Commando Archive
Thread: Analysis: Commando Issues
(NUMBER 1THINGTO DO FIRST)
FIX AP and AOE
HEAVY ACID RIFLE)
take the har swich it back to the beam rifle and make it exatly like the llc{exept energy dam not elc dam} and maby alittle better we our the hw ppl so in no way should the llc actuly be better and for graphics for the beam rifel u have a giant laser beam for specils
(FLAMETHROWER)
leav as is could use some speed and more ac mods tho
(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 and a -rang dizzyattack- and a -lock on attack- (that would give us +100% ac for a bit on one target) ,and, a -high powered attack that hits random pools- and for mods some thing like this by the time u get master +25 ac why moveing +50 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 and GERNADES)
take the -119 rang mods of the hwps and make 0/+50/0
make all hw have atlest 50 charges
make the radious of the hws 16m and for the rocket launcher 25m
make the gernades rang mods +12/+60/+12
make ham on gernades 12/35/12
make speed on gernades 2.5 .... but the gernads dont go off on impact they wait for 3 secs to explode
make all gernades have ap 3
up the dam on gernades
make the radius of most gernades 16m and the proton gernade 25m
make some of the gernades have stat efects (hey plzs give us a phouspherious gernads to )
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw
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
tacwraith wrote:
In my opinion, the Commando proffession has 4 fatal issues:
1. 2.5x Melee Damage Penalty
2. Redundancy of non-expendable weapons (Flamethrower/Acid).
3. Impracticality of expendable weapons (grenades and cannons/rocket launcher)
4. Lack of utility
1. 2.5x Melee damage penalty: Supposedly inflicted upon the proffession because of its massive front-loaded firepower (read: flamethrower..i doubt this penalty was applied because of the HAR, grenades or rocket launcher). Asomewhatcorrect step bySOE, yetthere is no reason why a class thathas to go into melee range to use a weapon has to receive such a crippling penalty.
A more practical solution wouldve been to INCREASE the cooldown time onthe flamethrowerto be 8X the weapon's speed rating (that way even a 2.0 spd flamer will take a full 16 seconds).
2.Redundancy ofthe non-expenadble weapons: The HAR is nothing but a 'lite' (HAR does on avg 40% less damageper shot/special than a flamer)version of the flamethrower that has no damage-over-time effect. The HAR is supposed to be an alternative heavy weapon in case the commando faces a heat-resistant creature... yet the HAR is so inferior that even pistols,with master marksman skills, will outdamage it.
Solution: Make the HAR beMedium Armor Piercing.
3.Impracticality of expendable weapons : All grenades have under 15m positive accuracy modifiers, making using them from 20+ be like throwing away the money used to buy the grenades. When used in their 'ideal' eange, the grenades have a high chance of killing the player that threw them. Aside from this rather annoying issue, the players must ask themselves:'Why would I use a grenade when my flamethrower does twice the damage?" To date the only reason i can come up with is their cool explotion animations..but the damage is always inferior to the flamer and also highly risky for the user.
Solution: See Utility
Cannons/Rocket launchers: Damage is too low for the cost and difficulty to build these weapons AND for their extremely limited use (specific range modifiers and fact that they will miss a moving target almost all the time).
Solution: See Utility
4. Lack of Utility in Commando weapons: As of now, the commando's only utility is big frontloaded damage (but it is on equal and in some cases, lower, damage per second firepower with other elite proffessions). This is provided almost exclusively by the flamethrower.
Unlike other classes, we have no special attacks that do something other than damage, nor weapons or specials geared to hit a specific ham bar (well, the launcher pistol uses pistol specials, but the LP does not have its own skill tree).
Solutions:
-Increase ideal throwing range of grenades to be +20 at 25m and the grenade blast radius be 10m. Add AOE effects to the grenades: C12: stun C22blind cryoban: 10 second warcry-like effect, thermal: fire dot (light), imperial: bleed, proton:knockdown.
-Heavy Cannons/R. Launcher: Assign Heavy Armor Piercing to all these weapons. Assign each to hit a specific HAM bar on target:
--Lightning Cannon: Hit Mind
--Acid Stream : Hit Action
--Particle : Hit Health
--Rocket Launcher: Spread Damage equally onhealth/action ham bars ( and consequently, damage of the rocket launcher must be increased by 50% than what it does now, to compensate)
If the above changes are made, the commando will have access to effects via grenades, heavy+specific ham damage via heavy weapons (which would be hard to abuse since those heavy weapons will only hit stationary targets), will be an effective heavy firepower support (for he has no effects he can fire from long range like all other ranged classes can) and a potent close range adversary and, lastly, will have a wide variety of workable weapons, not be 100% reliant on a flamethrower because its the only weapon in his arsenal that works.
Tac-
Not many people get this from me, but:
HOOAH!
