Commando Archive
Thread: The Rock Paper Scissors of Combat
To all the nerf screamers out there.
Any good combat system has a large element of rock paper scissors to it. Where one tactic or weapon will beat another but will be beaten by another. In the case of the heavy weapons, the important thing is to stay out of range (melee fighters are going to need some lovin' now). But to just look at pure damage and scream nerf is ridiculous. I mean if a rifleman was prone and I was 3 feet away hitting him with my bare fists (I have no unarmed at all), it would be stupid for him to scream NERF my unarmed because he couldn't get a hit in right? But that's essentially what you're doing. No weapon or tactic is perfect and good enough to win in every situation, but it seems like you guys want a formula that will let you win every time. Well, it ain't going to happen.
Don't bring scissors to a flamethrower fight.
-In the case of the heavy weapons, the important thing is to stay out of range (melee fighters are going to need some lovin' now).
And with that. I dueled a tka friend of mine who was almost a master. He let me live long enough to test out my flamethrower... I missed 3 hit 1 missed 2 more.
TKA have good melee and ranged defese. Throw on Squad leader and add anotehr +50 overall to ranged/melee defense.
What goods a flamethrower special if you cant even hit with it.
I'm not complaining, I love the new flamethrower, just in response to people reactions to it. Spend some time thinking about 'strategy' instead of yelling nerf. Sure we commando's do a lot of damage, but there's a definate paper rock scissor combination in place in the game.
If people think our damage is high. Go fight with a Bounty hunter sometime. They are able to do 1k shots every 1 second.
I'm pretty happy with the current state of the commando weapons. We're finally on par with other classes.
GOOD JOB DEV'S! CONGRADULATIONS ON THE GOOD WORK. I WONT BE POSTING ANYTHING NEGATIVE FOR A LONG TIME.