Commando Archive

Thread: A Dev agrees with us ... **PROOF**

WEP0N
Tue Aug 30, 2005 9:32 am
#1

Thunderheart wrote:

Loki_Ashaman wrote:

Hmm. That there points out a huge failing of the CU I think. A Commando, unlike other profs, is defined solely by this weapons instead of specials, his weapons ARE his specials. But when you get down to the nitty gritty, a non-CL 54 weapon really can't hold its own against a CL 54 weapon, sure a few CL 50s are out there and they might be nice... but for a Commando to apply a specific affect via a particular weapon (say KD with a rocketlauncher), he has to use a sub-par weapon.

It would be nice if either Commando weapons were stronger or there was Master Level versions of all of them.

I agree that the AoE thing is an issue and for the most part that the weapons need a tweak at the master level, but for the sake of discussion, the thing with Commando is that while they are defined partially by their ability to use heavy weapons, they get great versatility when mixed with other professions. In essence, they are meant to be mixed and get to use their heavy weapons along with the special abilities of the professions they combine with.

... or check out the thread here, http://forums.station.sony.com/swg/board/message?board.id=Kettemoor&message.id=523404#M523404

sorry for no clicky ... im clicky impaired....



Mannoroth BlackTalon
BlackTalon's of BloodFin
Master Commado
Master Rifleman
Smuggler
Gianthatr
Tue Aug 30, 2005 9:53 am
#2

He states everything Starnick is against about commando's being a sole profession....he sees it as do we all that the only way a commando can survive is to mix with other professions....Sorry Nick but when a dev says it and sees it how it is that the way I bet it stays...





Giant


WEP0N
Tue Aug 30, 2005 10:00 am
#3

ya ... i meant to throw in that he agrees with us as far as AoE .... Doh



Mannoroth BlackTalon
BlackTalon's of BloodFin
Master Commado
Master Rifleman
Smuggler
TK-132
Tue Aug 30, 2005 10:03 am
#4

*Translation*-Commando ain't suppose do sh!t without another Ranged Combat Prof. Nub!

Seeing this does not really make me feel better. They either need to make our weapons above everyone elses slightly. And not just an AoE, which needs to be fixed now! See this works sort of because by choosing Commando you give up the ability to have a set of Specials you could say get from another Combat Prof. Or they need to give us Specials of our own.

Isn't funny TH is Commando, but he never posts here? Well I think he is...

Message Edited by TK-132 on 08-30-2005 10:05 AM



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
StarNick
Tue Aug 30, 2005 10:16 am
#5

Posted something long about this...

Its complicated how we ended up ironically. We're great in a ranged template, but by ourselves or in a melee templat (we ARE a melee-ranged hybrid) we fall REAL short of being a damage dealer. In a way, the current plan on how our profession works limits us when its suppoused to give us flexibility.



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--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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WEP0N
Tue Aug 30, 2005 10:17 am
#6

ya TH is a commando with one of his chars .... I have been reading through the thread and theres a few fellow commandos in there making some really good points in regards to our profession and the issues at hand. Hopefully if we keep poking at them about it they may take notice. If you guys have a chance go in and post up your thoughts and see if we can get some kinda of word going ...



Mannoroth BlackTalon
BlackTalon's of BloodFin
Master Commado
Master Rifleman
Smuggler
Latenighter
Tue Aug 30, 2005 1:24 pm
#7



cyrom wrote:
for the people who ***** about commando have to ues other range prof, you are wrong. every prof have to go up a another prof. if rifle men want croud control and AOE they go up pistols. if a TKM want to do more damage they go up swords or if they want to do AOE they go up pike. CM and doc are crap without a combat prof. what the CU did is that we can't just relay on one prof and one skill to win in battle.
as for commando going up the unarmed tree. most the hybrib prof have to go up a tree that have no point to the prof. smuggler have to gu up unarmed (and they don't have any melee skills at all anymore) and BH have to get scout which have nothing realy in BH. every prof have to relay on another prof these days and it is for everyone.



Very true. The only distinction is that every other profession has it's own specials. Commando has none.

The "our weapons are our specials" concept falls flat when the weapons don't work properly.

1) AOE broken
2) Grenade damage weak
3) DOT's barely show up for a tick or two
4) Grenade stacks too small
5) Damage output underrated against any other profession on a one to one basis.
6) Damage output underrated against any other professions on a two to two basis.
7) High SAC costs for the damage dealt.
8) Weapons slower than other professions
9) Highest encumbrace movement penalty for heavy weapons

Frankly, I think that the High SAC is enough achieve balance. But SOE gave us High SAC AND slow speed AND high encumbrance AND low damage. All to achieve balance, but what they did was create a mess.

It might be an interesting excercise if we could find any combination of Commando with any ranged profession (MC/Pistol, MC/MBH, MC/Carb, etc) that beats the damage output of any two ranged professions (Pistol/Rifle, MBH/Carb, etc). If there was balance, there should be a combination that would give comparable results. And the lack of being able to find such a combination will show that Commando is just screwed up and needs fixing.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
cyrom
Tue Aug 30, 2005 2:19 pm
#8

yes all we need is a few fixes. and the dev know that are AOE and half of out wepions are crap as TH said so hope for a few fixes soon. gernades plobely need a revamp along with traps.


and we do need a spechal like a heavy hit 1-2-3 or something like that. but if you want to be good in this game you need dabble on to other prof.