Nyce Ta'Meetcha - Bela Imperial Division - Commando
/Smuggler(Flurry)
Commando Timeline: (stole this from one of my commando brothers)
Useless class of Masochists
GODS OF DEATH
Tinkerbells
GotUrBacca - TRIAD - Master Gunfighter/Master CH (Eclipse)
"Pikachu! I Choose You!" and "A!" "F!" "A!" "F!" "A! A! A! A! A!" "F!"
- words to live and die by.
tacwraith wrote:
-Heavy Cannons/R. Launcher: Assign Heavy Armor Piercing to all these weapons. Assign each to hit a specific HAM bar on target:
--Lightning Cannon: Hit Mind
--Acid Stream : Hit Action
--Particle : Hit Health
--Rocket Launcher: Spread Damage equally onhealth/action ham bars ( and consequently, damage of the rocket launcher must be increased by 50% than what it does now, to compensate)
_______________________________________________________________________________________
for a hw to hit a tageted pool would make us over powerd
but i do agree that rls should hit all pools at onec
In my opinion, the Commando proffession has 4 fatal issues:
1. 2.5x Melee Damage Penalty
2. Redundancy of non-expendable weapons (Flamethrower/Acid).
3. Impracticality of expendable weapons (grenades and cannons/rocket launcher)
4. Lack of utility
1. 2.5x Melee damage penalty: Supposedly inflicted upon the proffession because of its massive front-loaded firepower (read: flamethrower..i doubt this penalty was applied because of the HAR, grenades or rocket launcher). Asomewhatcorrect step bySOE, yetthere is no reason why a class thathas to go into melee range to use a weapon has to receive such a crippling penalty.
A more practical solution wouldve been to INCREASE the cooldown time onthe flamethrowerto be 8X the weapon's speed rating (that way even a 2.0 spd flamer will take a full 16 seconds).
2.Redundancy ofthe non-expenadble weapons: The HAR is nothing but a 'lite' (HAR does on avg 40% less damageper shot/special than a flamer)version of the flamethrower that has no damage-over-time effect. The HAR is supposed to be an alternative heavy weapon in case the commando faces a heat-resistant creature... yet the HAR is so inferior that even pistols,with master marksman skills, will outdamage it.
Solution: Make the HAR beMedium Armor Piercing.
3.Impracticality of expendable weapons : All grenades have under 15m positive accuracy modifiers, making using them from 20+ be like throwing away the money used to buy the grenades. When used in their 'ideal' eange, the grenades have a high chance of killing the player that threw them. Aside from this rather annoying issue, the players must ask themselves:'Why would I use a grenade when my flamethrower does twice the damage?" To date the only reason i can come up with is their cool explotion animations..but the damage is always inferior to the flamer and also highly risky for the user.
Solution: See Utility
Cannons/Rocket launchers: Damage is too low for the cost and difficulty to build these weapons AND for their extremely limited use (specific range modifiers and fact that they will miss a moving target almost all the time).
Solution: See Utility
4. Lack of Utility in Commando weapons: As of now, the commando's only utility is big frontloaded damage (but it is on equal and in some cases, lower, damage per second firepower with other elite proffessions). This is provided almost exclusively by the flamethrower.
Unlike other classes, we have no special attacks that do something other than damage, nor weapons or specials geared to hit a specific ham bar (well, the launcher pistol uses pistol specials, but the LP does not have its own skill tree).
Solutions:
-Increase ideal throwing range of grenades to be +20 at 25m and the grenade blast radius be 10m. Add AOE effects to the grenades: C12: stun C22blind cryoban: 10 second warcry-like effect, thermal: fire dot (light), imperial: bleed, proton:knockdown.
-Heavy Cannons/R. Launcher: Assign Heavy Armor Piercing to all these weapons. Assign each to hit a specific HAM bar on target:
--Lightning Cannon: Hit Mind
--Acid Stream : Hit Action
--Particle : Hit Health
--Rocket Launcher: Spread Damage equally onhealth/action ham bars ( and consequently, damage of the rocket launcher must be increased by 50% than what it does now, to compensate)
If the above changes are made, the commando will have access to effects via grenades, heavy+specific ham damage via heavy weapons (which would be hard to abuse since those heavy weapons will only hit stationary targets), will be an effective heavy firepower support (for he has no effects he can fire from long range like all other ranged classes can) and a potent close range adversary and, lastly, will have a wide variety of workable weapons, not be 100% reliant on a flamethrower because its the only weapon in his arsenal that works.
"for a hw to hit a tageted pool would make us over powerd"
No it wont because the heavy weapons have limited shots, will miss if the target is moving and to boot also have the limitation of being a certain damage type.
Matter of fact, all other ranged classes get to choose a ham bar to hit and they can hit it with just as much damage as commandos can (if not more, riflemen/pistoleers/bh can hit for 1500 damage every 1.5 secs.. that will do more damage than the flamesingle2's 7k damage with7 to9second cooldown using their high end specials from out to 64m)... and by singling a single ham bar they are in essence, more effective than a commando.
