Commando Archive
Thread: Okay....wait
I read through a bit of the Commando threads. I'm thinking of going Commadno(I'll never get over having to say that) and wanted to see how broken the profession was before I put time into it. It's a classic mark of SoE that I got over here to discover not IF it was broken, no...just how MUCH so. Anyway, here I am, and I read. Interesting posts, intelligent people. I might be joining some mature ranks. That's nice.
Then i start paying attention to what I'm reading.
Let me get this straight.
1. There's this class of weapons called "Heavy Weapons" that neither have a modifer for the Comanndos, nore even actuelly has any weapons it in? Or there /are/ Heavy Weapons, but they're all Ap 0-2? Shouldn't HEAVY WEAPONS be Ar3? I mean this isn't exactly Carbine II. You can't get here unless your a master Marksmen in the first place, come on. Give us something to look forward to.
2. Apperntly, the Heavy Acid Rifle's abbriveation sums it all up. As in HAR-HAR. It dosn't even do the damage type it's supposed to do? The damage it DOES do is medicore at best? It's hella expensive and time consuming to make? That brings up someting else. You have to go to a knee to use all commando weapons? You know, I actuelly like that, but not if none of the weapons WORK.
3. Did someone say "Limited Ammuntion"? As in....it runs out? Commadno weapons run out of AMMO? The greatest sucess SoE pulled of with Galaxies ranged combat system was not including ammuntion. not forcing me to keep up with how many packs I have or dont have. All Commando weapons ahve limited ammo? And from what I've heard, they don't even stack many per pack slot? That's wonderful.
4. You have to go up the Unarmed Brawler tree, and then get nothing for it at Commando. I'm not sure who suggested it, but a Military style martial art, brutal and hard and specalized, would REALLY make up for that, which I do agree makes sense in the game. You don't want a Commadno to turn into a target out of ammo, right? You woudldn't want to take the TKA's niche, so why not make it so that fighting sentinents and/or fighting sentients with weapons in hand gave you a huge damage bouns. Like fighting a rifleman with Commando hand to Hand did x4 damage instead of just x2.5?
5. Grenades. 5 per slot, rare, hard to make, expensive, range is so short you hurt yourself, no bonus to throwing. I don't even need to touch that.
6. Personal question. What on Earth is a Beam Rifle? I saw that for the first time today, and noticed on my own...NO ONE has a liscense to use it. Now...while I'm moved and all fuzzy if they're putting that in before they add it to the Commando Line, why have it in the game before anyone can use it? And IS it going to Commando?
Well, these are newb questions to the profession and have no doubt been touched on, but I wanted to consolidate them and list them for people like me to scan over and hear about. I may STILL end up as a Commadno, ya know. I work on the TC mainly, so I'd love to report goodness to you guys and galls that love Napalm in the morning. But really. RIght now...is it totally worthless?
-Hatch
7. The whole concept of Commando seems ill thought out. This is a Hybrid proffesion that, by definition, suggests they're best in Blaster-heavy vehicle-thick firefights. Commandos seem like they'd be the Lynchpins to any sort of non creature combat. So why in the Core worlds don't they have like....Ranged Damage Mitigation 74? When you THINK "Commando" do you think of someone that gives out tons of hard core quality damage, but folds like the French when it comes to taking it? Nope.
8. As for Lynchpins. Agian, dunno who suggested it, but Full-Auto weapons. That'd be..../great/. You could do up a whole tree for it even. Start with light hand held repeaters and go all the way to you-have-to-go-prone-to-set-up-the-tripod-E-Webs, and include such abilites as "supprisve fire" which could "Intimidate" and "Force Posture change" at the same time. Never mind the great damage it should do over time to sentients. Course they'd be sort of worthless agisnt machines. Remember the E-web disn't even seem to scratch Hans ride as it left Hoth.
Thoughts?
Pretty dead on in your findings, although there are a couple corrections to make.
I sense some confusion over heavy weapons, an basically, this is the case right now
- All Heavy Weapons are consumable, with an average of 30 charges or so
- Heavy Weapons are also all very expensive and hard to make (average prices on lower end ones tend to range 10-20k)
- All Heavy Weapons and Grenades CANNOT be used indoors.
- Heavy Weapon accuracy is lower than the accuracy mods available for any other weapon in the game.
- The Heavy Weapon +skill tapes don't actually apply to anything, as heavy weapons function off of uniqe skill for each individual gun.
- They all have a really long reload time (you can't do anything for 6 seconds or so after firing)
Now as for the HAR, basically
- It is the only acid damaging weapon (aside from the glop grenade) in the game that doesn't have any armor piercing ability
- The accuracy and speed mods for it are broken
- Even if the mods worked it would be a weaker version of the flamethrower with less damage, longer delay, and acid damage
- Its current special attacksonly works in melee range, offering little to no versatility of tactics
And for grenades, we do get bonuses, but given the ideal range mods on them and that even at master we only get +85 to thrown weapon accuracy it is decidedly short range. The time it takes to throw these is also ridiculous.
