Commando Archive
Thread: Getting others to help fix Commando
I just recently started to convert my character over from aBio Engineer to a Commando (eventually). I remember that the only way the BE's seemed to get any response to their requests for notice was to get theCHs to start clamoring for it. Keeping that in mind, I have also seen quite a bit of talk on the Bloodfin board to nerfAT-STs because they are just so powerful in some situations. But, I don't think that would be the real solution. I should think that when the commando weapons are fixed, a reasonably skilled commando should be able to take one out with support from 1-3 other reasonably skilled characters. A master might be able to do it single handedly.
So, I would suggest that whenever you see people on you galaxy boards complain about the power of an AT-ST, you tell them to try and convince the Devs to fix commando and the AT-ST won't be as powerful anymore.
Any thoughts on this idea?
Commando's will never be a key factor in taking out AT-ST.
There simply is no game format that allows special high end damage targeted at one mob or mob type without affecting every other mob and player.
For example, They cannot code (or I should say, will not code) a heavy lightning or Rocket Launcher to have 2 sets of AR ratings, one for reg mobs, and a second for vehicles/structures and AT-ST. Which is the way to do it, but its not going to happen, so ingame, there is no way to deal 15K in HAM in a short period of time, other than zerging it with dozens of players who all get one-shot death from the AT-ST.
The only thing I've read, is that in certian static bases, commando skills are needed to activate panels that are required to take over or destroy the base.. so its being done with skills not weapons. Basically, the weapons have no real function other than getting you HW exp.
I'm not talking about a change in how items were designed. I'm actually basing this on the description found at swgcenter.com. I'm not sure where they got it since I don't have my own resources at hand, but it says:
Commandos learn how to use and create a unique set of weapons - explosives. Commandos continue to excel at combat, but also specialize in the skills required to take down large vehicles. The Novice Commando skill begins the education.
This would lead me to believe that commandos would be the best (but not only) people to take down an AT-ST. A high armor penetrating item with a slow recovery would make this realistic and possible.
I'm just trying to come up with ideas on how to get others to help get commandos working the way they are supposed to. From what I saw on the BE boards, this is really how to get Devs to respond to a broken class. The BEs were left totally in the dark until the CHs started complaining because the BEsrefused tomake the things they needed until the Devs made it feasible to do so.
An interesting point you make Stormcrow. The problem I see with your logic about comparing our situation to that of the bio engineer is that we are not neededby other classes to take down an AT-ST (we would be if we were stronger). So by refusing to aid in fighting an AT-ST would really do nothing since we are all at the same skill when dealing with AT-STs. Not to put your points down because they are good ones, and I totally agree with you that commandos should do a ton more damage against heavy vehicles, just like I think the bounty hunter should usually win in PVP situations since they are meant for taking out other species. Hopefully the Devs will get around to it, but in my opinion as a gamer/developer this is not on the development priority list since there are "bigger" problems out there (like the need for politicians *wink wink*:tongue
At any rate it is a good idea, but I am not sure it will work. Sorry if I misunderstood your initial post.
On a side note, some Imperial brought in two AT-STs into anchorhead once and some Rebel was shouting for commandos to take them out. It was the funniest thing I ever heard. So I run over there with my launcher pistol and tickled one of the AT-STs which then shot me so hard I got stuck behind some crates and then learned about /unstick. Moral of the story, um.. don't shoot AT-STs, they hurt hehe.
take care StormCrow,
I'm not saying we should refuse to help kill AT-STs. I was trying to show how the BEs actually got attention. No matter how much they posted on their boardwith tirades or constructive comments, there was no response at all. As soon as the CHs, a much more populated class, started complaining that the BEs needed fixing, there was an immediate response. If we could find a way to get others to increase the numbers of our voices, we might get listened to.
Personally, I'm not all that keen on people being able to kill AT-STs more easily since I'm an imperial. But, it's a facet of the game that should probably be there and seems to be one of the original design ideas. The rebels on Bloodfin are endlessly whining about the need to nerf AT-STs. I just see making commando work as intended as a means of killing 2 birds with 1 stone. It's an angle to get others to lend their voices to ours.
Well being the **edit** son of the marksmen tree that we are I still dont know if that will help are chances of getting fixed any time soon.
I shot a At-St with a heavy particle cannon and granted even though it dosent do enough damage I was killed before my shot hit the At-St and then the damage I had caused was healed right up.
Am not saying nerf the At-St am just saying give the Rebels the abilty to use the Death Star to even it out
( I hope that just dident give the devs a new faction bonus idea for the Imps).