Commando Archive
Thread: For Crying Outloud, You Can Use Heavy Weapons As Shields, Not Get Penalties.
'nuff said.....You coulduse these weapons as shields,thigns like the flamethrower, you could use IT as a MELEE weapon and a shiled, why would you get hutMORE with a big gun?
Thats right, proper procedure for a highly trained commando when attacked with a melee attack is to put down his weapon, take off his armor, strip to his underwear, then lean backwards and protrude his genital area as much as possible so the meleer can kick him right in the nuts for 2.5x damage.
This is how you are trained, so shall it be done, or so says the combat developer...
How about a flamethrower with a bayonet attached?
Then again, my HAR would probably make a better club than it does a ranged weapon...
Problem with the modern warfare analogy is that modern warfare has also eliminated the need for a soldier who specializes in melee combat.
Now, to be fair, so has it gone in the SWU. With the exception of the lightsaber (which has a built-in response to ranged attacks), there are no melee weapons used in SWU armies except possibly the gungan army. And, well, we all saw how well the gungans fared against battle droids, to say nothing of stormtroopers...
However, despite this, the developers of SWG have made the game with a number of melee professions available. Even though that logic dictates modern ranged weaponry is almost strictly better than any melee weapon, you can't follow that logic when designing a game such as this where balance is key. So the melee fighters have to be competitive with the ranged fighters. This concept I believe in.
But, thing is, the crackhead idea of slapping our heavy weapons with a 2.5x melee damage modifier isn't a balancing solution. A solution would be to simply improve the melee classes, which I hear has happened in the case of the TKA.
Making us inexplicably more vulnerable isn't the answer.
True,I have long said that what has gone on here is actually a ruse: Instead of fixing the obvious (Armor holes, resists not working right with respect to DoT, non-working Commando weapons, non-working melee classes(they really ought to be ashamed of that one), etc.), they have neatly sidestepped the issue by slapping a unilateral modifer on us, then patting themselves on the back for a job well done. The fact,while this might make the anti-commando crowd happy, it doesnt change the fact there is still a lot of non-working problems, it just buys them a little more time to come with another excuse. Its alot like the doctor treating a pneumonia patient by giving him Robitussin; sure the symptoms might be a little lessened and the patient a little happier, but the illness (which caused the symptoms in the first place) is still alive and well...nothing has really been done to cure it.
Ugh. Really. It's time to stop with the rifleman comparison.
Yes, the riflemen have had the same damage mod since the beginning. The difference is that a rifle's optimal range is a LOT farther away than that of a flamethrower, which has the same optimal range as a melee weapon. Not to mention the fact that the rifleman also has skills which keep targets from closing in, such as concealshot.
We've been over this time and again. There is no comparison between the rifleman's damage mod and the commando's.