Commando Archive
Thread: A little idea to fix the commando situation..
Firstly i'm sorry for my english , but not beeing motherlanguage i could make some mistakes around my thread.
Goin' directly to the point , after listenin' to the TC Commandos players'responses about the fixes on HW and special moves i feel quite bad coz nothing seems to be changed to our beloved profession.
I think that Devs' idea about a commando is a soldier with a main-weapon (Launcher Pistol) and abig damage one-time-shot-per-battle(done with heavy weps).
But , actually , nowadays this can't be done :
the hard lock of 15 seconds delay after every hw special takes the commando to the position to run like a rabbit everytime he shoots with one of his HW. (u can't even shoot with u'r launcher pistol during this time).
The problem becomes more clearer when taking in consideration the HAR and the FT:
this two should be the main commando support weapons but for that hard lock mentioned before , why a commando should shoot his flame single2 or his acid single2 dealing about 1000-2000 dmg (to mobs obviously and if u'r lucky to hit and at a very little distance) without the possibility to shoot with anything for 15seconds , when he can easydeal that damages with his launcher pistol (fan shot or stopping shot) every 2 seconds?(just as every other combat profession does).
In my opinion the Devs main idea of a commando (main combat with LP and big-dmg-one-time-shot with HAR or FT and so on) is right... BUT two fixes should be made to let the commando profession to be playable and enjoiable just as the other combat professions are :
1) After an HW special the 15 seconds delay should be applied ONLY to the other big heavy weps : Heavy acid rifle , Flame thrower , rocket launcher , acid stream cannon , particle beam cannon , lightning beam cannon; but NOT to the launcher pistol .. so that after the special move or rocket shoot a commando player could switch to his launcher pistol and continue to fight without running with non-sense up and down.
2) A big damage increase of the HAR and FT specials : if they are supposed to be big-dmg-one-time-shots they MUST deal great amounts of damage when used (also considering that u have to be really near to u'r enemy to perform that specials)
With this two little changes i think that all the commando people would find their profession a lot more playable , enjoiable and competitive during combat situations , they would (the changes) give the chance to use more then 1 strategy during a combat/battle and finally all the commandos weps would have sense on usin' durin' a pvp situation.
I thank u all for the attention , and would really like to read some devs' responses about it..
my 2 cents.