Commando Archive
Thread: Commandos: What are your top 5 issues?
i think many ppl might agree with me on this one, heavy acid rifle should combie with the flame thrower.
BUT we seriously need BIGGER GUNS!!!come on
we are commandos, and that is what we use!!!
all those star war first person shooter game have tonnes of heavy weapons
i dont think the developer will have a hard time making one for us
While I still look at Correspondent Candidates, I need to get your Top 5 issues, so in your opinion, what are the top 5 issues for Commandos?
waahhhhhhhhhhhhooooooooooooooooooo finly
ok top 5 isues (theres actuly a tome more then 5 but ill pick the 5 most anoiying)
1 HAR(HAEVY ACID RIFEL) is junk it should be exactly like the llc expt it would do acied dam ensted of elc
2 gernades SUCK ham speed and acrucy and factory time
3 the HWP(HAEVY WEPONS ) the RL(rocket luncher) should be alot more powerful it should be the most powerfull wep in game (it cost the most recorses to make and is a casumabel) and all the otheres need acrucy and dam uped to i can do more dam with my flamer
4 fix aoe and AP
5 LP needs specials and ac+speed mods
bacicly like this
(NUMBER 1 THING TO DO FIRST)
FIX AP and AOE
and remove being abel to do ocs2 and sapresion fire from the HAR and FT
Prone should be better than Kneeling!!!
(HEAVY ACID RIFLE)
make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2
(FLAMETHROWER)
needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m
needs dot wounds removed or lowerd but keep same dam
needs a cure for it besides watter sagestion
a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )
(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m
make all hw have atlest 50 charges
make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m
make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
The LC needs more dam the LLC dose more dam then it dose
Lower HAMs (heinously high)
make ALL have AP3
(GERNADES)
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect
(hey plzs give us a phouspherious gernads to )
theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot
the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be
ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m
(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)
make all gernades have ap 3
make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high of ham
This is from a Commando dabbler-player:
1.) Fix the acid rifle.
2.) Make grenades more useful.
3.) add specials for the launcher pistol.
4.) add boni to the 3 basic weapons(pistol/carabine/rifle) in the commando tree and melee combat, so they are useful and not only prerequisites.
5.) Heavy weapons are too expansive for what they do.
and TH look here to ivoni knows whats up
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=31834&page=1
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=31434
1. Launcher pistol - we don't get any better with it, I barely used mine after I got flame3.
2. Acid rifle - I just can't see the point of this weapon, I never used mine.
3. Grenades - the only time I used them was whenI need the combat exp. Other than that why use them?
4. Flame DoT - too powerful?
5. Master Commando - totally pointless, I ditched novice medic so I could get the HAR line then master commando, 2hours later I went back to 3 3 3 and got novice medic again. Now I've gone back to being a flame4 dabbler, and I'm working on pistoleer and ch.
I could cope with a nerf to flamethrowers if you made the rest of skills useful.
1. The HAR is useless in it's current state. Even if you just add AP1 it would make it a more viable weapon.
2. Grenades take a lot of time to make for the results they produce. They could use some state changes or something along those lines to spice things up a little.
3. Consumable weapons are outstandingly fun to use, but every time I let myself think about how inaccurate they are, and how much money I'll be wasting if I miss even once I stop using them for a week. They could use an increase in effectiveness (that +40 to RL accuracy might be enough for the RL, not sure yet) or an increase in stack size.
4. Armor piercing. I'm not positive if it's working as intended now, but I'd assume that the fact that when things are vulnerable and you hit them with an AP3 weapon it should not end up doing normal damage. Consider adding AP1 to the Launcher Pistol, and AP1 or 2 to the HAR. Also, look into making things that are vulnerable to a particular type of damage take more damage than something with no armor and 10% resistance.
5. The flamethower is by far and away the best weapon in the Commando tree, and it's always the one that causes other professions to scream nerf. It could use a minor decrease in DoT related wounds, or another way for people to put out the flame DoT. I've heard a lot of good ideas, but the one that seems to fit best would be a Combat Medic ability, similar to stopping bleeding. Make it require some sort of craftable burn medkit, and have it take a couple of tries to clean off all the napalm.
6. This one is more cosmetic than anything, but could we get the titles fixed at the tops of the trees? Grenadier isn't even spelled right.
Just so everyone knows, I am not a Master Commando, but I've been a Commando for a while, and I've followed these forums and Commando related problems since before the patch that made us the flavor of the month. I want this to be the outstanding class I know it could be.
1) Fix HAR... add ap1, reduce delay on specials, add DoT, or have it do extra damage to condition of armor.
2) Make Grenades useful- increase accuracy, stack size, and add special states (dizzy, stun, blind).
3) Increase number of shots on all Heavy Weapons
4) Fix ranges on Flamethrower- it shouldn't be so accurate at 64m. And let CM's or Docsput out our DoT.
5) Add specials to Launcher Pistol/ OR add the Beam Rifle that uses rifle specials
Zedar Xang, Commando/Medic/Swordsman, Bloodfin
I think its hilarious that the jackass non-commando's got in to reply to this before commando's did. Thanks a lot morons.
As stated above...
The HAR is useless, absolutely and positively useless. The speed modifiers dont work, so it does less damage and is slower than the flamethrower, personally i think you're better off getting novice pistoleer with a DX2, or do as I do and just use a DXR6 carbine after lighting the target on fire. Perhaps making it armor piercing and fixing the speed modifiers would help?
Grenades need work too. I love the animations and the idea behind grenades, but they are really not practical. The process of crafting them is terrible, which leads to a lot of weaponsmiths not making them at all, and then when you finally do find some, they arent all that useful.A knockdown grenade would be cool, as would a flashbang to blind, maybe some sort of stun grenade. I think that stuff has to be balanced against the Rangers traps. But i think maybe that would be a good place to get us a KD as opposed to a pure weapon attack, so its not as easily spammed.
The Launcher Pistol needs work desperately. I spent a week playing as a Novice Commando/Pistoleer with my Krayt Launcher... a sweet sweet week. If the Launcher Pistol is to be a commando weapon, then we should get some sort of skill with it ourselves, since its a blast weapon, maybe giving it some sort of special at a Fourth level box to do major damage against machinery (ATST's, turrets) would be cool, you know, sort of make it the Turret assassins trusty backup to his Rocket Launcher.
Disposables... well yeah... cool idea, they still dont do enough damage...they need some work see above posters.
Unarmed. I dont think the requirement should be removed, I do think we should get some moves with it in commando. Perhaps give us boosts to Center of Being in Commando? A hip toss would be cool, where we grab NPC's and throw them to the ground
Something that makes the requirement more useful once you actually get to Commando.
Just my thoughts...
Gairon Absolam
Master Commando
Sunrunner Galaxy