Raptor2k1 wrote:
Pretty dead on in your findings, although there are a couple corrections to make.
I sense some confusion over heavy weapons, an basically, this is the case right now
- All Heavy Weapons are consumable, with an average of 30 charges or so
- Heavy Weapons are also all very expensive and hard to make (average prices on lower end ones tend to range 10-20k)
- All Heavy Weapons and Grenades CANNOT be used indoors.
- Heavy Weapon accuracy is lower than the accuracy mods available for any other weapon in the game.
- The Heavy Weapon +skill tapes don't actually apply to anything, as heavy weapons function off of uniqe skill for each individual gun.
- They all have a really long reload time (you can't do anything for 6 seconds or so after firing)
Now as for the HAR, basically
- It is the only acid damaging weapon (aside from the glop grenade) in the game that doesn't have any armor piercing ability
- The accuracy and speed mods for it are broken
- Even if the mods worked it would be a weaker version of the flamethrower with less damage, longer delay, and acid damage
- Its current special attacksonly works in melee range, offering little to no versatility of tactics
And for grenades, we do get bonuses, but given the ideal range mods on them and that even at master we only get +85 to thrown weapon accuracy it is decidedly short range. The time it takes to throw these is also ridiculous.
To add to your HAR analysis:
It also does not have a DOT.
Hatch_Hazard wrote:
As the topic said.
I read through a bit of the Commando threads. I'm thinking of going Commadno(I'll never get over having to say that) and wanted to see how broken the profession was before I put time into it. It's a classic mark of SoE that I got over here to discover not IF it was broken, no...just how MUCH so. Anyway, here I am, and I read. Interesting posts, intelligent people. I might be joining some mature ranks. That's nice.
Then i start paying attention to what I'm reading.
Let me get this straight.
1. There's this class of weapons called "Heavy Weapons" that neither have a modifer for the Comanndos, nore even actuelly has any weapons it in? Or there /are/ Heavy Weapons, but they're all Ap 0-2? Shouldn't HEAVY WEAPONS be Ar3? I mean this isn't exactly Carbine II. You can't get here unless your a master Marksmen in the first place, come on. Give us something to look forward to.
No. All heavy weapons are AR3, the grenades are AR 0-2
2. Apperntly, the Heavy Acid Rifle's abbriveation sums it all up. As in HAR-HAR. It dosn't even do the damage type it's supposed to do? The damage it DOES do is medicore at best? It's hella expensive and time consuming to make? That brings up someting else. You have to go to a knee to use all commando weapons? You know, I actuelly like that, but not if none of the weapons WORK.
The HAR does the damage its supposed to, only the mods are broken currently and it has no DOT, as mentioned above. You only NEED to kneel for firing heavy weapons, but its advisable until level 4/master for the flamethrower (and in theory the HAR) as they have lower accuracy than other elites.
3. Did someone say "Limited Ammuntion"? As in....it runs out? Commadno weapons run out of AMMO? The greatest sucess SoE pulled of with Galaxies ranged combat system was not including ammuntion. not forcing me to keep up with how many packs I have or dont have. All Commando weapons ahve limited ammo? And from what I've heard, they don't even stack many per pack slot? That's wonderful.
Only heavy weapons and grenades have limited ammunition. Flamthrower and HAR are like all other weapons.
4. You have to go up the Unarmed Brawler tree, and then get nothing for it at Commando. I'm not sure who suggested it, but a Military style martial art, brutal and hard and specalized, would REALLY make up for that, which I do agree makes sense in the game. You don't want a Commadno to turn into a target out of ammo, right? You woudldn't want to take the TKA's niche, so why not make it so that fighting sentinents and/or fighting sentients with weapons in hand gave you a huge damage bouns. Like fighting a rifleman with Commando hand to Hand did x4 damage instead of just x2.5?
This would be better posted in the in concept thread.
5. Grenades. 5 per slot, rare, hard to make, expensive, range is so short you hurt yourself, no bonus to throwing. I don't even need to touch that.
You can get accuarcy modifiers. However, they are inaccuarate, have high HAM costs (this may be addressed in the combat balance), and aoe damage does not work properly.
6. Personal question. What on Earth is a Beam Rifle? I saw that for the first time today, and noticed on my own...NO ONE has a liscense to use it. Now...while I'm moved and all fuzzy if they're putting that in before they add it to the Commando Line, why have it in the game before anyone can use it? And IS it going to Commando?
The beam rifle was a beta commando weapon. The cert was removed, but weaponsmiths still have the schematic.
Plasma beam cannons and Rocket launchers are AR3 heavy weapons with the ability to incap in one hit an armored foe.... but the accuracy sucks when outta the pocket and the acid beam and lightning beam are so innacurate and AR1, that they are not viable in pvp... the RL and PB are viable tho, if u can keep kneeled in the pocket.
The LP is only good for turrets... without any ap at all, they are not viable in pvp on armored targets..
The HAR line is broken.
The grenade line is broken.
The FlameThrower is a good close up weapon, It seems to work fine...
Uben Haum'Qui -The first and it seems only commando that uses mainly artillery for his dmg of choice.