Commando Archive
Thread: Commando unarmed IV requirement
I find the commando unarmed 4 requirement provides no benefit and should.
1) If a commando is forced to get unarmed 4, then it should negate the 2.5 damage multiplier.
Example:
Player 1 (Rifleman) fighting a creature from ranged. The creature runs up on the player, and proceeds to destroy the poor non unarmed trained rifleman. 2.5 multiplier.
Rifle is cumbersome, and does not lend to defense well. Rifle gets in the way, player gets clobbered.
Player 2 (Commando) fighting a creature from ranged. The creature runs up on the player and proceeds to attack. Since the commando is not as an easy target for unarmed attacks(the commando has unarmed training IV). While the commando is not going to do any wild kung fu moves with 4 boxes of unarmed training, he is going to at least deal with a fist/claw/hoof blow better than someone that is not trained.
Heavy weapon is cumbersome, and does not lend to defense well. Heavy weapon gets in the way, but not as much, because the commando has dual heavy weapon/unarmed training. The commando may get clobbered, or may deliver a flame thrower stock shot, to the head of the attacker.
2) If the commando is forced to eat the 2.5 damage multiplier, then remove the unarmed requirement.
Basically, I find it totally unbelievable that a unarmed trained commando would take as much damage multiplier, as the profession that has no training. If you are going to require a melee component for this profession, then let the commando get some common sense use out of it.
Good post...but a bit late...![]()
Apparently the 2.5x Melee Damage Multiplier has been removed on TC and will be removed from all ranged Profession with the next patch...at least that is what I last heard...
I agree with you regarding the uselessness of the unarmed tree, but instead of removing it (which will cause Commandos volumes of nightmares...either the loss of hybrid status, or all of us have to pick up another tree somewhere else to replace) we should look at adding some sort of unarmed capabilities to our profession in the form of unarmed specials or a VK cert (or vk like weapon).
The explaination the Dev's gave for the multiplier is that the majority of ranged professions use 2 hands to fire their weapons, and therefore do not have a free hand to block attacks as most melee professions do (or don't have a weapon capable of blocking like 2 handed melee weapons)....therefore, when we are hit by melee weapons they do more then double their damage...a silly flawed idea I know...but that's pretty much how they introduced the 2.5x multiplier...and that's the explaination we were pretty much presented with when we got it tagged on us as well...
But to get back to the beginning of my post...looks like the multiplier is going out as Mitigation comes in...YAY!
yes i think unarmed skill mods shold help me as commando /HUGE-GRIN
seing as how im tka master =P
Commandos are meant to be elite fighting individuals... to take a 2.5x damage multiplier is to deny their status as having done intensive combat training. Also makes me wonder where the heavy machine gun style weapon is... I don't see any rebel commandos (the npc ones on factional missions) using FTs or acid rifles.. only the occaisonal grenade.
The removal of the mult on TC is a good thing.
A real commando I'm sure would be able to drop the FT before the enemy gets close and go into unarmed combat mode... I'm sure if there was a real commando reading this they'd be saying yes I'm trained in several martial arts (judo is usually one of them). I think someone suggested a survival knife... or at least a rambo style knife... this is a game after all =p