---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
tacwraith
Tue Aug 30, 2005 5:39 pm
#9

To say that commando should not stand on its own is a bunch of bullcrap.



Commando MUST stand on its own. Ive always said that we should be the front loaded damage dealers. Front loaded means massive damage in one shot but with one hell of along timer to re-use such damage ability.


For this all SOE has to do is return our consumable rocket launcher , put it back in game with 2k min 5k max damage on a 1 minute timer. In PvP it will blast the fug out of people yes, but resists and armor will not make it 1 shot killing weapon.. plus 1 minute timer guarantees no godlike commando rocketing the universe to pieces. Never mind it takes 3 incaps to kill someone now anyways.


As far as built in specials in our weapons: BULL.


want commando to be effective with just specials built into the weapons? Give commando access to the EXOTIC abilities via ranged guns.


Think about it. All we have is blind and fire dot and KD. NOTHING ELSE. a whole fuggin proffession with 3 abilities... all of which all other proffs can do without switching guns and with much higher damage ability.


Instead of BLIND give us INTIMIDATE (long duration) in the ACID RIFLE

Instead of Fire Dot in Heavy Lightning Cannon give us SHOCK (cuts HAM regen by 50%)

Instead of BLIND give us ARMOR BREAK (basic) in the HEAVY ACID STREAMER

Instead of NOTHING give us HIGH ELEMENTAL DAMAGE in all other weapons.



The AOE is also largely pointless for a commando in a game where aoe=mass aggro. Only melee types can succesfully handle aoe aggro and thats only if they got elite medical skills along with it.


So instead of AOE in all weapons just limit the AOE to the Acid Rifle and the Flamethrower and Grenades.




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jmonty
Tue Aug 30, 2005 6:35 pm
#10






tacwraith wrote:



Instead of BLIND give us INTIMIDATE (long duration) in the ACID RIFLE

Instead of Fire Dot in Heavy Lightning Cannon give us SHOCK (cuts HAM regen by 50%)

Instead of BLIND give us ARMOR BREAK (basic) in the HEAVY ACID STREAMER

Instead of NOTHING give us HIGH ELEMENTAL DAMAGE in all other weapons.







when you put it like that, it doesn't sound so bad.




Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






Warmaker01
Tue Aug 30, 2005 8:03 pm
#11

What part of HEAVY Weapons Specialists do the devs not understand?

Well, apart from giving us the worst encumberance penalties.

Raptor2k1
Tue Aug 30, 2005 10:10 pm
#12


You see, the thing that really gets me is that you can argue balancing/roles all the time, but when it comes down to it, you should fear for your very life when someone launchesa rocket your way. Right now it's kinda like, "oh no, I might get knocked over!" I don't care how it's done, but there needs to be a non-loot crafter rocket launcher in this game that hits harder than any other gun in the galaxy (give this one a pretty long delay [but not so long it has crap DPS] since it'll be an up-front damage type of thing)






Posted something long about this...

Its complicated how we ended up ironically. We're great in a ranged template, but by ourselves or in a melee templat (we ARE a melee-ranged hybrid) we fall REAL short of being a damage dealer. In a way, the current plan on how our profession works limits us when its suppoused to give us flexibility.






This is something I don't get either. If we're a melee-ranged hybrid, it really doesn't show. We're back to square one pre-CU where having points invested in melee abilities was a handicap. It still is. 4/0/0/0 brawler is wasted on commando, and so is any other melee template (thanks to the fact that our weapons define us). If we're going to stay as is, they have to drop the brawler requirement, since it's nothing but a waste to the commando. I could use those points on some pretty good medical skills - I want to see them do something (you know, like we wanted to see happen before the CU, and during it when we thought it was becoming a reality).




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


ZabrakMale
Tue Aug 30, 2005 10:24 pm
#13






cyrom wrote:


for the people who***** about commando have to ues other range prof, you are wrong. every prof have to go up a another prof. if rifle men want croud control and AOE they go up pistols. if a TKM want to do more damage they go up swords or if they want to do AOE they go up pike.CM anddoc are crap without a combat prof.what the CU did is that we can't just relay on one prof and one skill to win in battle.


as for commando going up the unarmed tree. mostthe hybrib prof have to go up a tree that have no point to the prof. smuggler have to gu up unarmed (and they don't have anymelee skills at all anymore)and BH have to get scout which have nothing realy in BH. every prof have to relay on another prof these days and it is for everyone.






as far as pvp goes , the need for healing fast and for alot makes most use either cm or doc in their template. for example: master commando, master cm. which other elite professin can i add to this template? none. you get enough points for 1 whole tree. pvp with marksman specials is fun, altho a bit hard. i hope an last ditch using commando aoe will help out, we'll see in a few days. if not, back to the drawing board.



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