Commando Archive
Thread: post curb state of commando?
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BloodMonk
Wed Aug 17, 2005 8:53 am
#1
just came back...After I ran away screaming when the curb hit....At that moment I was having loads of fun with my defense stacked commando (m commando TK 4310, pistols 0040)....at that time commando supposedly sucked..
well..my only question is: was the curb a change for the better for commando or not?
and, ehm if anyone feels like enlighting me to the biggest changes brought forth by the curb
StarNick
Wed Aug 17, 2005 3:05 pm
#2
Yes/no...
Right now theres 3 big problems with the profession:
1) No Damage; without specials we sorely lack compared to non-damage dealers (ie 1250ish damage vs 1650ish dmg in a PFT w/ Overcharge shot vs an Elite Carbine w/ Improved Legshot). If there was compensation with innate damage multipliers, or more damage added in there would be a big chance of being overpowered. With our our profession is laid out, we're either underpowered or overpowered with our professions specials + utility built into a single function (heavy weapons). So we have the utility that almost every combat profession out there, but nothing else...
2) Grenades are borked to hell, dmg is pathetic and requires equiped weapons to produce the damage, AoE starts at your feet, and the god awful timers make us slower than little old grannies
3) AoE on our equiped weapons is still borked to hell, Blixtev made an attempt to fix them but that was a no go even with newly created Heavy Weapons. It seems, even if fixed most AoE's on our weapons were only 40% (few times after server resets the AoE works for a bit then drops off) with a few 100%'s. All other AoE in the game is 100%...
The first problem hurts us big time, especially if you go into a melee template as pistoleers will even outdamage you. Now if elemental damage was multiplied by specials, or combined with the min/max damages we *might* be able to come up to par.
Ironically, since the CU gave us our own mods and general mods...like everyone else, we can easily fit in templates (mainly ranged templates, though our Explosives line could help brawlers out). As long as you pick up a profession that can give commando flexibility and damage, then you're golden and we're actually pretty dang good since we can apply AoE concussion shots, AoE roots, AoE KDs, etc. Lots of flexibility if you're in the right template and know how to use it, however...we're suppoused to be that way *without* any help and thats where the ultimate problem lies...
...we're only an empty shell, and basically right now are back to square one with a role that doesn't fit us (lots of utility, rather than potent damage which was pitched to us in the CU) or a role that doesn't quite work (all professions have utility, how does sole utility make us a damage dealer? The damage dealers use the utility we have to enhance their damage, not be the substitute for it).
Also take a look at the state of the game and the various stickied threads too.
Right now theres 3 big problems with the profession:
1) No Damage; without specials we sorely lack compared to non-damage dealers (ie 1250ish damage vs 1650ish dmg in a PFT w/ Overcharge shot vs an Elite Carbine w/ Improved Legshot). If there was compensation with innate damage multipliers, or more damage added in there would be a big chance of being overpowered. With our our profession is laid out, we're either underpowered or overpowered with our professions specials + utility built into a single function (heavy weapons). So we have the utility that almost every combat profession out there, but nothing else...
2) Grenades are borked to hell, dmg is pathetic and requires equiped weapons to produce the damage, AoE starts at your feet, and the god awful timers make us slower than little old grannies
3) AoE on our equiped weapons is still borked to hell, Blixtev made an attempt to fix them but that was a no go even with newly created Heavy Weapons. It seems, even if fixed most AoE's on our weapons were only 40% (few times after server resets the AoE works for a bit then drops off) with a few 100%'s. All other AoE in the game is 100%...
The first problem hurts us big time, especially if you go into a melee template as pistoleers will even outdamage you. Now if elemental damage was multiplied by specials, or combined with the min/max damages we *might* be able to come up to par.
Ironically, since the CU gave us our own mods and general mods...like everyone else, we can easily fit in templates (mainly ranged templates, though our Explosives line could help brawlers out). As long as you pick up a profession that can give commando flexibility and damage, then you're golden and we're actually pretty dang good since we can apply AoE concussion shots, AoE roots, AoE KDs, etc. Lots of flexibility if you're in the right template and know how to use it, however...we're suppoused to be that way *without* any help and thats where the ultimate problem lies...
...we're only an empty shell, and basically right now are back to square one with a role that doesn't fit us (lots of utility, rather than potent damage which was pitched to us in the CU) or a role that doesn't quite work (all professions have utility, how does sole utility make us a damage dealer? The damage dealers use the utility we have to enhance their damage, not be the substitute for it).
Also take a look at the state of the game and the various stickied threads too.
VitoGenovese
Fri Aug 19, 2005 3:35 pm
#5
StarNick wrote:
Heh, in 2 words and with vulger description...yes
I thought commando's weren't supposed to mince words.
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