Commando Archive
Thread: got it handed to me by a commando :P
ValcynChiana wrote:
So right now, im thinking about:
Master bounty hunter
Master marksman
Scout 4000
Brawler 4000
Commando 0040
Medic 0040
=247 skill points used up
Unfortunately, most people feel it’s unfair to use any flame special in a dual. I did it to a guild member who was always dueling. He always seemed to win and I would take him on just for the fun of it. To this point I never beat him. Then I got Commando and flamesingle1 and incapped him in one lucky shot. Afterwards I was told by another player that it wasn’t proper to use these specials in a dual since it could cause death. Later the guild sponsored a Dueling Contest that specifically ruled out flame special, so I was basically left out. I stopped dueling after this, didn’t want the grief.
Of course, the reason might have been that she has the best (rumored) flamethrower on valcyn. It's named the dragon's tongue, stats are:
3.2 speed
???-1200+ damage
+12 at ideal (around 3m or 0 or something i think)
I've got a flamer sitting in my house thats around 1k+ max and 4.0 speed... not quite as good but im thinking about using it again after such an incident. That happened about two weeks ago, and since then ive been working on master bounty hunter.
Iwish I had a flamer like thatI would have returned to commando in a hot tatooine minute if I got ahold of one. Especially since I have read posts about people augmenting commando with the right equipment and skills to even the score against all those melee stanker/riflemen out there. You know who you are and I bow to your creative enginuity.
Commando was the second combat class I have mastered in this game, five minutes after TKA. And TKA was there to augment commando. And did it ever. I have killed NS stalkers unbuffed and unarmored with only Flamer in hand and that 90 melee and 92 ranged defense stacked from TKA. Commando was the funnest combat prof in this game to me and seeing it in the state it is in now just depresses me
Sorry bout the rant, I'm done
amen
garvin wrote:
The reasons peoplefeel that Commandos are "broken" is because of what we are meant to be like and what we actually currently are...
1) We are a "ranged" professions but all of our specials are restricted to "melee range"...at the same time we have lower Melee defenses then some of the ranged professions.
2) We are easily kited to death...we can't do our massive damage attacks if we can't get our opponent into 16 to 20m range (longer range because of lag issues)...So to completely remove any "commando" threat, just keep the Commando 20m or more away from you...
3) Several elite level professions are capable of out damaging Commandos when it comes to DPS (Damage Per Second)...We are suppose to be the heaviest hitting profession, but when you factor in our speed and accuracy, you will see that by the third shot, many professions (like Rifleman and Swordsman) out damage Commandos (especially when we miss 1 out of 3 shots)...
4) Our Grenades do the user damage...If you ever face a Commando using grenades, just run towards them if you want to have fun. The grenade when thrown will explode at the range of the target,so if it's thrown while you are 20m away, if you get the Commando within 7m or so before it explodes, the Commando will take the same damage...this combined with the extremely high HAM cost can often incapp the Commando using it...Grenades are the only thrown weapon in game that damages the user (even Detonation Droids don't damage the user if caught in the blast radius)...
5) Our Consumable Launcher weapons don't meet Cost vs. Value...Right now the typical weapon like the Rocket Launcher averages 30 total shots of which only 18 or so hit their target...at a cost of 35K per RL, that's over 1.5K per shot...they also force the user to stop and kneel which puts the Commando in a very vunerable state...
6) Besides have extremely low melee and ranged defenses, we also have little to now State Defenses...The fact that, because of our specials, we are restricted to Melee range battles, we often find ourselves victims of Knockdown attacks...once on our backs, it's game over for the Commando...
7) Only one really useful weapon via the Commando trees...The Launcher Pistol (LP) doesn't come with any extra pistol mods or specials beyond Marksman, so it's only really useful to those grinding Commando (not yet 0030) or those who have dabbled other pistol related elite professions. The Heavy Acid Rifle (HAR) is a weaker clone of the FlameThrower (FT) and has not DoT, yet at the same time it's specials have a higher HAM cost then the FT. This leaves Commandos with our FT and our Consumable weapons. Consumables aren't very useful for the reasons mentions in #4 and #5 as well as the fact that you can't do any specials with them (a common misconception)...So in the end, the Commando is left with the FT for 95% of all of our fights, which, as mentioned in #2, can be nullified if the target is capable of staying at least 20m from the Commando...
So as you can see, there are plenty of ways to beat the profession that is suppose to be the HEAVIEST hitting profession in the game...it's sad when you think that Commandos have the MOST combat related pre-reqs of any profession, yet we are also one of the easiest to beat...The only hope the Commando of today has to be able to compete PvP is to dabble for more useful PvP skills, specials and defenses...
When it comes to PvE though, I strongly feel that Commando is one of the best SOLO playing clases when grouped with other high defense professions...Because NPC's rarely kite us, we usually can get off enough specials to see significant damage...combine this with good buffs and the Commando can be very formitable in PvE...
And just a side note...ALL of the issue above are being considered in the CU changes coming for Commando...we may not see all the fixes we want, but we WILL be able to play PvP on much better levels then we currently do now...