Commando Archive
Thread: Playability concerns for Starnick to pass along
What is our role?
what if we can switch some weapon's mode.... AoE or massive damage... make the ability at master commando or something ![]()
i mean if i have a flamethrower i dont actually have to spin around takin the buddies too, but i cna concentrate the fire on a target...
StarNick wrote:
Exactly the stance Im taking in the Corr forums!
I'm glad I'm not the only one that sees this ![]()
Its like the developers saw how well the flame thrower was working, and made all our weapons into flamethrowers (with varying degrees of damage and eye candy).
On the flip side, I'm not sure how a change would make us fit into the new CU. Asside from a very large very slow gun, Is there anything else? Would states stick more reliably make us better? Would a weapon with a 15m range and 5m non-cone AoE solve some of the dungeon issue? Is ranged armor-break our best solution?
enough babbling for one day ![]()
Thanks for the idea nerfherder, Im working on the State of the Commando at the moment (putting forth, all bugs aside, playability concerns...goal...possible solutions...support and current affairs of our weapons...grenades). Thats just weapons alone, might be all we need though. Nevertheless, this is definately going to be a large State of the Commando.
Edit: Blast, this is huge already with solutions and data for our AoE/grenade issues...5 pages...
Message Edited by StarNick on 05-26-2005 06:08 PM
1) A straight AoE profession is more of a crowd control profession, in a sense right? Thats not entirely damage dealing and commandos only become a "5" in offense when facing multiple enemies. This mean, in dungeons where facing many enemies at once may be certain doom or against a single boss like Necrosis all our damage dealing capablities effectively become moot right?
2) That too, all we can do is AoE...against single boss targets we are as effective as a regular non-damage dealing elite, but require other professions to be comparable to that elite. Doesn't that somewhat contradict our primary role? Not all heavy weapons are created equally, but thats all they are - we're back to square one on being a "one trick pony". Thus, we do become a toolbox profession more so than Pre-CU as another profession can just pick up 0400 (for the Lightning Beam Cannon) so they can take out many mobs with AoE. It undermines our profession.
Adding variety to our weapons, will allow us to have the option of being a damage dealer - but the damage mitigated over many creatures, as well as the option of dealing front-loaded damage as like our damage dealing counterparts (either a way of doing high powered specials, slow speed or an armour break which makes our damage more effective). As a result - we become a TRUE hybrid, and live up to our role without other profession's specials (with marksman specials), and having the ability to power up other profession specials if we choose to enhance ourselves moreso. All at the cost of having our specials combined with heavy weapons.
Of course...we probably wouldn't be in our pedicament if we just had regular HW that had damaging specials... =/