Commando Archive
Thread: What is a commando? (Please Read,Message to all commandos/commando correspondant)
Sorry about the odd formatting, but the message boards were giving me troubleso I copied my post into notepad and back.
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Kraftomatic wrote:
Number Two (Commando) Starts to run at me from far away....the flame puffs hit me from auto attacking but barely do any damage. As he gets closer (18m) he fires a flame single from his flamethrower that misses....1 second goes by as the commando simply stands there waiting 5 seconds for his flame single...I easily knock him down and he gets up and burst runs really fast away from me.
If I was a newbie, and I saw person Number One and Person Number Two fight either other players or creatures, I would probably tell you Person Number One was a Commando. And the observation here is amazing. Bounty Hunters get excellent bonuses to the very weapons they use at master marksman, and they use a heavy weapon too. Bounty Hunters use three different weapons, including a heavy weapon, and have many specials which can apply states, target a pool and apply status effects? I'm sort of confused.. I look at the commando skill tree and wonder if there is a point to even creating the profession.
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Response:
I'm a BH, and Kraftomatic came to me in game and asked for an opinion and I feel that I need to defend my choosen profession. Currnetly a MBH has +24 Ranged Defense. A Master Marksman/Master Dancer has +24 ranged defense. Hitting a MBH is even easier than hitting a Master Commando (you guys get +25 defense at master, plus the bonuses from marksman and whatever you get with brawler).
The flamethrower has about the same stats as an LLC. It does more than "barely any damage". The last time I fought a commando (granted, I was just past Novice BH at the time) I quickly found myself in the medical center with 400 health wounds.
Also, bounty hunters only go up with SOME of their marksman weapons. We have no rifles tree.
BHs only get one attack that targets a specific pool: Eyeshot. We have a few DOT's that also target specific pools, but having Master Marksman gets you most of those.
Also, we spend 216 skill points to master our profession. Commandos need 169 skill points to reach master.
And don't get me started on what it takes to grind through investigation with all the bugged missions.
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Ok, enough of that. I just wanted to make sure that BH's aren't going to get nerfed. We've got the same basic problem that commandos do: No defenses. Kraftomatic wanted to know what I thought about what he had to say relating to BHs, and there it is.
And now I'm late for work.
Heh, I think BHs, while getting added skills to their master marksman abilities are nice, still need a lot for the skil point investment, and BHs should be the best at one on one with commandos behind, The commandos should e the best aagainst groups of people, not just walk up and kill a group, but having a stationary weapon to where once they got it set up that part of the battle field is theirs. I dont know ho wclear that came out but does anyone get me on that?
And like you said about what the books say we are supposed to be, next time they start and In Concept thread on what commandos are supposed to be we should all say "Read your own damned description in the books you dumb assed devs!" I mean seriously, do they just ask that crap to smply buy time instead of answering the call?
Without question, 'commando', as it is currently built, is not appropriately named or not appropriately built. However you want to look at it.
A commando should be a versatilely skilled soldier, trained in multiple weapons and multiple weapon types. He should be trained in demolition, as well as skills building on all the weapons he 'familiarized' with in marksman. And master marksman is a master of nothing. It's like he's gotten his learners permit finally but he still needs to get out there and practice. He should also be familiar with hand-to-hand combat, with special melee defenses and special skills for warding off attacks, wether fighting off the enemies with no weapon equipped or with a heavy weapon in hand.
The commando profession as it is currently built is totally un-commando-like. He's a guy running around trying to burn everything up in one, maybe 2 shots, before he gets killed. He's a guy who can't throw a grenade any better than a novice entertainer. And if you want to quote me, and tell me all sorts of stats that prove that wrong......I don't care. Really, I don't.
Change the profession's name to something that makes more sense, fix what is already there and add some even larger weapons/skills. Call it the Artilleryman or Artillerist or something. It would make sense for the Artillerist to make big explosions and fire off massive weapons, not being stealthy in the least. Why would he? The only person with weapons that can equal the range of his are another artillerist.
Then create a completely new profession, capped off with a familiar title: Commando. In that profession, put the things so commonly asked for, even though so many people describe them in slightly different ways:
People want skills in commandofor the things we had to learn to get to commando. For instance:
People keep talking about ranged weapons, they want some new special weapon for ranged shots. Rifles-we need more rifle skills, specifically sniper skills.Whether people ask for new types of rifles, or ranged weaons or skills for already existing rifles, they want basically the same thing-ranged weaponry. Build on the rifle skills from marksman.
Assault rifles-there was a petition about that. There was also a post from someone in the military saying an assault rifle is a CARBINE. We need more carbine skills. Do we need new types of carbines? Ok, fine. But the commando needs skills building on assault tactics with the carbine. Sniper skills with the rifle. Close quarter fighting with the pistol. Unarmed or hand-to-hand skills building on unarmed 4. Build on what got us here and make it better. These are all ways commandos would truly utilize these types of weapons.
Keep some heavy weapons, since commandos do use those to a degree, but dont make one of them the only weapon anyone will use.
And the grenadeer column. Tsk, tsk. How worthless is that? We'd be better off having a combat medic throw our grenades for us. Fix the grenades-but add more to the column: shape charges and traps similar in theory to claymoor mines, heavy demolition charges for taking out the big targets like faction bases and the like.
Something like that, i think.