Commando Archive
Thread: Holocron List of things we would like Hot Fixed
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Ivoni
Tue Aug 12, 2003 1:26 pm
#1
The post on Garibaldi is getting heinously long. We do realize that you are working as hard as you can. Our complaint is that our class is completely broken, was completely broken in beta, and got shipped this way. It's incredibly frustrating. There had to be someone at that company who played this class.
Seriously, go create a commando and go kill things if you want an understanding of why we are soooo incredibly frustrated.
1. Broken certs - So when we get patched this gets fixed. Thanks. I can actually use a weapon that sucks other than my flamethrower. But at least we can start earning xp.
But why do they suck you ask?
2. Horrid 0.0 Ideal Ranges. Yep. Examine EVERY ONE of our guns and their ideal range is ZERO meters. That doesn't help at all does it?
Surely that's all about the guns right? Oh no.
3. Horrid Range modifiers. I mean -58 at ideal range? Toss in the fact that we are a novice marksman skillwise as a novice commando. This makes us miss at least 75% of the time.
That it? Nope.
4. Flamethrower viewed as melee weapon by Npc. What you ask? It's simple. When I attack a lair it says I swing, which is annoying, but fighting a humanoid NPC it's a whole different story. Holding my scout pistol, I open fire, NPC returns fire. I hold my knuckles and NPC pulls out his melee. I open fire with my flamethrower, NPC puts away his gun, pulls out his melee and runs straight for me to give me the beat down.
Ahhh. Just so much fun.
5. Initial Acid Rifle accuracy not stacking with Acid rifle accuracy column bonuses. Train Novice Commando and you'll receive Acid Rifle Accuracy +10. Train Acid 1 and you'll get a second Acid Rifle Accuracy. They don't combine. Makes me wonder which I'm going to use when I finally get to use the gun.
6. Incorrect con system with flamethrower. Dark blue, light blue and many white cons give only 1 combat xp. I'm fine with getting 1 combat xp with a green. But a Dark blue which kills me? I pull out my scout pistol and get full combat xp. I have Flame 4, Acid 3 and just now have enough combat xp for field 2. Hello?
7. Horrid damage with the specials. We are told this is fixed in the patch. All I have to say is that when I light them on fire their health better melt like butter. Why?
On average all our guns do 200 damage every 4 seconds. That's it. TWO HUNDRED! We are told that Launcher Pistol will allow use of pistol specials. Do you know that every commando will become a Master Pistoleer as well? Why?
How bout we do DIDDLY for damage output? I've combo with master TKAs, Master Pistoleer, etc and without exception they recieve 3k of xp to my 500 or less. They do THAT much more damage without touching their specials.
How frustrated would you be knowing that to become a master in your class you have to kill a bazillion Durnis? Then while working on Master Pistoleer earn the combat xp to finish off Master Commando.
There are other issues this class has, but I can understand how solving them requires testing and thought. But as it stands I can duel a Brand New Novice Marksman with his N00b Cdef Pistol and he will win.
Tell me that's not messed up
N00b Marksman > Master Commando
Seriously, go create a commando and go kill things if you want an understanding of why we are soooo incredibly frustrated.
1. Broken certs - So when we get patched this gets fixed. Thanks. I can actually use a weapon that sucks other than my flamethrower. But at least we can start earning xp.
But why do they suck you ask?
2. Horrid 0.0 Ideal Ranges. Yep. Examine EVERY ONE of our guns and their ideal range is ZERO meters. That doesn't help at all does it?
Surely that's all about the guns right? Oh no.
3. Horrid Range modifiers. I mean -58 at ideal range? Toss in the fact that we are a novice marksman skillwise as a novice commando. This makes us miss at least 75% of the time.
That it? Nope.
4. Flamethrower viewed as melee weapon by Npc. What you ask? It's simple. When I attack a lair it says I swing, which is annoying, but fighting a humanoid NPC it's a whole different story. Holding my scout pistol, I open fire, NPC returns fire. I hold my knuckles and NPC pulls out his melee. I open fire with my flamethrower, NPC puts away his gun, pulls out his melee and runs straight for me to give me the beat down.
Ahhh. Just so much fun.
5. Initial Acid Rifle accuracy not stacking with Acid rifle accuracy column bonuses. Train Novice Commando and you'll receive Acid Rifle Accuracy +10. Train Acid 1 and you'll get a second Acid Rifle Accuracy. They don't combine. Makes me wonder which I'm going to use when I finally get to use the gun.
6. Incorrect con system with flamethrower. Dark blue, light blue and many white cons give only 1 combat xp. I'm fine with getting 1 combat xp with a green. But a Dark blue which kills me? I pull out my scout pistol and get full combat xp. I have Flame 4, Acid 3 and just now have enough combat xp for field 2. Hello?
7. Horrid damage with the specials. We are told this is fixed in the patch. All I have to say is that when I light them on fire their health better melt like butter. Why?
On average all our guns do 200 damage every 4 seconds. That's it. TWO HUNDRED! We are told that Launcher Pistol will allow use of pistol specials. Do you know that every commando will become a Master Pistoleer as well? Why?
How bout we do DIDDLY for damage output? I've combo with master TKAs, Master Pistoleer, etc and without exception they recieve 3k of xp to my 500 or less. They do THAT much more damage without touching their specials.
How frustrated would you be knowing that to become a master in your class you have to kill a bazillion Durnis? Then while working on Master Pistoleer earn the combat xp to finish off Master Commando.
There are other issues this class has, but I can understand how solving them requires testing and thought. But as it stands I can duel a Brand New Novice Marksman with his N00b Cdef Pistol and he will win.
Tell me that's not messed up
N00b Marksman > Master Commando
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