Commando Archive

Thread: Garibaldi, there is another issue that needs to be sent

EdllDagda
Fri Aug 01, 2003 4:50 pm
#1

Firat of all thank you for keeping the devs under pressure for info..it is much needed.



--The launcher pistol, now declared our soon to be primary weapon will use pistolmoves and modifiers. This change pleases many of us im sure but it raises another problem:


We will be the only class in the game with a weapon that cannot promote itself. there are no modifiers to pistol dmg/accuracy./speed in the commando line. IF the HAR and Flamethrower are to be used as asparingly as the beam canons.....



IT will be required of EVERY commando to spec in pistoleer inorder to make his bread and butter weapon be up to par with other elite professions. if we dont, we are basically master marksmen running around with a noisy cricket trying to fight master elite professions that have special moves that do twice as much damage in half the time.


Bounty hunters (other hybrid combat class) get the chance to get modifiers to their pistol skills from 3 professions: marksman, pistoleer AND bounty hunter. now the argument for this advantage may be attributed to the fact that bounty hunter requires 2 master professions. but lets face it, scout is the wildcard profession for every combat class it grants terrain negotiation and a way to gain money from creature killing.



Now i ask you, with elite profession damage and speed being what it is...what real fix is what they did to the launcher pistol? sure is nice having a weapon that we can use ranged support abilities with(HAR and Flamer are ranged weapons too imho) but if we decide to use our acid rifle or flamthrower specials in pvp( not that we would live long enough to get that close to a non nelee class) we would get creamed by 2 eye shots in 2 secs or a double tap or a stopping shot....or a myriad of other elite ranged profession special moves..before we even got a chance to finish mounting the strap around our shoulder.



My proposition to fix this is: leave the launcher pistol as the fix says..allow MARKSMAN moves with it since its a prereq and grant us unique moves and modifiers that pertain to the launcher pistol only in the commando profession, Allow ranged support abilities to be used with the HAR and Flamer.....everyone else gets to use those with their weapons.



I for one dont wannahave to carry around a full marksman arsenal (3 rifles for range, ee3 and snubnose non area carbine, striker for kinetic and swg for nrgy) AND a commando arsenal that consists of 7 weapons...thats not counting grenades. and even with all that a postoleer/carbineer/rifleman/bh could give us a dirt sandwich faster than swg nerfs....and thats fast.



seems a bit rantic....but im sure many agree with me on this...they threw us a bone, dont get docile ppl we're still broken







EDLL - Tarquinas

www.Darkavengers-swg.com

"Without the darkness, there is no light"
Drist
Fri Aug 01, 2003 5:02 pm
#2

I agree 100%. I'm a Smuggler like you and I don't have room in my template for Pistoleer . Ive tried to do the math but it doesnt add up. We should not need Pistoleer to be viable IMHO.


Could we get some thoughts and ideas on this one?

Ryuukon
Fri Aug 01, 2003 5:50 pm
#3

I agree. The current planned fixes are just a band-aid. A VERY welcome band-aid, but a band-aid non-the-less. I know I'm not complaining about it. But I just hope they put more thought into the current direction the Commando class is taking, since there seems to have been very little put into it in the past. If there was, there wouldn't be aneed for all these band-aids in the first place.


Our own range mods would be the prefered course, instead of making the commando take another profession. Or atleast hopefully the bonus to our specials will help out. It's not too bad taking pistoleer since we already have master pistols, but in the end, we'd just be a pistoleer with a different gun and some pretty noise makers, not nearly worth the skill point investment.




Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
GexDT
Fri Aug 01, 2003 6:13 pm
#4

That's a very good point you bring up. I didn't even think about it at first because I was too happy that they were actually going to fixsome of the commando bugs. The more I think about it, the less this makes sense to me. They say that the flamethrower is supposed to be a secondary weapon, so why devote a whole skill line to the flamethrower then? But yet the pistol launcher is supposed to be a primary weapon, and yet there's no special incentive for the commando to use it. Doesn't make sense to use a pistol launcher, only to level up in the commando tree that gives skill points toevery other weapon but the pistl launcher. But you know what, right now I'll just be happy if they fix what they say they're going to fix. Good job to our correspondent!
Drist
Fri Aug 01, 2003 6:54 pm
#5

Don't get me wrong I'm very grateful for what they have done. However, I think a Commando should be self sufficient. BHs are why can't we be? I want some bonuses and special moves so I don't have to go Pistoleer. I don't think thats unreasonable. What do the rest think here?
Marforce
Fri Aug 01, 2003 7:15 pm
#6

Agree 100 percent.



Kieca Oliaw
PyWhol
Fri Aug 01, 2003 7:25 pm
#7

I agree. The launcher pistolgiving HWxpis great news. However, if you're sticking with commando, you're sort of forced to get pistoleer to take advantage of the better specials. I was kind of hoping to be a commando/TKA so I could have ranged/melee capability, but I can't be a master pistoleer also. Now, I'm unsure what to do. I could go pistoleer/TKA and forget commando, but I'm still holding out hope for commando (or S&M fanatic as it should be called).
WeaponsExpert
Fri Aug 01, 2003 7:32 pm
#8

I agree as well! I have no room for pistoleer because I decided to go with the smuggler tree.....
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