Commando Archive
Thread: Reduce pistol special ranges
The only thing I could add is the comment I made to a friend after about 15 minutes of 'the new patch'; "the fun has gone out of the game for me". Too many incapps and DB's from minor creatures now that they get a 2.5 melee bonus against our 'ranged' weapons. Seems not very well planned, nor very well tested.
Karg Regal
Expert Commando
Ahazi
Nah, actually right now the best current PvE Profession is Combat Medics. All they do is get their stats buffed up and then run around tossing AOE poison, and then come back and perform db's once everyone is incapped. And if they do well then then CM's have poisoned anywhere between5-20 people in one run. And so far i have yet to seea CM miss tossing poison, even though the CM'sclaim they miss.
Dragonsmacker wrote:
LOL i forgot the best class in the game for PVE! Creature handler!
MichailArris wrote:
Nah, actually right now the best current PvE Profession is Combat Medics. All they do is get their stats buffed up and then run around tossing AOE poison, and then come back and perform db's once everyone is incapped. And if they do well then then CM's have poisoned anywhere between5-20 people in one run. And so far i have yet to seea CM miss tossing poison, even though the CM'sclaim they miss.
Dragonsmacker wrote:
LOL i forgot the best class in the game for PVE! Creature handler!
You can't deathblow in PvE (player vs. environment) ... you're thinking of PvP
I'm forum hoping look at the other professions. Posting objective opinions and stuff.
I've watched commando's fight and there is a serious lack of balance in the proffession. Note I said in the proffession and not with other profession. The definition isn't really clear on commando.
Are theyextreme damage, low range, low defense? high damage, middle range, middle defense?
I'm not really sure. But the damage I'm seeing off the flamers its on the high end of high damage. Would mean you have low range and low defense. Riflemen suffer great handicaps once the opponent sees the player. They rarely hit moving targets and have take double melee damage, making them a less than desirable class. They have it worse than commando in that respect because although you complain about that unarmed requirement you should nothing the unarmed toughness mod. I'm really not sure if its effective when you have a gun equiped, although it should be. The toughness mod is a percent decrease of melee damage taken.
I saw meantioned that commando receives the same penalty in melee that riflemen suffer. I can't say I sympathize there. I always saw a commando in melee combat useing his fists to finish off the hp's the weapon missed, which is way so many commando's grab novice TKA for the VK's. Using a rocket laucher point blank is a no-no in any game.
The issue most people have is the flamer thing. I don't. Its the commando super weapon. just like the LLC is for BH. The devs will do whatever seems right with them, if I have a problem with those things I just don't play with people that use 'em. No sense crying about them. Beside flamer commando get me free money when they run by that clear the canni dews by my mission is a few shots. Free money for me. ^^
There are a lotta issues with commando since this patch. Just like the KD timer that forced everyone to change tatics. There must be a way to fight with this patch. haha, I remember it took the TKA's a month to figure out how to fight without KD. Lost a lotta players to other professions.
Looks like its mainly the damage you take thats the issue for commandos. The way melee solved this is with the Stun attack you learn in the unarmed tree. If a opponent moves in close maybe a macro to de-equip and stun+lunge would keep the mob down long enough to gain distance to get your accuracy back.
As for kiting... price you pay for for being considered melee.
I personally see commando's as being 1 shot PvE killers. Similar to Riflemen but more flashy. I really dislike the 16m range on rocket laucher, HAR, and the beam cannons. I saw those as long range, nasty damage weapons, suitable for killing large targets but at a high cost to delay and HAM. Talking like heavy armor piercing 10k damage shots that cost like half your ham and have a 30 second delay.
But as it is commando is well... wimpy. Low range is the main thing. Flamer... yeah.. I see 15 to 16m range. But the big acid and beam cannons? No way.60m like rifles. Make is so you have to be a master to hit 3/4ths the time or something.
Lotta work needing done on commando's. Good luck you guys.
MasterSynn, I realize that you probably can not post any responses you got here, but can you tell us if you have gotten any official responses, andwether or notthey have been sympathetic to our cause?
btw, nice post.
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Call us on it if we don’t tell you about an important change regarding Commandos, however, don’t expect us to tell you everything that goes on behind the curtain about Jedi...........Q-3PO
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Looks like you did at least get someones attention.
Ack!
It appears that with my launcher pistol equipped I'm still getting the 2.5x melee damage modifier
Can anyone confirm or deny this?
pistol is supposed to be the close quarters weapon of the game, so why don't the have range limits on the specials for it?