Commando Archive

Thread: Commando Knockdown (it should happen)

ghendok
Sat Aug 23, 2003 7:16 am
#1

Ok I'm not a commando, I'm a TK master but I would like to pick up some basic commando stuff soon. I was thinking after getting ganked by some roving party of lame imps shooting me convert while attacking a rebel base with cheesy carbine RANGED KD.


Ok so me a TK master with 20% KD resistance has no chance against some pathetic carbineer with charge shot 1.


Soooooooooooooo, since KD is getting NERFED again with the patch that is currently on TC, I have a new proposal. Leave KD in for melee because, well we're melee and can't hit while running so we're already at a disadvantage.


But those pistoleers and carbineers, need it removed forever. Granted pistol whip is (melee) you still have the freedom to initate combat before by bleeding then run off after KDing, or just spam KD with that nice sorry HAM cost. Compared the GIGANTIC one a TK gets if they think of using it with knucklers on, course without its not to bad but still its getting pretty lame now.


So I propose, REMOVE pistol whip KD effect, just make it good solid melee dmg. REMOVE Carbine charge shot KD effect, and BH carbine fire knockdown.


Instead give fire knockdown to FLAME throwers because it makes TONS of sense. And while an assault rifle can lay out the lasers/bullets whatever, I just don't see it shooting fast enough to put em on fire. Flamethrower with the huge burst of well FLAME and energy coming forth, makes PERFECt sense with the phrase "fire knockdown" and even the description of the skill.


Now for charge shot, carbineers exploit this worse than TKs did and you know its true because ranged KD is the end all cheese stick. Don't deny it, I used KD enough before it got jacked at all and it was god, if it was ranged OMG that is just fake.


Now what isn't fake is the fact that a ROCKET launcher REALLY would knock someone on their behind. Not sure if those TC changes are changing the range. But if that range still is lame, it makes even MORE sense who is gonna take a rocket from so close and NOT get knocked down. Combined with limited usage and this makes it very balanced. Gives commandos a reason to play AND be in groups because they would be the ones supporting their party knocking down the big things. AND YES this would now make sense for a commando to knock down big things like Krayts.


I know its a sloppy post and I just thought of it randomly, maybe its been thought up already but given how many times they nerf KD, its quite obvious the status effect as it is DOES NOT WORK. So give it to a weapon that makes sense and has limited usage per weapon. That makes ton of sense. Nerf it all you want and leave it with melee, it still has its minimal usage but melee needs SOMETHING at least.


So lets see a show of hands.


HOW MANY COMMANDOS would want KD or still wanna be a commando knowing they were the only ranged weapon users that had it?


BenedictAmber
Sat Aug 23, 2003 7:28 am
#2

I would definitely like a knockdown for commandos, and giving the flamethrower the KD makes sense. What I would like to eventually see is the flamethrower turn into the tactical weapon and the acid rifle turn into the powerhouse weapon. Say at master commando, flame cone 2 is an area KD, acid cone 2 just does HUGE damage in a cone. Balanced, makes sense, makes the commando useful. I seriously don't understand how the devs cant see stuff like this.
Ivoni
Sat Aug 23, 2003 7:29 am
#3

The nerf on Test to Knockdown isn't all that heinous.

You successfully knockdown.

Target is down for 5 seconds.

Target cannot be knocked down for 30 seconds.

Reapply.

Granted it makes a melee's life a litte more interesting tactic wise. Makes PvP a whole lot better in my opinion.

Besides, just because it's on test doesn't mean it's being released.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Wepps
Sat Aug 23, 2003 8:03 am
#4

I have to agree. It doesn't make sense that a Pistoleer can run up to an AT-ST, beat it across the kneecap once and knock it down with a scout pistol, when a Rocket Launcher has no effect on it.



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Corran_3
Sat Aug 23, 2003 10:43 am
#5

Don't remove it from carbines only pistols Carbine is in need of a niche and suppresion and the like gives them that.



Jinnt Keterrik
Master Commando, Master Teras Kasi
Xytroncore
Sat Aug 23, 2003 1:57 pm
#6

Ya, carbines focus on the LEGS of the enemy, if you're shot in the leg would you not fall over? Of corse you would, carbine knockdown is viable and should not be removed.



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Manimal : Gunslinger
Bloodborn
Sat Aug 23, 2003 3:46 pm
#7

I am theorizing that laser fire is better than bullets which is why there is laser fire. Now if a 50 cal is put in your head you just MIGHT fall over, same goes to head and or leg. I just think that leg should be highest chance mind then body. a CARB should be the only class that could KD a atst since legs is their field and it is the weakest aprt of the atst body. cannot be knockeddown again for 30 seconds? is THAT what it means?? HOLY WOW.... about dang time I can finally do what a rebel does best.. RUN LIKE HELL! =) That is gonna be sooo freakin nice.


Sorry but commandos wiuth their heavy gear should knock down easier and for far longer... I mean heck we can whoop vehicles.... BTW just cause an ATST is a pet it is still a dang vehicle type...



WoRlaNN
Sat Aug 23, 2003 5:03 pm
#8

Actually Bloodborn, there is nothing that makes a Commando heavier than anyone else. But in the sense that we were heavily armored (think MAX suits from PlanetSide), then we should have a very low chance at being knocked down (from a little laster blast? come on, think better than that), but if we do get knocked down, I agree it should be for a little bit longer. I think its very funny imagining a MAX suit on its back trying to get back up, LOL.



Level 60 Commando
One of the first to be Master Commando on Chilastra.
Ivoni
Sat Aug 23, 2003 5:26 pm
#9

Personally I think our commando knockdown got misplaced.

Reading the description of the BH Carbine 3 sure seems like a flamethrower knockdown to me.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Theedage
Sat Aug 23, 2003 5:44 pm
#10

First of all I do not want a knockdown for commandos. It's so cheesy.

Secondly could you picture our knockdown

You knockdown said person, they get up after 5 seconds, you can't do anything for 20 seconds... what's the point of it?



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
DrkSensei
Sat Aug 23, 2003 6:08 pm
#11

the same as shooting them with my flamethrower special and them beating me to death as I pray my dot gets them first?



Bothan Bounty Hunter ~ Starsider
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C o g i t oE r g oS u m
Bothan Commando M Gorath

Main-Wan_Yeh
Sat Aug 23, 2003 6:23 pm
#12

How about Shock-wave KD for explosives!!!! That would rule....be not likely going to happen.



It would be fun to just watch it,




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Kaii
Sat Aug 23, 2003 7:28 pm
#13

I don't know about you guys, but when I get shot I fall down period. End of story.
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