Commando Archive
Thread: First Impressions of the Commando how would you rate it?
Weapons and weapons selection (including various available damage types): 9.5. Never before have I done a profession with so many various weapons and damage types all in one profession. By far the most variety I've seen in a long time.
Overall effectiveness of the skill trees: 4. Flame thrower seems to work great, as does the grenades and support weapons branches. The heavy acid rifle tree is a major disappointment. I feel as though this tree is here for us without any purpose. In addition to this, the grenades and support weapons trees provide no real use to us wanting to grind out the profession viably and cost effectively. Only the flame thrower and launcher pistol seem to be our best means of gaining experience, and one must be a somewhat effective pistoleer to do anything worth one's time with the launcher. Fixing the acid rifle is the best method for this, or making the launcher pistol it's own tree. Condense the grenades/heavy weapons tree into one and give the launcher pistol it's own branch. This would do the commando profession a lot of god.
GCW/Star Wars Feel: 8. This profession is a lot of fun and the weapons are star wars in feel. This profession is a viable profession in the Star Wars universe. I'd like to see more rare drops from familiar sights and sounds in the movies (think Geonosian loots, perhaps), but I've had a lot of fun relating this to Star Wars and the true feel of a role-playing game as this should be. (Not saying that role-playing is essential, but this adds a nice touch).
PVP Effectiveness. 6.5. Hit or miss is what this profession is. We have typically one shot to make it count and that's it. Not much we can do about it, but also consider that this problem derives from the same problem we have in the skill trees category. We can use one weapon viably for person for person. This really hurt this rating. What rebounded it was the fact that it's so great in killing turrets in player-held factional bases. Blast damage is absolutely essential for this reason.
PVE Effectiveness: 8. A lot of things are hit and miss here too, but to a lesser extent. Same problems and strengths as the PVP rating, but commandos fare so much better killing NPCs than Human players.
Overall rating: 7.75. A good experience for me in this profession and I'm glad I've done it.
NOTE: These are all just opinions - feel free to submit your own ratings!
You hit in almost on the nail...
btw its 7, not 7.75 if you're adding all those points and taking an avg
...still its a C-..and thats not acceptable for a hybrid class
yes for some things in PvP, commando is essential...but sadly only the Flamethrower part
If you take into account of the pre-reqs and trying it only as a master commando (not using other class defenses) your score would be much lower....
...of course being a "Pure" MC isnt wise atm...some may say, just dabble or take up TKA....but the point of a Pure MC...you shouldnt have to do that...we're nearly twice as many Skill points as a 92 prof elite...yet halfway thru their class they get more defenses than us (avgerage) or the same than we do at MASTER...something is dreadfully wrong with that (we should be at least on par or more on defenses or make commando a regular elite...and any dabbling should make us stronger..not almost on par with the elites)