC, let alone a FT. Then put in a decent animation. Not a brown stick.
Main issue is HAR and Field tacticsare useless. HAR needs to be changed to either a ranged type weapon like a carbine or rifle with different specials than a FT, or it needs to be changed to a different weapon altogethor.
Field Tactics needs something in there to make us want it, Terrain Negotation +5 for each level of field tactics woudl be nice, but something of that nature into Field tactics that is always going to be of use to us would be excellent, the name is very misleading to what it actually gives us.
I have to agree with most of the others, the Heavy Acid Rifle and its corrosponding tree needs to be fixed.
After all it is called a Rifle its ideal range should be at least 40 to 50m, and the rifle modifiers from Master Marksman should apply, (speed and accuracy).
And IMHO the FT needs a little loving also, I mean come on. If the ideal range is point blank then there should be no reason for missing if your target is right in front of you. I shoot firearms in real life, and at point blank ranges i can hit with almost 100% accuracy. And I can hit pop cans at 25m with a pistol with realative ease.
And since you have to come up from the Marksman skill tree, the base modifiers for each weapon at Novice Commando should have been +20 off the bat, after all we are supposed to be marksman.