Commando Archive

Thread: Positive Feedback Initiated =-)

RogueSaber76
Fri Feb 20, 2004 3:32 am
#1

TH,


Hello Sir and good morning, I have been reading the boards seeing all the fallout after the publish. As with anything there are good points and bad points. I will hope to cover both here. Good points that I can see are that the initial damage increase is apropriate for pvp and does damage proportionate to the idea of a Comando. In PvE it seems to be balanced with what the old DOTs did to our targets. However the speed penalty on and lack of defenses is very poor. The weapon system needs to have its speed increased in PvP, I do not know if you can do just in PvP or if it would have to be done across the board. On the subject of defenses things are pretty bad, all specails must be initatiated with in Melee range. The Master Melee Dizzy/Knock Down at 20m move is an instant loss for the Commando. I have been participating in PvP every chance I get be it coordinated base attacks or just jumping in at Theed Starport. I have yet to win a one on one confrontation and was lucky to win a two on one skirmish out in the Swamps of Rori, of course my DOT was of no effect do to all of the water there. On the whole though Commandos are getting owned unless it is in some type of group warfare, now I understand that ganking is well outside of any type of balance as I am sure you do too. I will only discuss the Flame Thrower in this because as we all know with the exception of the Rocket Launcer attacking static targets or AT-STs the other weapon systems employed by Commandos do not effectively work.


Thank You,

Jaxom Bladerunner

Master Commando



Jaxom Bladerunner
Imperial Col. Inf.
IRGN
Dark Jedi Sith
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