Commando Archive

Thread: What is Our Number One Issue?

MasterSynn
Fri Sep 19, 2003 10:31 pm
#1

I'm pushing hard to get a better line of communication with the developers. At the moment, they seem interested in knowing what the number one issue is for each profession. Of all the minor (or major) issues, which should be number one?



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Maabus1999
Fri Sep 19, 2003 10:35 pm
#2

Fixing the Heavy Acid Rifle speed/accuarcy bonuses, and maybe the AR rating too(make it 1)? As of right now it is well underpowered compared to the flame thrower and doesn't have a DOT,so no one will ever use it, even on heat resistant mobs since they still get a DOT with the flame thrower. There's a lot more issues too, but this is a stand out one I think, being a full skill tree.


-Maabus-


Bloodfin Master Commando




Life is Tough. Life is tougher if you are stupid.
ardorseraphim
Fri Sep 19, 2003 10:37 pm
#3

yea everything but flamethrower isnt worth its amount



vi'cious on radiant
commando/ creaturehandler
used to be bounty hunter

an honorable imp thats intelligent and has plenty of ideas about the game, also i refuse to get an AT-ST
angels forced from heaven are bound to become demons- vicious
we are not perfect we are far from a God, because sometimes we are forced to become the devil himself-nicholas d wolfwood
ardorseraphim
Fri Sep 19, 2003 10:41 pm
#4

i would change the commando completely ... after all they need to be good at all ranges



vi'cious on radiant
commando/ creaturehandler
used to be bounty hunter

an honorable imp thats intelligent and has plenty of ideas about the game, also i refuse to get an AT-ST
angels forced from heaven are bound to become demons- vicious
we are not perfect we are far from a God, because sometimes we are forced to become the devil himself-nicholas d wolfwood
Tamrael
Fri Sep 19, 2003 10:47 pm
#5

Make the Heavy Acid Rifle worthwhile. Grenades actually have somewhat of a tactical use, as do expendable heavy weapons - there IS currently a time and place to use them, albiet a very very limited place. The Heavy Acid Rifle currently has absolutely NO justification for its use, seeing as even if the mob has 100% Heat we can still do more damage with the flamethrower than with the HAR.



--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
InquisitorPayne
Fri Sep 19, 2003 10:48 pm
#6

Top Issue: Broken area of effect on weapons and grenades


what use are weapons that are meant for area coverage and channeling, if the area effect does not work?





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Tamrael
Fri Sep 19, 2003 11:02 pm
#7

Yeah, but they actually have value in their single-target fire ability as well - being able to utterly smoke ONE thing at a time is better than not being able to kill jack



--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
Blue6
Fri Sep 19, 2003 11:13 pm
#8

I have to go with the HAR as well. I have used it twice since becoming a Master Commando almost 4 weeks ago. It serves no purpose. I even tried it again tonight just to mess with it and missed 7 times in a row with normal shots from around 35m before finally giving up on it and switching to the flamethrower. Next 2 shots with the flamethrower hit and the mob was dead. As it stands now, the HAR and its tree are for all intents and purposes, useless. I am not sure what they are willing to do with this weapon, but I would like to see a variation in specials from those of the flamethrower if it going to be its own line in our profession. I would also like to see the range extended to an actual rifle range, or at least an ideal range of somewhere between 45-64m. Despite all the problems with it, the thing that bugs me the most about it is the awful animations with the weapon. I know this is a cosmetic and somewhat trivial issue when considering the big picture, but it just bugs me.The DX2 animation would work with it since it too does acid damage. And, as has been sated numerous times on this board, I think the HAR should be AR1 at a minimum.


While this isn't really the number one issue in my mind, I'll just go ahead and write it while I am thinking about it. I really see a lot of potential for the Field Tactics tree if it is revamped. Right now grenades are not only difficult to come by for the most part (as many weaponsmiths do not have them readily available), they are also not really worth the time it takes to throw them in my opinion. I can easily do more damage with my flamethrower or launcher pistol than I can with just about any grenade I have seen. I know the ability to make our own was removed, and I understand why, but I really think this needs to be looked at again. I am greatful for the amount of damage we can now do, but I still feel ambivalent about having two full trees of our profession entirely dependent on using charged weapons which we can not even contribute to making and are totally dependent on others to supply for us. I am not worried about the money aspect of it so much as simply the ability to find weaponsmiths willing to take the enormous time it takes to make rocket launchers and grenades while they could be making other weapons faster and making more profit.




Halcyon Battousai/Master Commando
"The only thing necessary for the triumph of evil, is for good men to do nothing." - Edmund Burke
MaDCoW8Me
Fri Sep 19, 2003 11:44 pm
#9

Master Commando vs Grenadeer(novice + Flame Tree 4).


Master commando is no more appealing then just going with flame tree 4. Especially with the nerf of field tactics defense bonuses we may be seeing, master commando is even more a waste of time.


In my opinion, I think that is more important then the HAR issues, which might fall into the fix to make master more rewarding.




Aipest Geera
CC Extraordinaire
Syralis
Sat Sep 20, 2003 1:08 am
#10

i would have to say that i'm almost a master commando and my number 1 issue is.


since i got flamethrower IV.. i haven't really gotten any better.. and there is nothing to look forward to.


i say fix the HAR, but fix the rest of our skill trees too.. make master commando worth it.


i understand we're not supposed to be super versatile.. but i need more versatility than just flamesingle2, flamesingle2, flamesingle2, flamesingle2.



Billiz
Sat Sep 20, 2003 1:24 am
#11

HAR and Granades



TSA
The Swedish Alliance
http://www.tsa.nu
BELIALhg
Sat Sep 20, 2003 1:35 am
#12

1) fix HAR it should be a better med/long range weapon then the flamethrower. The FT should probably be weaker at range then it is now, it really should be a short range weapon only. I'd like to see the short range accuracy go up alot and the long range accuracy come down...alot.The HARshould also have a DOT attack, and it needs a better animation........the booger thrower is lame. Change the HAR specials to long range attacks, the damage should be much lower then the FT specials but still keep the high damage/low ROF. By cutting the flamethrowers range to about 35m and giving the HAR a longer range attack it would have a purpose. ( keep in mind thought the HAR shouldn't be one shot killing ppl at 64m it's dot should be inline with a low lvl bleed shot and shouldn't stack with flame.)


2) Bring the LP moves into the commando class and way from the pistol class. The HW tree should have LP specials.


3) The charge weapons should be better then the flamethrower. The rocket launcher should be the best weapon vrs large pets and AT-STs but totaly useless vrs players and small/med sized mobs. The pbw ( weapon or cannon? ) should be great vrs players and ok vrs armor. Right now there seems little point in useing a charge weapon when the flamethrower is better.

GharthaBhaal
Sat Sep 20, 2003 1:36 am
#13

As much as I would like to say HAR there is something more glaring that I really think needs to be addressed even before HAR. Master Commando. The accomplishment of Master Commando should carry ALOT more skill bonuses than it currently does. Becoming a Master Commando has very little statistical advantage over simply being tops in all of the skill trees. Aside from Proton Grenade certification (which is useful) we get 2 added special attacks in cone version (again useful) and a paltry +10 to throwing and heavy rocket launcher.


After all is said and done and the enormous amount of effort and time it take to finally reach the level of Master Commando I just feel the pay out should be a bit more rewarding. If this comes in form of some nice defensive modification or another type of ability that would be beneficial to our profession as a whole (such as reduce HAM on armor use) than I would think the actually ranking of Master Commando would be well worth it while.



Ghartha Bhaal


<Crimson Sky Empire>


Master Commando


Flurry

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