Commando Archive
Thread: A Fix to the Commando/Rifleman Combo
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TsutoToorima
Tue Jun 14, 2005 8:45 pm
#1
Hey guys, Tsuto here. Currently on Eclipse, I am a Master Smuggler / Master Pistoleer / Rifleman 4-0-0-4. Tomorow, I will be respeccing to Master Smuggler / Master Commando / Pistoleer 0-0-0-4. In preperation of this, I have been looking around these forums only to find one reoccuring problem: the Commando's weapons being used with the Rifleman's specials.
The Devs have specificly stated that they don't want this. How do they go about preventing it? By nerfing Commando. This seems rather silly to me. Commando is suposed to be about big, big guns and explosions. The Rifleman is suposed to be about silently reaching out and slapping someone upside the head from 60 meters away, all the while no one knows you even exist. Despite this, the Devs use this as an example, citing the 'Sniping Shot' with somthing like a Plasma Flame Thrower. Their solution to this problem seems to be, yet again, by nerfing Commando. There is a different way to do this: more requisites for attacks.
Lets take a look at 'Sniping Shot'. You pull out your gun, train it on the enemy, and fire one, deadly shot. This typicly is only effective from a ways away because you have to go prone in order to get your nessicary aim. This would not work with items such as a Flame Thrower. Why? Because the Flame Thrower can't shoot ONE 'shot' from 60 meters away, and you shouldn't use it while prone; the back-fire would be enough to melt your helmet. Nonetheless, Commandos can use 'Sniper Shot' with their Flame Throwers, unballancing the Dev's vision of SWG.
A solution that would make everyone happy is to add more requisites to the special attacks in question. 'Sniper Shot' should only work with a rifle, as well as while prone. The 'Full Auto' attack that Carbineers have should only work with machine guns, i.e. Carbines. What I would do is find the specific attacks such as the ones I mentioned and add mentioned requisites to them. Not all attacks would have these, though. Pistoleer attacks can be used with pretty much anything. The 'Head Shot'from Rifleman could be used with a Flame Thrower, as could somthing like a Low Blow from Smuggler.
With these new requisites, most everyone could escape the swing on the Nerf Bat. And this, I am sure, will make SWG all the better.
bikebum
Wed Jun 15, 2005 6:09 am
#2
Although I don't disagree with you, I don't think it would get implemented in a manner that would be to our liking. I think if they drop sniper shot for use by commando weapons, they would also code it so we could use absolutely NO specials with our heavy weapons. In reality, the only specials that ever made sense for our commando weapons were /flamesingle and /flamecone. However, the proton rifle should be able to be used with sniping shot... I mean a rifle is a rifle isn't it?
RoastyToasty
Wed Jun 15, 2005 6:37 am
#3
I never liked that whole MCommando/MRifle argument. If you can pull of a snipershot at 25m with a plasma flamethrower you deserve the damage you do. From what I understand snipershot has a huge warmup and you have to be prone which I think still means you take more damage from melee attacks. Also, I think if your target is right next to you, then your attack would abort because you can't attack a close target while prone. I've not tried this tactic before, but I don't imagine more than one of these SniperShot + PFT attacks happening in any one given fight. Heck, I don't see MRiflemen sing these specials now. Maybe I just have it all wrong (I have before). Now, that being said, if one combat profession is a 5 in damage and another is also a 5 why wouldn't you be a 7.5 or something when you combine them??? What kind of warped thinking put two classes into the 5 for damage and doesn't expect someone to go for a double mastery in them. I don't think SOE thought about this when they assigned those "role" ratings to all the classes and expected everyone to take up a crafting profession on the side and just one combat class.
TsutoToorima
Wed Jun 15, 2005 10:06 am
#4
I agree to the range issue with the Sniper Shot; it DOES seem rather silly. None the less, I think that somthing like I just put forward here would be able to give everyone a little more freedom to their choises of professions, and not make everyone go Bounty Hunter simply for the specials.
Knightcrest
Wed Jun 15, 2005 2:07 pm
#5
RoastyToasty wrote:
I never liked that whole MCommando/MRifle argument. If you can pull of a snipershot at 25m with a plasma flamethrower you deserve the damage you do. From what I understand snipershot has a huge warmup and you have to be prone which I think still means you take more damage from melee attacks. Also, I think if your target is right next to you, then your attack would abort because you can't attack a close target while prone. I've not tried this tactic before, but I don't imagine more than one of these SniperShot + PFT attacks happening in any one given fight. Heck, I don't see MRiflemen sing these specials now. Maybe I just have it all wrong (I have before). Now, that being said, if one combat profession is a 5 in damage and another is also a 5 why wouldn't you be a 7.5 or something when you combine them??? What kind of warped thinking put two classes into the 5 for damage and doesn't expect someone to go for a double mastery in them. I don't think SOE thought about this when they assigned those "role" ratings to all the classes and expected everyone to take up a crafting profession on the side and just one combat class.
QFE
Oh and don't the better T21's have a higher mx dmg with higher speed with higher range with lower SAC with lower skill point cost to attain with... well you get the picture. They need to raise a T21 to 122 SAC cost like some of ours if they wanna use that example and reduce it's range to 25m, oh while taking away the ability of a T21 to use Sprayshot, Full Auto Area and Fan Shot from 65m.
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