Commando Archive
Thread: Possible commando fix???
I think the real issue here, isn't so much broken classes and avoidance, or even truely wanting to make some classes better then others.. I feel that the biggest problem here is SOE's dev failing to swallow their pride and publically announce they are aware of the problems, but have NO solution as to solve them without causing an inbalance, which inturn would lead to more imbalance.. Let me give you an example with the commandos, which I don't know much about, but will try to do my best..
Currently BH are one of the best PvP, one on one combat killingclass, IF not the best.. and rightfully so.. So how does one make the commando better without jeopardizing the value of the BH? If they increase commando weapons damage, it inhearantly makes them a deadly opponenty at long range,, more so then a sharpshooter.. There are other issuses that come into play, but I just used that one.. I think one thing SOE dev's can look at is NOT use the tunnel vision of ONE on ONE balancing, but maybe something different.. Lets look at the commando situation about range and weapons..
So many think the 0 range is outragous which I would have to agree, but you don't want any target being nailed for 2,000 damage at 64m away either.. making the commando a killing machine at long range.. So why not change the weapon coding to a variable distance and speed.. Let me give you an example using the rocket launcher..
Make it so that the rocket launcher damage is 0% within 10m.. 50% within 10-30m.. 100% within the ideal range of 30-64m.. and 25% outside that till it reaches max range.. What this does is intices the Commando to get in "IDEAL" range for max damage.. NOW you add the speed factor..A moving target decreases the damage by 50% after the initial range damage is calculated.. Example.. A rocket launcher that does 500 pts damage used on a stationary target NEST or BASE in the IDEAL range will get all 500 pts.. However a moving target beyond the idea range will only do (25%X50%=12.5% of the 500damage.. = 60pts of damage) What this does is still makes your sharpshooter the choice man to go to for those long range shots for damage.. The same calulations can be used for the short range..keeping your TKA artist and BH the master.. Don't forget that commando has brawling exp to switch to in case of short range self defense.. Where a commando shines is those stationary targets that would be tailed for HIS thing...
A group of adventures go after a rebal base.. The commando can help take out and assist by TAKING the first shot on stationary targets.. NEST, mob or whatnot.. HE gets that FIRST mega damage POP.. now the target is pissed and moves.. commando looses his advantage, but can still help with marksman/brawler abilities as he helps the group take out said mob.. OR.. he they want.. they can let the commando concentrate on taking out the stationary base or nest while his friends proceed to kill approaching attackers.. This might change the initicial idea of a commando.. However, I believe this would give commando purporse without stepping on anyones does.. The commando can become your FIRST STRIKE guy and the man to rely on for heavey weapon damage on stationary targets.. May be added to this.. but it's a start
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I reread what I wrote and it may sound a bit misunderstanding.. let me give you an example of a primary commando role..
Commando and friends walk upon a target nest or base.. The check out the area and see 2 targets in close proxiemity of each other (3 meters apart) at the doors to the base.. One is a general, the other a captain.. Lets say they con red and yellow accordingly and have 7K and 10K of HAM accordingly.. Since neither target is moving and unaware of said group the commando is called up first.. With his FIRST strike ability he HITS area effect IDEAL (35m) range damage on stationary targets for 100%.. Lets say that Damage being 2,000 for the primary target General and 50% damage area effect,, which would be 1,000pts to the captian.. WOW.. what a wonderful start to a fight that NO one else can do.. But now the mobs are ticked off and running..
This will decrease the commando's advantage, and now the commando should hotkey over to whatever other weapon he has to assist the rest in killing them.... IF the mob stops to take a prone position.. UT OH.. can the commando switch over fast enough to LET loose another max damage on a stationary target.. I think this would really add some spice to the game.. Giving the commando a nice little market of his value..
More can be fine tuned later as it goes to test.. but I think this would be a great beginning.. A First Strike area effect man
Add in the flame thrower when they get close, can you say "Crowd Controll"
I perosnally would like to enjoy roasting a gnort nest and watchign them all run around on fire...but /sigh
Tortza, Eclips
Here's my opinion, commando should have a plus against large creatures and vehicles. Commandos should have the ability to do a huge amount of damage but have a very poor reload time on things such as the rocket launcher. The other weapons should to similar damage to those in the carbineer/rifle/pistol tree's but have different effects (like heat damage or armorpeircing or a dot) things to make them not necesarily(sp?) better, but better in some situations.
Also, the flamethrower andacid rifleshould be the commandos main weapons, not hugely heavy hitters. when the commando is done firing a rocket he should use the flamethrower to finish off the target.
Or he could fire a fairly damaging random ham hit with the acid rifle that has a dot affect.
I can do upwards of 1200dmg with my laser carbine with a full auto 2 attack.
so devs, could you at least, if your scared of balancing issues....make us do that amount of damage for now?
Acid Rifle and Flamethrower don't by themselves do great amounts of damage. We have been told that it's the power of their specials.
The Flamethrower specials have a max range of 17m. So to apply our damage we must be at least 17m away. On top of that, after we apply them we cannot combat for 15 seconds.
I can't speak of any other damage as I personally haven't used them. But that's the way Flamethrower works.
ok so your saying we master a whole class master unarmed then we grind out 40k combat exp so we can.... get 1 shot off i dont know but i think thats bull s*** u dont know what your saying we have to master all that for what 1 shot out of a whole dame fight thats bull and a RLflamethrower keeps on burning am i the only one or should u have a burn affect like health shot where it keeps on taking away health i think your commando "fix" is bull i am sorry i didnt master marksmen and unarmed so i can get 1 shot off in battle
K commando is the ultamite soldier, should do most of the damage on the battle field to multiple eminies at once,
fair enough BH is and should be best one on one.
I think seeing as u have already mastered marksman, some of the heavy weapons .ie. Lancher pistol, beam rifle or Acid rifle, they are classified as pistols and rifles, heavy maybe but still pistols and rifles.
So i put it to the Devs seeing as u already have +60 to the rifle and carbine and pistol accuracy and +30 to their speed, seeing as riflemen and carbineers and pistoleers can carry on using these modifiers why shouldn't commandos be kind of the samecause they are using rifles and pistols (heavy), so because they are heavy then maybe use only 50% or 75% of the speed and accuracy of the pervious modifiers for the heavy weapons and then the new heavy weapons modifiers can be added on to this, u only get a max of +80 to heavy acid rifle accuracy, so why not use +20 of the pervious marksman rifle bonus to make +100 accuracy for master commando, and the same for other weapon types, makes sense doesn't it.
Feel free to express ur thoughts as harshly as u like
WacCaBacCa
Commando/smuggler/medic
For one, I would like to know why everyone thinks BH should be the best one on one? Because of boba or jango fett? That makes no sense.
Because its the toughest profession to achieve? Well, its not like they are spending those points just on fighting, they also get perks like BH missions only, creature harvesting, mask scents, the ability to make traps and camps......
Every single thing we train to be a commando is combat related. We are nothing beside combat. Since we dont get anything else, shouldn't we be able to at least go toe to toe with a BH or a pistoleer?
Thats just my 2 creds.