Commando Archive
Thread: Commando = Useless
Personally i think that at master commando, you should be able to take down an AT-ST in 1-2 rockets. At the moment the damage they do is pathetic, considering the slow firing speed and charges on each launcher. Give Heavy Support Weps a much slower speed andincreased damage, like 40,000 dmg (and no im not joking) but make mods so they are only really effective on their intended targets (armoured targets, vehicles and turrets), but if you wanna use them in PvP you still can, you just hit less often. Seriously though, i dont care what armour you have on, if you get hit by a shrapnel-filled,rocket warheadyou're dead. Rules like this need to be implemented to the game ![]()
OK on a small note Swordman can inflict 4k dam i have never taken down a ATST in 30sec not posible are attacks are slow as hell swordman is useless in PVP , commando is the same in PVP so i can complant there , but i do think they need to fix commando as it is so broken it is a joke , sometimes i wish i never droped Swordman to go Commando but , i like to burn stuff when i hit which isnt very much .
But i will stay commando for the next while and see what happenes as this is the second time ive being mastering it anad will alway come back to it
once a commando always a commando , FIX us PLS
Well, if what I've heard is indeed the case, the reasoning behind the Swordsmen outdamaging commandos on AT-STs is fairly simple. Basically what I've heard is that if a creature, or person is vulnerable to a damage type, instead of adding the multipliers, it does nothing... so an AP3 and an AP0 blast weapon with the same damage ranges firingon a target with a vulnerability to blastwould do the same amount of damage.
Now I've not had a chance to try and verify this myself, but if it is the case it could explain a lot of the problems. Also, no offense to some I'm sure some of you know more than I do, but to be honest, I've done a lot of damage to AT-STs and turrets in my day, and have outdamaged swordsman/riflemen quite a few times
Basically all you have to do is remember to kneel before firing (I do /aim as well, don't think it helps but I do it anyway) and get your RL speed sliced ![]()
I do however believe the cost on rocket launchers is a bit much, they should either increase the number of uses, or decrease the difficulty to make them more mass producable, but all well. As for our other skills, +25 thrown weapon accuracy helps a fair bit with those, I personally enjoy lobbing them at people ![]()
I'm not trying to say Commando isn't broken, far from it, but it's not AS broken as a lot of people think it is.
Then explain how a 1.3k-3.7k rocket can do 6k of damage to an umarmored, 30% blast resist stormy.
Mikail_Ledeuar wrote:
Well, if what I've heard is indeed the case, the reasoning behind the Swordsmen outdamaging commandos on AT-STs is fairly simple. Basically what I've heard is that if a creature, or person is vulnerable to a damage type, instead of adding the multipliers, it does nothing... so an AP3 and an AP0 blast weapon with the same damage ranges firingon a target with a vulnerability to blastwould do the same amount of damage.
Now I've not had a chance to try and verify this myself, but if it is the case it could explain a lot of the problems. Also, no offense to some I'm sure some of you know more than I do, but to be honest, I've done a lot of damage to AT-STs and turrets in my day, and have outdamaged swordsman/riflemen quite a few times
Basically all you have to do is remember to kneel before firing (I do /aim as well, don't think it helps but I do it anyway) and get your RL speed sliced
I do however believe the cost on rocket launchers is a bit much, they should either increase the number of uses, or decrease the difficulty to make them more mass producable, but all well. As for our other skills, +25 thrown weapon accuracy helps a fair bit with those, I personally enjoy lobbing them at people
I'm not trying to say Commando isn't broken, far from it, but it's not AS broken as a lot of people think it is.
I don't think I'll ever go as far to say the Commando profession is useless...we do have various good aspects of our professions...
