Commando Archive
Thread: Tacwraith's Guide to Fixing Commando
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tacwraith
Tue Aug 23, 2005 9:44 pm
#1
The commando proffession cannot be fixed by conventional means without destroying the proffession itself.
Devs cannot increase the damage of our weapons because they have built-in effects. to KD and hit someone with high damage is extremely unbalancing; so is dealing very high damage and a fire dot at the same time or blinding, etc etc.
Cannot give us damage specials because we already can get them from other proffessions. And even with those commando is still sadly underpowered.
Utility wise commando is also 'mostly harmless' . Aside from our 100% to kd with rocket our weapons do nothing useful in a support role. Please note blinding&aggroingevery mob in a 30m radius with a glop grenade is not proper group support.
Therefore I propose the following 'ROLE' for the commando: Heavy Support Class.
Heavy and Support in the same definition. How to achieve this without making us the uberdamage class that gets nerfed faster than a jedi can whine? How to achieve this without stealing the role of smugglers and pistoleers?
Simple: We become the best in both damage and support via special abilities. Except thatachieve this goal the Commandomust pay a price. And pay dearly.
Consider the following changes to the weapons:
Heavy Lightning Beam Cannon: Single Target, 45m Range, 2s base delay (fast weapon). Effect: shock (lowers all regens by 35% for duration of 2 minutes). Damage type: Electricity
Heavy Particle Beam Cannon: Single Target, 64m Range, 4s base delay (medium delay weapon) effect: Knockdown Damage Type: Energy
Heavy Acid Stream Launcher: Cone Effect, 25m Range, 8s base delay (long delay weapon) effect: 30 second basic armor break. Damage Type: Acid
Heavy Plasma Cannon (what rocket launcher will be renamed to): Single Target, 45m Range,8s Base Delay, Effect: 200pnt bleed 4 minute duration. Graphics change: no more fireball+explosion, firing graphic changed to a 4X bigger version of the kinetic round fired by the trandoshan rifle with the swirly trail effect of the disruptor rifle. Damage Type: Heat
Launcher Pistol: Single Target, 64m Range, 2s delay, effect: Stun. Graphic changes: Remove the smoke emanating from gun and return the red trails streaking to target. Remove smoke from explosion upon impact to lower framerate issues. Damage Type: Kinetic
All the above will have their damage cutdown to200 min 300 max damage stats. These are the SUPPORT weapons. With such excellent tools we can assist our group and ourselves by delivering combat-related debuffs and effects to the target.Commando Support weapons will have a very high to-stick rate.
In-Between Support and Damage weapons:
Flamethrower (remove theidiocy of the plasma flamer): 25m Range, 45 degree cone aoe,700 damage max, 6s base delay, effect: 300pnt fire dot.
Acid Rifle: 25m Range, 45 degree cone AOE, 600 max damage, 6s base delay, effect: -20 combat speed -35% movement speed on target.
Damage Weapons:
Consumable Heavy Rocket Launcher: 40 shots max, Range: 64m (Min Range:40m)SINGLE TARGET ,40 second timer,1500 min-2000 max KINETIC damage +500 AOE heat elemental damage. Same old pre-cu animations. Master Box Certification Only.
The Heavy Rocket Launcher will be our ace in the hole damage weapon. Long enough timer so as to make us overpowered, heavy min range limitations making it not usable in a close range encounter. Also hard enough to craft that it will prevent the massive and indescriminate use of it.
MOST IMPORTANTLY: IT IS NOT AN EQUIPABLE WEAPON. Therefore we cannot use other proffession specials with it and thus will not make us overpowered as damage dealers. It will make commando the very heavy damage in one smack on long timer proffession. Perfect for front-loaded damage types.
Grenades:
Grenades will be changed to dual role weapons reflecting the Heavy Support Role. All grenade aoe is to be limited to just 15m from grenade impact point, max throwing range of 30m
C22's: min 200 max 500 damage Kinetic damage effect: 100 pnt bleed.
Cryobans: min 500 max 700 damage with 300 COLD ELEMENTAL damage. effect: Blind
Glop Grenades: Min 700 Max 900 damage with effect: dizzy
Imperial Detonators: Min 800 max 1000 Kinetic Damage effect: KD
Thermal Grenades Min 500 Max 1200 Heat damage grenades no effect.
Proton Grenades: Min 1000 Max 1200 Energy Damage Grenades with fire dot effect. Timer:2 minutes (aoe version of the rocket albeit much shorter range and much higher delay)
The grenades may look high in damage but remember their AOE will mean dangerous to use in groups but decent to use in pvp (decent cause a rifleman can spam just as much damage per 2 seconds with cone attack than we would do with a single grenade that has a 10s timer!)
Proton Rifle:
As the most 'normal' of our weapons, the Proton rifle can continue to be the same stats it is now, however I would suggest making it a craftable weapon made out of loot only components..say those power cells and advanced stocks and other loot that may be in inventory..make a commando work to put together his assault rifle.
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