Commando Archive
Thread: Can we get a sticky Is this the way it's supposed to be? post?
Instead of ranting and raving in multiple posts and everyone arguing about their vision of commando is, why don't we start a post that goes something like Is this the way it's supposed to be. We can start a list of all the things that seem wrong with the commando, no opinions, just what seems wrong. After the list can be your explaination of why it seems wrong, with a pet peeve attached at the bottom where pet peeve=your opinon on your most important issue. Please try not to include stuff that is already going to get patched. The reason you give should be as short as possible so hopefully it actually gets read by someone who can do something about it. I'm also hoping we could get it stickied and sent in at the end of every weekly report.
For instance i would start the list like this.
1) Hit/miss ratio is very low for all commando weapons
2) Damage/speed ratio very low
3) Heavy weapons swing
4) Charged weapons have VERY limited usage
5) Heavy weapons rare-impossible to find
6) little to no defense bonuses in commando tree
7) unarmed combat requirement
8) limited specials
9) identicle trees (HAR and flamer)
10) Ideal rango of 0
1) Hit/miss ratio is very low for all commando weapons: A heavy weapon should be hard to aim with, but almost all heavy weapons have about a 20% chance to hit at novice commando. Is this the way we are meant to be?
2) Damage/speed ratio very low: Because of the very high delay and average dmg on heavy weapons we do sub par damage and cannot use ery many, or even any specials to offset this. Is this the way we are meant to be?
3) Heavy weapons swing: Heavy weapons are treated as melee weapons and swing, causing npcs to have different reactions than normal as well as having some weird damage effects. Obviously a bug.
4) Charged weapons have VERY limited usage: Charged weapons suffer from the low hit ratio, low damage ratio and also get no specials and have insane ressource costs for the amount of shots we get. Is this the way we are meant to be?
5) Heavy weapons rare-impossible to find: Commando weapons are hard to get. After over a month on flurry the only available weapon is a heavy acid rifle. Since as of this post the patch has not gone through, all flurry commandos are still gated barring exploits. Are all heavy weapons supposed to be this rare?
6) little to no defense bonuses in commando tree: Although heavy weapons are hard to wierd the +5 vs ranged and melee seems very small compared to most advanced proffessions. Is this the way we are meant to be?
7) unarmed combat requirement: Whats the point?
8) limited specials: Only the pistol laucher gets reassonable specials....if we take pistoleer as well. Thrower/HAR get 4 specials after 2 full branches and master commando. only 2 each if you count the fact that the last 2 are just upgrades of the irst 2. Is this the way we are meant to be?
9) identicle trees (HAR and flamer): Commandos have to dovote a full branch for one RARE weapon that has LIMITED AMOUNTS OF USEABLE SCENARIOS. Is this the way we are meant to be?
10) Ideal rango of 0: Whats with this?
Crafting is a moot point because it is getting totaly removed so i did not include this except for in my...
Pet peeve: Charged weapons. Please make them uncharged or allow commandos/weaponsmiths be able to craft recharges, either that or make them do enough dmg to make them usuable (which in my opinion would make these weapons too powerfull in some situiations for the sheer amount of power they would have to have to compensate for the limited charges). Weaponsmiths get a whole tree for MUNITIONS, they would be very happy to be able to make a few extra creds by selling these.
Please feel free to add to the list or subtract something if i got it totaly wrong. Please note that unless you are a dev you should not put in anything on how commandos should be (barring pet peeve). Since none of us know where commandos are supposed to be going <WINK><WINK><NUDGE><NUDGE> post only things that seem out of what with the game feel and/or balance.