Commando Archive
Thread: Major Commando issues (Updated for July 10th)
The concept of our weapons being our specials and powering up other profession's specials is not a flexible system for a melee-range hybrid, nor does it make a commando "tactical flexible", and it produces a commando that is fundamentally weaker than a non-damage dealer. Rather, the community wishes to see our weapons powering up our own specials, and our utility enhancing that damage to allow us achieve our role within our profession such as a Rifleman or Carbineer can do with his, without a commando requiring out of necessity another ranged profession to achieve his commando role. The cost of such commando special(s) would be the current high SAC of our weapons, the lack of recovery specials, and the lack of any specials dealing with variety (ie Roots, Snares, KDs, Stuns, other State effects) since our weapons would already have states built in and our special(s) would deal exclusively in damage such as that of legshot or bodyshot from Carbineer and Pistoleer respectively.
Commando Issue 2: Broken AOE
Because of this, we are not a damage dealer in area with weapons that were ment to be, but an antagonist for groups and dungeon raids. AOE needs to be fixed, and brought up to the level of other profession's radius/cone specials (100% splash damage) if commando is to be deemed in utilizing the game's "most damaging area damage in the game".
Commando Issue 3: Lack of diversity in our weapons
This can be solved with the introduction of an Advanced Launcher Pistol as promised to us during the CU Beta, master versions of our innate state effect weapons such as the Rocket Launcher, and allowing commandos to have non-AOE weapons that do front loaded damage and power-up specials through damage itself (such as large levels of elemental damage), and AOE weapons that power-up through dispersing that damage over a target area rather than to a single mob throughout all levels of the profession. We need a far greater degree of diversity in our weapons, with essentially weapons that do concentrated fire (and thus higher min/max damage) and weapons that do area concentrated fire (thus lower min/max damage), in order to effectively to our job of focusing on potent damage capabilities as well as tactical flexibility.
Diversifying would help commandos live up to being a damage dealer using the full utility capabilities available to us.
Commando Issue 4: Grenades in General
Commando Issue 5: Power-ups and Cybernetic Arms
Commando Issue 6: The Proton Rifle
Commando issue 7: The Effectiveness of Elemental Damage
Commando Issue 8: The Crafting Process of the Rocket Launcher
Commando Issue 9: The Melee Component of Commando
Commando Issue 10: Sniper Shot and the Plasma Flame thrower
Thoughts? Comments?
Message Edited by StarNick on 07-10-2005 02:30 AM
Message Edited by StarNick on 07-10-2005 02:34 AM
Message Edited by StarNick on 07-13-2005 02:01 PM
At least we could have working AoEs, despite the fact that I utterly despise them.
It's been 2 Damn Months...
Devs you better get moving.
Maybe the lack of benefit in the skill points we sink into melee? Melee and ranged no longer blend well, yet the unarmed 4 requirement remains, and we see little benefit from it. I'd definately like to see that one adressed. I'd even be satisfied if we could use basic COB with Heavies equiped. Right now, it serves zero purpose.
StarNick wrote:
Ok, I keep feeling I missed something heh...
To be honest, if they just can get the AoE working properly (not just damage, but really the line of sight for it) I would be a pretty happy Commando. Getting the Proton Rifle & Elemental Damage fixed for us is great. Funny, now when I use the ole trusty FT the AoE damage is equal to my elemental damage+ 1. ![]()
So, they fixed elemental damage and now that is basically the ONLY damage done to folks within AoE, It is quite funnyto see.
I would take our AoE damage being 1/2, 1/3, 1/4, hell even 1/5 of our maintarget damage, if that and the whole AoE through walls, floors, ceilings gets fixed I think we would have a nicely working profession. The other stuffcertainlyis somecore aspects of being a Commando but with the history of our profession being how it is, I think we have already come along way.
With the new minimum range for Rifleman Sniper Shot set at 20m, the PFT has a 5m "window" in which this highly damaging special can be used with the most powerful commando weapon.
The requirements of this small window, the need to be prone, and the likely ability of the target to shift position ("rubberbanding") while rooted or snared means that the commando will have limited ability to use this damage combination.
Since it appears that the Devs have limited commando damage levels out of a sense of fear of combining Sniper Shot with high damaging commando weapons (Fan Fest comment I believe), the new minimum range should remove this concern and "Dev Defense" on why commando damage levels should be what they currently are.
For your consideration Starnick, as a leverage point in your correspondent forum discussions.
I was trying to get a Proton Rifle all day, wasn't updating stuff..so here I am 3 am writing parts of the commando Guide - Version 3.0 - I love the smell of napalm, and going over some commando issues heh...
Its bee a commando-irrific day!