Commando Archive
Thread: WHAT WE THINK WOULD FIX US
oops i forgot to add
(FLAME THROWER)
ideal rang should be 20m
should be like this 64m-30 20m +50 0m+0
I wrote up something like this before you can see it here:
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=28486
And dude learn how to use the spell check, I'm not trying to dis you. But it makes a better presentation if everything is spelled correctly.
Why not ask for a million dollars credited to a Swiss account and a villa in the south of France while you are at it.
You are asking for a weapon better than the LLC and better than the scatter pistol added to a profession that already has the flamer. It's just not going to happen. It's unrealistic and you have failed to consider the game wide implications of your idea. It doesn't matter how many times you post these ideas (and do we really need them cut and pasted in EVERY thread?) the devs are NOT going to give you your own uber char to run around with.
This fixes our heavy weapons relative lack of damage and makes them risky to use. We should be the grand masters of AOE. 16m is a fair area for all radius and cone attacks.
2. Fix the Heavy Acid Rifle.
If it was equal to or slightly better than the LLC seems fair. Also make AP1.
3. Flamethrower -
Dot needs to be left alone!!!! Novice Medic is enough to heal its wounds!!! You need a lot more medic to heal a bleed.
Adding a craftable way to put out the fire makes sense.
4. Launcher Pistol -
Remove its abilities as a pistol and make it a true heavy weapon. Add it to a tree with starting speed/accuracy = novice pistoleer with master marksman. Give it AP1. Add specials of range knockdown, dizzy, Lock On Attack (equal or better than stopping shot)
5. Heavy Weapons
Return charges back to 200!!!
Radius of AOE = 16m
ALL should be AP3.
Lower HAMs (heinously high)
6. Grenades
Add in effects - dizzy, knockdown, stun, blind, poison, etc
Radius = 16m
All should be AP3
Raise charges to at least 50 to 200.
Lower HAMs (heinously high)
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
7. Fix Accuracies
Prone should be better than Kneeling!!!
Flamethrower should be +50 @ 0m / +25 @ 16m / -100 @ 64m
HAR should be equal to LLC (forget atm)
Heavy Weapons should be -100 @ 0m / +25 @ 32m / +50 @ 64m
Grenades should be +0 @ 0m / +50 @ 20m / +0 @ 48m (not like you have to HIT the target, just get near it)
Why not ask for a million dollars credited to a Swiss account and a villa in the south of France while you are at it.
And why notask for the moon too? Basic rules of negotiation: Shoot high and negotiate to a mutually benefical result somewhere in the middle (unless they buy your initial offer and give you what you want). Way to go MadDogs!! By the way, as disturbing as it is to me I understand everything you are saying....
Ubahvamp:
Argh. Fine, if you're gonna be the proofreading police, go ahead and do it. Lord knows I've done it before, but I have two points for you.
1)Maddogs is as Maddogs does. Just wade through the spelling problems and read what he says. You must be new to the commando forums.
2)Your "grammer" is okay, I suppose, but you could use a little help on your spelling as well. Try 'grammar' on for size, see how that fits.
Athein
Grammer and spelling aside, i love the ideas. There is nothin more annoying than gettin beat by someone with an fwg5 or llc (to name just a few- these are only examples) because your flamer missed the target 50% of the time, and only 1 of 5 nades actually hit...
/sigh
to bad these changes wont be made... oh well...
Just nerf the entire game and start over from scratch.
1. We are ment to be this powerfull, once hitting master we should be one of the best classes in the game if properly used.
2. The reason everyone complains about us, is because they are new players, novice marksman using dh18 pistols or whatnot, they didn't spend the same amount of time we did at the game to hit for 5k+ per shot (PvE), they are utterly amazed at how we can 1 shot many of the newer creatures we run past when it takes them 10+ shots to kill... they don't think it's fair, well i don't think it's fair i spent all this time on a profession and you go ahead and change it on me.
3. Everyone has the opportunity to be a commando if they want, there are no rules stating you cannot be a commando, if your class is not powerfull enough (droid engineer / pistoleer mix) and you complain how easily i can kill you in pvp, then you are one ignorant peice of ....
4. TK Master can hit repeatedly in pvp for 900+ dmg with about 1 second between specials. compare this to a commando, with a speed sliced FT i hit 800-1,300 dmg in pvp and i have to wait another 4 seconds to take another shot. TKM does not wait and does about the same dmg per hit... One you nerf commando we are dropping our skills and going TKM, then once enough TKM's are out there, everyone will complain and you'll nerf another class... You know how many bounty hunters went commando went you mentioned a BH nerf? I still havn't seen that BH nerf, just like i still haven't seen a jedi, just like you keep lying to the community to control us to better suit your needs
5. (the big five) If these cowards complaing about commando's had any sense they would post about their own class and how it could be better.
ok me alufnull ivon and nightwolff180 with a few others have ben going back and forth about for a few days now about how to fix us and this is what we have come up with so fair
(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
(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 maybe alittle better we our the hw ppl so in no way should the llc actuly be better maybe the har should be ap2
(FLAMETHROWER)
needs rang mods changed to -30/+50/+0
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/+50/-19
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
(GERNADES)
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% canchs of stat efect
(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 fiered 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 -12/+30/-12 max rang 32m 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
make the gernades rang mods -12/+30/-12 (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 12/35/12(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 alittel 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
whatyou guys thinkany sagestions