Commando Archive

Thread: Commando defenses

Gamble
Fri Jan 09, 2004 8:53 am
#1

OK a previous post got me thinking along the lines of what specialty defense would really come in handy for us. Being that our most efficient range is w/in melee range I think that a significant boost in defense to KD would be logical (I don't know what specific boost would be needed to make it actually noticeable). I agree that we shouldn't have crazy high defenses but I figure a specialty set for defense would work well and make sense. Thoughts?



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BenkeDuBir
Fri Jan 09, 2004 9:09 am
#2

Ijust think they need to increase the accuracy of all the weapons, im not a master commando yet but with flame 4 i can still miss 4 or 5 specials in a row, when i was a pistoler with stopping shot i rarely ever missed. If they increase the accuracy of the flamer etc then meleers will be scared to come within KD range as they know theres a good chance there gonna be set on fire, and if we do miss with a special i believe we deserve to be KD and killed





- - BENKE | ELECIOUS | BOBKE - -
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BigAke
Fri Jan 09, 2004 9:14 am
#3

most efficient in melee range? that is just because the flamer is the weapon that is most powerful right now. with grenades, launcher pistol, flamer, acid rifle and heavy support weapons we should have good weaponry from close range up to long range (48m), so this is no good argument

and Knockdown seems to be the most powerful state effect, so it is obvious that everyone wants defense against that.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Gamble
Fri Jan 09, 2004 10:01 am
#4

4 flame specials, 4 acid specials, 5? gren types, 1 hw type are all either only work w/in melee rangeor max range is 32 w/ a delay causing us to stay immobile during which a melee would move w/in melee range. There is no argument that KD is the most powerful move. The argument is the fact that 90% of our damage is going to be done w/in that range and at constant risk of KD whereas any other ranged class can sit back at 64m and spam specials.



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garvin
Fri Jan 09, 2004 12:37 pm
#5

Well...in my pursuit to build up my defenses based on our weaknesses here is what I would like to see:


Defense Vs KD +30 -- We will still get KD'd, but the we'd have a slightly better chance of it failing.


Defense Vs Dizzy +30 -- Dizzy is what keeps us down after a KD (at least in PvE I know for sure).


Defense Vs Bleed +15 -- Try hunting the Mokk tribe...heavy bleeds are nasty...especially if you don't have medical skills...another thing to reduce the chances...we don't need a higher number here because def vs. bleed is very easy to get both via other professions and via bio-enhanced clothing.


And maybe a touch more Ranged and Melee Defenses...Melee because we are pretty much forced to fight in melee range and Ranged because, well it's pretty obvious, we get heavily kited...+30 is really not enough when you compare to other professions that fight in Melee Range...OF COURSE we shouldn't have as much as those other Melee professions since we CAN fight at ranged distances (without using Commando specials), but we should have more then other ranged professions...I believe Pistoleer has +40 after 2 patchs ago...We cost more Skill Points are and forced to fight closer...why shouldn't we have more then them? BH of course get's the short end of defenses...they should have more...so don't even take it there...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

TK-132
Mon Oct 04, 2004 4:50 pm
#6

Yes I know they suck. For example last saturday I was fighting some NPCs unbuffed. One of them was a con white. Luckily I was only fighting this one but I got hit for about oh... 830 damage. I was able to save myself since I was medic just in time. I dunno it seems a little scary that one NPC can own me like that.

I really think we need more melee defenses at least enough to survive against this stuff.

However a bigger concern of mine is our KD factor. Personally I think of commandos being real hardy and in general wouldn't they be hard to KD?

Plus just about everytime I get into PvP I get KD. This seems to be the most often way of which I end dying. it's sad that we commandos most always get pummeled when we can't even fight. It's also just plain sad that were about as tipsy as kid who's been on a merry-go-round for too long. If Commandos need any kind of defense it's KD defense. Heck even NPCs are knocking me down all the time.

If they fixed our KD defense to 50 or higher I'd be a lot happier and I think it would make a world of difference for us. But I'm pretty sure this is common knowledge. I'm just hoping this will be addressed.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
garvin
Mon Oct 04, 2004 6:40 pm
#7

Need you defenses...melee defense...hmmm...


Cloudy the future it is not...Commandos not on their backs I forsee...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

bcman2k1
Mon Oct 04, 2004 6:46 pm
#8

CyberData4
Mon Oct 04, 2004 7:10 pm
#9

Bah. I don't want defenses. I mean, wasn't the whole reason we had no defenses was because our offense was suppose to be so high? That's what I want, high damage rather than defense.
cornbredx
Mon Oct 04, 2004 7:20 pm
#10

This is in response to the post above me, Cyberdata4


No offense dude, but what the point is is not that we want a ton of defense we just have such slow reaction times we need a little more defense to boost our ability to PvP and even PvE on a much more Offensive scale. With the lack of defense as we see it now problems like the original posters r common amongst commandos merely because our defense r so poor. No one can debate that we hit hard, but its sooo slow at the moment that it makes no difference often times, not to mention the fact that if we miss retreat is the best option when unbuffed haha.


Just my thoughts on it tho



"Like the hand of God I smite thee!"
Colonel Fox-Wolfian Drigger of the Emporers Imperial Army
Master Scout, Master Fencer, Master Pistoleer, Master TK, Master Marksman, Elder Master Commando

(And I wasnt even Grinding Jedi)

Also Corporal Darrt Drigger of the Emprorers Imperial Army
Master Creature Handler/Master Scout/Master Swordsman KIA due to the NGE getting rid of CH, may he rest in Peace

"It just so happens I liked that hand"
Arkelion
Mon Oct 04, 2004 7:21 pm
#11






CyberData4 wrote:

Bah. I don't want defenses. I mean, wasn't the whole reason we had no defenses was because our offense was suppose to be so high? That's what I want, high damage rather than defense.







I used to agree with that but... I learned a long time ago high damage means squat if your dizzy and on your back through 75% of the fight, and miss nearly every attack on the remaining 25%. (examples taken from PVP, of course)




Falcor Krevan

garvin
Mon Oct 04, 2004 7:36 pm
#12

The way I see it...we should not be compared to professions that cost less skill points...we should be compared to what other combat professions get when they spent 169 pts in only Combat Professions...to me that means we should come with Heavy Damage and some form of moderate defenses that are comparable to other less skill point costing professions (since they can take their extra skill pts, invest them up to 169pts at least, and gain DPS abilities that are comparable or greater then ours)....


So what would you expect a player to get for spending 169 pts? Is Heavy Damage enough to justify the higher skill point cost or should some degree of elite profession comparable defenses come with that extra cost?



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

ColdHeartZero
Mon Oct 04, 2004 8:00 pm
#13

add to the fact that EVERYONE is kd/dizzy happy.


Fact is that part of pvp needs to be tweaked quite a bit. 99% of all pvpers have those 2 moves macro'd first and foremost. Most ranged pvp'ers have tk as well and if they're close enough they're going to hit kd/dizzy combo if they're able.


I do agree Commandos need to get a few more defenses, but in the same light kd/dizzy needs some work as well. It's to common, to strong, and it's like hearing a really good song over and over and over, while good at first,it gets seriously old after a while. (I admit, I open up with it every attack unless its ranged)
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