Commando Archive
Thread: Here this commandos we dont know anything about our class.
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=7549&highlight=#M7549
See we have been wrong all along, our weapons being AP0 is just fine!
my kindom for an edit button. HEAR this commandos.......
ugg **edit** you beer, you taste so good yet screw up so much.
Wait 'til we get fixed. That guy is going to cry, "Nerf the commandos, their not suppose to be that powerful, not even real life, the army is tougher!"
So last time i checked, this was about a T21 rifle in a game, not about .50 calibur rifles in the military, i dont know, maybe its just me. Id much rather stay on topic since this IS a star wars galaxies forum.
Oh and one more thing, that Zarloc guy or wahtever his name was, needs to be beaten with the butt of one of the commando weaps, not shot, just beaten severely, maybe thatll help his idiocy.
That is someone that knows nothing of our weapons. He doesn't appear to know anything at all to be quite honest.
I haven't seen a T21 to even know whta they do. If they were intended to be armor piercers than I guess they should be...but there is no rifle that should do more damage to armor than a Rocket launcher or our other heavy weapons for that matter (except HAR and the FT of course.)
Personally I feel Commando and only commando should posses AP3.
After all. We **edit** well pay through the nose for something.
Someone put a scale up on another post that made sense.
Most pistols: AR0
Some high end pistols, all carbines, laser rifle and lower: AR1
T21: AR2
Launcher Pistol, Flamethrower, HAR: AR3
All cannons: AR4
This would give Riflemen some armor piercing capabilities yet reserve the heaviest for the HEAVY weapons.
Galaian wrote:Someone put a scale up on another post that made sense.
Most pistols: AR0
Some high end pistols, all carbines, laser rifle and lower: AR1
T21: AR2
Launcher Pistol, Flamethrower, HAR: AR3
All cannons: AR4
This would give Riflemen some armor piercing capabilities yet reserve the heaviest for the HEAVY weapons.
I could consider that list ok, but I don't think our launcher pistol should be AR 3.. AR 1 is sufficient for the pistol. The Flamethrower and Acid rifle should be 2, and the Rocket launcher 3 in my opinion.
Of course I also believe that the Acid Rifle and Flamethrower trees should be combined and the fourth tree should be "generic" combat specials that work with any weapon My suggestion for the line would be at box 1 Health targeting skill, box 2 action, box 3 a mild bleed that hits all 3 pools and at 4 a mind pool attack... Rifleman can cry all they want about us being able to hit mind pool but we can do it anyway.... I think this line of attacks should work with all but the heavy weapons, which should have their attacks all merged into the one tree.
First, AR goes into affect first, then its adjusted for the mob's or PC armor's resistances/vulnerabilities. So AR does matter, in a huge way.
Second, alot of PC armor has heat and acid resistance. Composite and Ubese for one starters, and I think some others as well, just don't have the numbers infront of me atm. It's mobs that general have weak acid resistance, but lots of non-commando weapons fo acid damage, so there's no real advantage there.
Third, I never saw one informed commando post asking any dev to nerf T-21 or any other class for that matter. Everyone here pretty much has been asking to be elevated to some level of equality.. Its a shame they're nerf other weapons.
biggest problem with commandos are that the other 90% of the community who's never played one, reads the strategy guide and thinks we're some kind of arse kicking class or something, so why are we bitchin' so much.. It's that kind of ignorance thats going to hold back the "completion" of the commando profession, which is sorely in need of help.