The problem lies in the fact that we have been reduced to a Secondary Profession rather then a Primary...What I mean by that is we MUST rely more heavily on other profession skill over our Commando Skills...inessence we enhance other professions with our Commando fire-power and use our commando skills only in situations when the commando fire power is called for...Most players take on one Primary profession, then seek out other professions (dabbling) to enhance their characters....you can do this with most professions out there...but when it comes to Commando, is becomes a requirement and most commandos find themselves using these "dabbled" skills more then their Commando skills...This is seen easily by how many folks just get flame 4 vs how many folks actually go all the way to Master...Every profession has dabblers, but I have a feelingthat when you compare dabblers to masters per profession, Commando will be right up there near or at the top with higher ratio of dabblers then masters....
This is the basis for many of my arguements for the Commando profession...We need our profession taken back up to being considered a Primary Profession...a profession where folks Hit Master for a reason, then dabble their remaining skill points just to enhance their skills a bit...To do this, we need to make our various skill trees desirable...and as we sit right now, only one tree is overall desirable...The other's are only filler for those who want to hit Master...
Message Edited by garvin on 03-26-2004 10:06 AM
comandobob wrote:
OK on a small note Swordman can inflict 4k dam i have never taken down a ATST in 30sec not posible are attacks are slow as hell swordman is useless in PVP , commando is the same in PVP so i can complant there , but i do think they need to fix commando as it is so broken it is a joke , sometimes i wish i never droped Swordman to go Commando but , i like to burn stuff when i hit which isnt very much .
But i will stay commando for the next while and see what happenes as this is the second time ive being mastering it anad will alway come back to it
once a commando always a commando , FIX us PLS
Hey Rao..i can explain
RLs have HVY Ap, thus they do a multiplier on the damage you deal
Also..mind you..depending on where it hits (honestly..since it has a blast radius..where it hits should NOT MATTER..should ALWAYS hit for the same amount..even if its overkill...also..ive missed LOW ham stuff with RLs i fired at em for kicks...at least if it misses..have it still do RADIUS!!!!!!!!!)....it wont always do 6k ham..ive had some RLs do as low as their max...in the 3k's
Anyways...if you take that 6k from combat chat...the ST blocks 30% you say? The combat chat LIES..it tells you the dmg you do, but not the REAL damage the creature takes-thats what the numbers after you hit a creature indicates...really..the RL is hitting the st for 4,200 dmg...thats 1800 dmg off as a result of 30%
IF its hitting 6k after the resists then hell thats one good RL ![]()
Plus, factor in DAMAGE, SPD, ACCURACY, HAM, and USEABILITY in determining how effective a weapon really is...
Our RL has High dmg..usually 3-7k per hit...HOWEVER, due to SLOW spd, other profs with AP weapons (like T-21, DX2, The DXR-6, Etc) can EASILY outdamage our RL with a few specials...and at a fraction in many cases of the ham...each hvy weapon takes around 100 ham ea to use..plus you gotta kneel...and your easier to hit..therefore, since you CANT MOVE, and are EASIER to hit from melee..you'll get A) pummeled..and from range B) easy target...hence its not viable in PvP, unless against stationary targets..but even then...most other classes with Ap weapons OUTDAMAGE us
Its very misleading, even to the devs i honestly say, to quote a weapon solely based on initial damage..7k per7-10 seconds (higher dmg RLs are alot slower) is pathetic..only thing useful of our RL (1 of 2, btw) is the blast and Hvy AP....ONLY our hvy weapons have AP..and only TWO have hvy ap...and those two (RL and HPBC) are the only real useable ones (better accuracy/spd, HPBCs the most economic and bang for the buck too)...example..our LLC is 40 spd/accuracy...our Acid streamer is like 70/45 acc/spd...HPBC is about the same..but has Hvy AP..RL has +100/something else (forget..either 45 or 65 or between)
If it wasnt for the Hvy AP..our hvy weapons are worthless...and all cept the two quoted above ARE because of lack of Hvy AP...i honestly think either the spd/useability/accuracy/ham HAS to be improved if devs want out weapons this dmg..OR improve acc/dmg to like 15k+ dmg per ham, with REAAAALLY accurate bonuses......too much? Hell, we wont be outdamaged by meleers/other ranged AGAINST ARMOURED OPPONENTS then..and be able to DO OUR JOB