Commando Archive

Thread: WHY THE HELL DO I NEED UNARMED AGAIN???

Skil
Fri Oct 10, 2003 8:27 am
#1

What the hell do i need unarmed for if they are now giving us 2.5X the damage in a malee with the FT equiped.


I though that was the point of making me do the unarmed. TO increase our defenses on malee attacks not reduce them.


I think the DEVs really **edit**ed us on this one.




NotZazo
Banek
Fri Oct 10, 2003 8:39 am
#2

You need unarmed because Commando needed another base requirement to sink Skill Points into. That's basically it really. It limits what else Commando's can become. As to the 2.5x Melee damage.... Well that's obvious. If a guy wielding a Flamethrower lets someone with a pointy stick or bare fists get near them, they deserve to get beat down bad.
Skil
Fri Oct 10, 2003 8:48 am
#3

Well if it was simply a skill point thing, then we should have had to take medic skills to heal our selves or even artisan skills to make explosives. I guess they thought that giving us somthing useless would be more fun though.



NotZazo
terpfan1980
Fri Oct 10, 2003 8:48 am
#4

Yup - total sink hole for 29 skill points.


I was in several heated discussions with friends over this, and really think the whole Unarmed skill point sink stinks -- especially when I look at friends that can master CH (which is way too powerful with high end pets) and still go on and master Pistoleer or Rifleman (and/or dabble in both if they choose) and they still have points left for medicand artisan skills.


It wouldn't have been so bad if the 'sink hole' points had gone into the same trees that are required for CH - Exploration and Hunting under scouting. Those trees make sense for most (if not all) players, but the brawler tree for anyone that isn't headed to melee character is just ignorant.


Either require that tree for professions like CH, or turn off the requirement for the *other* insanely overpowered professions -- Commando.


It's not likely to be changed, but it should be.


My suggestion to my friends to help make up for the sink hole and balance back out in the long haul is that Master Commandos should get some amount of bonus skill points awarded back to them -- just for completing the master cert. Give Commandos back say 15 skill points to make up for the sink hole that is Brawler/Unarmed, and let Commandos use that to be able to pump medic enough to make it as useful as it would be for the other classes that aren't as tight on skill points when all is said and done.


Of course, my BH friends were just looking over and asking what am I complaining about, given the number of pre-reqs they have, and the lack of points they wind up as they hit master.




---
Yay!! decay on PvP deaths is gone, now how about in Creature deaths?!
Banek
Fri Oct 10, 2003 9:04 am
#5

I don't see why the Unarmed requirement is a bad thing.Despite what everyone else, who ISN'T a CH, seems to believe, CH's are not overpowered. In fact, they are underpowered. CH should have it's requirements raised to Master Scout, I'll go with that. But pets should be a lot more effective. You say your friends can get CH skills, and still master PIstoleer or Rifleman... well that is because a Creature Handler HAS to get combat skills to be effective. No matter what pet you are using, against high level creatures just a pet is not enough. Pets do crap for damage. And they do it slowly!!


If they removed the Unarmed requirement from Commando's then they'd have to remove it from Smuggler, who uses Pistols, not unarmed. But they won't, and shouldn't. The requirements are mostly fine. The problems right now aren't balance issues, though there are many of those. the problems are the bugs that ENHANCE the balance issues and that's what the devs should be fixing, sadly they don't seem to be.

MrValentine
Fri Oct 10, 2003 9:13 am
#6

Well back in the beta days getting to commando took master marksmen and master brawler. THAT sucked.


Personally I would have rather have seen exploration branch of scout be a pre-req for commando over unarmed. It would have made just as much sense.

terpfan1980
Fri Oct 10, 2003 10:01 am
#7

So you think that the game should be:


/yell a


/healthshot creature that is attacking pet (repeat if necessary on all creatures attacking pet)


/warningshot (if necessary) to chase back any creatures that start attacking you


wait for bleed and damage from massive pet (Graul Mauler, etc.) to affect various parts of mob....


/heal target (pet)



... rinse and repeat...



Is not equally or more powerful than a Commando?



My point in discussing with my friends (and repeating here) is that CH is an elite skill. So is Pistoleer, or Rifleman or Carbineer.


You shouldn't be able to take one elite level skill and combine it with another elite level skill.


If Pistoleer is underpowered, then beef it up.


If CH is underpowered, then beef it up.


But at the same time, give CH their own skill sink hole so that you don't see, MASTER CH -and-MASTER Pistoleer/Rifleman/Carbineer -and- most of any other trees that character opts to go with, especially including Medic, but also including artisan professions, etc.


I'd agree 100% with the suggestion that to get toCH, or at least to master CH, you should have to have master scout. That would bea better balance than the current situation.




---
Yay!! decay on PvP deaths is gone, now how about in Creature deaths?!
aekeem
Fri Oct 10, 2003 10:10 am
#8

terpfan, the BHs have to put in more skill points, but those skill points are way more useful than the 29 wasted on unarmed, they can become a CH, SL, or ranger without using any additional skill points, which is a lot more useful than the 29 we spend to get access to TKA......

Skil
Fri Oct 10, 2003 10:35 am
#9

Yes my main point remains that they should have given us a uselfull sub-skill other then unarmed. especailly now that they nerfed us with the 2.5 nix. what logic is there in this skill if I get penalized at malee range?



NotZazo
terpfan1980
Fri Oct 10, 2003 11:29 am
#10

Skil and Aekeem - I agree with both of you. Smacking commandos with more damage in melee is ignorant given the req to get the unarmed skills, but I repeat that I think the same that Aekeem said is true - we are forced to waste points in an area that is virtually worthless - even more so now.


I guess the devs must be thinking we'll instantly stow the f/t after firing off a shot and then be ready to sit and smack /unarmed stun hits on the mob that comes afters us.


Stoopid.




---
Yay!! decay on PvP deaths is gone, now how about in Creature deaths?!
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