By allowing commando to use a cannon to hit a specific ham bar will only give the commando a UTILITY. For it is not like you can hit MIND or BODY or ACTION damage by you choosing a cannon... and then have your flamer/har/grenades hit a random bar (66% chance that it will hit a ham bar OTHER than the one you targetted).
-Increase ideal throwing range of grenades to be +20 at 25m and the grenade blast radius be 10m. Add AOE effects to the grenades: C12: stun C22blind cryoban: 10 second warcry-like effect, thermal: fire dot (light), imperial: bleed, proton:knockdown.
-Heavy Cannons/R. Launcher: Assign Heavy Armor Piercing to all these weapons. Assign each to hit a specific HAM bar on target:
--Lightning Cannon: Hit Mind
--Acid Stream : Hit Action
--Particle : Hit Health
--Rocket Launcher: Spread Damage equally onhealth/action ham bars ( and consequently, damage of the rocket launcher must be increased by 50% than what it does now, to compensate)
Tac, some of the best and most sound suggestions I have seen on the forum. Wecan never avoid the overpowered tag completely but I agree that the cost of the weapons themselves would blunt that charge. These are Heavy weapons and should do more damage than regular weapons.
DoT should not hit, on "Dodge Counterattack or Block"
not too sure if that was fixed or not
If none of these changes come later on, theres 1 thing I hope we get. Something uniqe to our class. We are a support class. We have weapons to hit mulitple targets. But for some odd reason those particular weapons still miss. Funny, if I throw a frag at a group of people, they see it and book, just because they were moving doesn't mean they won't get hit. They'll be lucky to not have chunks of scrap in the back of their heads let alone not get knocked down from the shear force.
Has anyone here ever experienced a concusion. Well, a grenade or high explosive of any kind can cause this wether you are next to it or in the next room. But somehow, our grenades don't do this.
In reality, a frag can do more damage then any firearm. They are more likely to kill a target then any other weapon. They can kill multiple targets if they are near by. Those who arn't killed recieve concusionsand orserious damage due to shrapnel. Now these are serious explosives we. There's no, "it missed 'em" to this. If you were near the frag, you should be affected in some way. If you got lucky enough to not get hit hit by the impact or the scrap, you should still recieve a concusion. So, whoever's been hit in the head realy hard or, actually had the pleasure to enjoy a flashbang, we all know that dizzy stunned blinded effect that makes a grenade so deady.
So why does the grenade in the game not do all these things? I don't know
, it seems pretty half assed if you ask me.
Now, this is the future. We can pack, LOL, proton grenades! What the hell are we complaining about?!?! Oh yea, they don't do **edit** like they should
.
Same goes for our other weapons. If someone sprays a flamethrower, and if you're in the army you may have had the pleasure to watch a demonstration of this fine weapon, that not only is the primary target incinerated, but the walls and most other objects around are scorched as well.
Also if a huge fireball comes at you but you are fortunate enough to dodge it, you may still be affected by area damage.
Same goes for acid. If you happend to dodge a spray of acid, you'd be pretty damned lucky to avoid getting any splashes on ya.
Does anyone reading this post see what I'm getting at? Don't give me that crap about unfair, someone with a pistol can take us out with 4 shots and we can't seem to land a shot with a weapon that should be used to destroy a whole area
.
Maligai said:
Does anyone reading this post see what I'm getting at? Don't give me that crap about unfair, someone with a pistol can take us out with 4 shots and we can't seem to land a shot with a weapon that should be used to destroy a whole area
I don't agree with your description of the commmando as a suport class but i absolutely agree with what you have to say here.
erm...4 out of 5of our weapons are for support.
Grenade effective range and spd and damage make them support weapons.. you sure wont see a commando soloing a yellow creature just lobbing grenades (because in reality, you'll kill yourself with the grenade).
Flamethrower and HAR require you to be at 15m or less to get a hit with the specials..again, melee range, again, they are not exactly non-support weapons. Sure you can fire them from 64m but hey, good luck hitting something that moving.
Heavy weapons..same as grenades.
LP has no skill tree but uses pistol specials.. this is perhaps our only true non-support weapon. But I personally HATE how it spams smoke and drops fps to single digits. Would be much cooler if it fired acid stream cannon-like smoke streaks at the target ![]()
I see commandos as mere master marksmen until they whip out the big daddy damage weapon at close range and pump up hell's thermostats by a few degrees... preferablywhile their group has the attention of the target.
commando is a heavy weapons support class.
Perhaps not in real life , but in the game, with our weapons, this is all that we are. And I like that... but sadly, 2 of our 4 weapons dont really work (grenades/har) and one of the remaining 2 still has no area of effect damage fixed (6m and 10m blast radius are bugged in cannons/rocket launcher..they will only damage the target you shoot at).