Commando Archive
Thread: CU: Really good for commando?
WinstonX wrote:
As happy as I am with fewer prereqs for commando, I find the general changes somewhat troubling. Instead of making our profession match our prereqs, they're making our prereqs match our profession AS IT IS.
How do you know that?The devs have not presented the new Profession Specifics docs. Both Starnick and I have hinted that we are keeping our high level of damage AS WELL AS getting more defenses, more accuracy, more speed, etc...and we've hinted at more specials being available to us as well as our pre-reqs making a BIG difference to us in the future (the reduction is not what we meant).
Commando has such strong prereqs b/c it's supposed to be a badass profession.
That's what we thought...But actually the devs never saw it like that...They only looked at professions (still do) as their cost from novice to master (like novice commando to master commando)...and thinking that way, all professions cost the same amount...so in the past, we were balanced as such. That's why we've always had a tough time getting more defenses and such and why the devs kept saying "Commandos are balanced as intended"...NOW our pre-reqs will MATCH our abilities and they will leave even more dabbling room for us to fill the voids we might still have left post-CU.
Message Edited by StarNick on 03-18-2005 08:58 PM
That would still leave us with next-to-useless grenades, consumables that are too expensive to use, and a whole tree dedicated to a weapon that just plain sucks bag. That is the HAR. I love my Flamethrowers, just to clear up any confusion.
I know I am being pesimistic but I am tired of waiting, and this big new load of info contains no real big surprises other than the profession pre-reqs. THAT I did not see coming.
That would still leave us with next-to-useless grenades, consumables that are too expensive to use, and a whole tree dedicated to a weapon that just plain sucks bag. That is the HAR. I love my Flamethrowers, just to clear up any confusion.
Message Edited by shotgunjoe on 03-18-2005 11:26 PM
shotgunjoe wrote:
I noticed that the unarmed tree is still going to be a pre-req.Does that mean commandos will actually have a few unarmed specials as well?
Why stop there?
I also have been patiently watching the CU tidbits as they creep in and was curious,They have shown pics on new weapons for all the melee,and basic ranged classes.Where is the heavy weapon upgrades,are we not getting any kind of heavy assualt rifle or will we be using the same weapon types with the exception of new damage types,specials and actually functioning?
One or more of those weapons we've seen COULD be a heavy assult rifle for all we know...plus...ALL weapons are getting tweaked via the CU...this COULD mean we could see some HAR improvements...Also, as reported previously (can't remember if it was Starnick or me) but our grenades have been include a bit more in the CU then previous planned in the last couple of months...we don't know details currently, but will when testing starts.
I know the correspondents have to keep a tight-lip about what they do know,but I was wondering if you guys can say that the dev's havent forgot about commandos and that we are getting a wider variety like everyone else.
We are getting a wider variety of everything...we are getting different weapons...we are getting access to different abilities...and with less pre-reqs, we have a wider range of things we can dabble...
C'mon rabble correspondents,throw us a bone!
One thing you have to remember is that, for the most part, we only know what's in the docs...so really, you've now seen about a 3rd of what we know...we don't know what the weapon damage levels will be like, or how the armor will actually work in batte, or the damage numbers of our specials...those things are all being kept quiet until testing starts...I predict that next week you all WILL KNOW everything we know if not most of it...
one more question,if we are getting more skill points to play with,but they have said they are removing defense stacking?So how excactly does that work out in our favor if I cant stack defensesthen what would be the point of investing in pistoleer or fencer?Maybe i am missing something.....
Stacking will work differently...It's hard to explain, but I'm hoping the very next info they spill includes specifics on this...let's just say that there will be benefits of dabbling more so then currently...currently we often dabble for defenses, weapons and abilities that work with those weapons...in the post-CU game we'll dabble for a lot more reasons then that...but at the same time, defense stacker templates will be gone...the way things are being planned out, you'll have to make a lot of strategic choices (do I go this route and be weak here, or do I go this route and leave a hole over there)...Starnick or I willfill in more blanks as more info comes out next week...