Commando Archive
Thread: We didn't ask for any of this.
I just don't understand it all. For the longest time, all we wanted was for our class to work. For us to be able to use our wepons and to be a commando. It took for ever, but the devs spent some of there precious time and gave us some life.
Too much as it turns out. We did ask to be gods, we didn't ask for so much power, we didn't ask to make so many others unhappy. All we wanted was to be able to use the wepons in our class and function like a commando. So after the devs flipped the power switch, they soon flipped the nerf switch.
It was no big shock to someone of us who have been around for a while. But when the melee mod hit, it hit with a sicking thud. 2.0 or 2.5 what ever it turns out to be it was never needed. People have made a case pro and con for it. Both make a good case. However, alot of us think if we didn't have so much power or cause so much damage to the HAM we could do without the melee mod.
It's just sad that the devs made commandos like this. Gave us power, and gimped us after all.
Now I read we are put on the far back burner for now. In the eyes of the devs we are not as broke as other classes so we can just deal with it. There is some truth to that, but I would say we are playable but not fixed. We might get a bone if the Test Server holds true. Only at master, but something is better nothing right now.
Sorry about this post. I just wanted to make a point that we just wanted our class to work, but never asked for it to turn out the way it did.
/salute
The acid rifle is pretty much useless as long as we have the Flamethrower. The only time I use it is on a mob that has a high resistance to heat. But even then the fire DOT does good damage.
I think that the field tactics branch is pretty useful. The increase in throwing speed and accuracy is great. Using blast damage grenades does some serious damage to AT-STs.
Most of the other heavy weapons are useless but I like using rocket launchers against AT-ST and other large creatures because it allows commandos to use range attacks instead of getting up close and personal.
I don't like the 2.5x modifier that much but I wouldn't complain if the devs gave us a modifier that decreased the effect of encumbrance so we can wear good armor to counter the modifier. After all, commando and armor is like a well fitted shoe.
lol sry just had to add one more comment. We should petition to have grenades officially changed from being termed "grenades" to "happy fun suicide balls"
The ideal, max, and radius of them defy any logic. Here is your basic scenerio using my fav proton grenade
Ok so I have to be at a minimum of 30m to use them.....hmmmmmmm accuracy is already lowest of any commando weapon and they have negative mods at 30m. Hmmmmmm guess I should move to ideal range for my proton grenade 10m, wait I could just use flamecone2 at that range, oh well I want to use my grenade had to spend 3k for 5 of them. *throw* (grenade lands that odd 1/5 time, resulting in a self incap due to blast radius being 10m) Woot! (don't even get me started on delay times)
I mean the dev who designed the grenades could not have possibly been so stupid that they overlooked the fact ideal range lays indamage radius this is analogolous to shooting a gun and jumping infront of the bullet......... I refuse to believe the devs truely intended this I mean shouldn't their parents have been filtered out the gene pool generations ago due to forgettin to breathe if this was the case? Ah I guess there is always random mutation and childhood accidents involving massive head trama.
Oh and why even HAVE accurancy on gernades? They are not a precision weapon. If the gernade lands withing 5 feet of anything, it's getting damaged. I would say with the current setup, there should be a check for half damage or full damage. I've tossed gernades in a pack of mobs standing on top of each other and only hit 1 out of 5.
Flin-LoBo wrote:
I just don't understand it all. For the longest time, all we wanted was for our class to work. For us to be able to use our wepons and to be a commando. It took for ever, but the devs spent some of there precious time and gave us some life.
Too much as it turns out. We did ask to be gods, we didn't ask for so much power, we didn't ask to make so many others unhappy. All we wanted was to be able to use the wepons in our class and function like a commando. So after the devs flipped the power switch, they soon flipped the nerf switch.
It was no big shock to someone of us who have been around for a while. But when the melee mod hit, it hit with a sicking thud. 2.0 or 2.5 what ever it turns out to be it was never needed. People have made a case pro and con for it. Both make a good case. However, alot of us think if we didn't have so much power or cause so much damage to the HAM we could do without the melee mod.
It's just sad that the devs made commandos like this. Gave us power, and gimped us after all.
Now I read we are put on the far back burner for now. In the eyes of the devs we are not as broke as other classes so we can just deal with it. There is some truth to that, but I would say we are playable but not fixed. We might get a bone if the Test Server holds true. Only at master, but something is better nothing right now.
Sorry about this post. I just wanted to make a point that we just wanted our class to work, but never asked for it to turn out the way it did.
/salute
We were never given "god" status our damage was merely brought up on par and in some cases still sub par to other elite profs (excluding bh who can still do more dps with llc and should). Notice I said dps the people (cough pistoleers cough) who were up in flames about our damage were really only concerned about our special capablities which they truely didn't understand.
So what happened during the course of commando so far?
1) launcher pistol switched to hw xp
2) commando and bh specials given a power increase
3) rare resource reqruiements removed from heavy weapons and possible damage increase. I say possible since the dev's insisted our heavy weapons were powerful, upon removal of the rare resources the overall quality of our weapons increased since they where not limited by the quality of the rare resources. Some believe that the schematics were borked as well in regards to the components dependant on rare resources. The cons didn't change in regards to our weapons this is the key indicator damage wasen't given low quality borked componets removed and resulted in better quality weapons.
4) with rare resource removal range was extended on flamer/har to 64 from 48m.
5) hw reclassified from melee to ranged and 2x melee mod added.
Overall we were and are still far from fixed the higher than justified melee mod is simply a slap in the face to a still heavily gimped profession. The new master awards are still pointless unless due to the new defenses addedall professions on test will result ina 0440 commandonot beingable to hit jack. So this could lead toyet another "nerf" to the commando prof. Needing master (with wasted skill pts) to be viable instead of being viable at 0440.
Just fix our **edit** grenades and HAR already! It doesn't take a rocket scientist to see that they are stillcomplete arse atm. Grenades ranges, timings on har specials, har accuracy skill not stacking, and har ap come on already.
Keep smoking that crack devs looking good so far.
lol sry just had to add one more comment. We should petition to have grenades officially changed from being termed "grenades" to "happy fun suicide balls"
Heheheh so true...it's a joke and not a good one.
/sign