Commando Archive
Thread: Heavy Weapons Accuracy
That'd fix the HAR, and the higher level heavy weapons (which don't get as many mods as the RL/HPBC).
Of course, these mods would have to be redistributed throughout the Commando skill tree, such that each of the Heavy Weapons, Flamethrower, and Acid Rifle trees all have the mods (sort of like they did with CH creature levels).
It would make the game harder for dabblers, who might only take one or two trees. They'd be less accurate and slower than they are right now.
so we should just screw over all the up and coming commandos because of dabblers? people who want to make the class worse until you get master don't realize that you make it that much more difficult toobtain. of course, the ones that usually spout these "fixes" are already masters of said profession. instead of making it harder to get to master, why not make master more appealing. and with commando, they did. FT/HAR/thrown wep accuracy and ranged/melee defense mods are pretty nice at master if ya ask me.
i would hate for anyone to have to master this profession the way i did. flamer specials that do 1k damage and launcher pistols that give pistol xp are not fun. this "fix" would bring this profession back to those days of non-fun.
of course, i would love for all the weapons to be under one "heavy weapon" category. then all those broken skill attachments that i have would actually work and help me
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so we should just screw over all the up and coming commandos because of dabblers? people who want to make the class worse until you get master don't realize that you make it that much more difficult toobtain
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belive it or not that be a could thing thos who actuly work for there profesions lern to love it and respect it but thos who dont **edit** it over and get it nerfd becous the misuse there power
maddogs wrote:
belive it or not that be a could thing thos who actuly work for there profesions lern to love it and respect it but thos who dont **edit** it over and get it nerfd becous the misuse there power
hmm,good point. never thought of it that way.
i would hate for anyone to have to master this profession the way i did. flamer specials that do 1k damage and launcher pistols that give pistol xp are not fun. this "fix" would bring this profession back to those days of non-fun.
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i masterd it the same way and you know what i had fun alot and it made me love and respect commando and made me fill like i actuly acomplished some thing
unlike the next time i masterd it it was way to esy
maddogs wrote:
i masterd it the same way and you know what i had fun alot and it made me love and respect commando and made me fill like i actuly acomplished some thing
unlike the next time i masterd it it was way to esy
sometimes it was fun. my server didn't have flamethrowers forever. rocket launchers and HAR's were out, but the RL's missed too often at novice, and barely did any damage (unless i hit a tusken using a rifle
i think it makes perfect sense. the primary reason behind the restructure of CH was that the two trees gave the vast majority of advantages in the CH tree, with a minimum amount of skill points lost.
Commando is currently the same way. Joe Blow Anybody can get Flame 4, and do the same amount of damage as a Master, minus 4x the skill points. Alot of people say *fix the other weapons to be inline with the flame thrower* bla bla bla, it goes both ways.
I like the idea of a CH-sytle restructuring with a universal acruacy/speed/whatnot pool for the heavy weapons. If not for *all* the heavy weapons, they why not one for the charged weapons, and one for the non-charged weapons? with some specific mods at master or somthing?
It wont kill dabblres, but it will make them use more than one tree's worth of skill points to get all the damage benefits of master.
It isn't really that difficult to envision how it would work anyway. They give a large boost to Heavy Weapons mods at novice, since you have none, and an equivalent boost at master to make it appealing. Along the road you'll pick up several smaller bonuses that will only -really- be useful when massed. Obviously you'll notice a difference after each box regardless of how small the bonus is. That's how the game is coded.
Now, I agree that your arguments are valid. It will be harder to kill things like this. But you know, when I hit novice commando I picked up my flamethrower and pointed it at a huurton. Boom... didn't miss. Maybe I'm just lucky, but whenever I aimed my shots, I wouldn't miss at all. Screw that "Use the launcher pistol til Flame Spec 2" crap. I suppose using /aim is the answer to all those accuracy issues. Makes you fire slower but you don't miss, so you actually end up saving time.
Speed is the next big issue, and yeah, that's a big one. Basically anyone who is just Flame Spec 4 will fire flamespecials REAAAAALLLLYYY slow. Almost as slow as someone with Flame Spec 1. But that's what the OTHER trees are for. Don't go up one tree at a time, take each box as it comes to you! So you might go Flame Spec 1, Flame Spec 2, Heavy Weapons 1, Heavy Weapons 2, Heavy weapons 3, HAR 1, HAR 2, Flame Spec 3, etc etc etc. Mix it up, and you'll get higher bonuses. Useful, no?