Commando Archive
Thread: GIVE THE **edit** COMMANDO MORE!
flame thrower dmg...................single fire flame, acemptable, cone dmg little too high
flame thrower dot.....................the dot itself isn't really a factor, because the intial dmg from the flame thrower usualy kills off the target, perhaps increase the dot tick and lower the actual dmg from flame thrower
flame thrower wounds................unacemptable, should not cause any more wounds then say any other class's weapons, too over powered, imagine a comando with FD, they could do some serious pve chaos.
really hard to say, i think SOE should simply remove the wound casing factor, and then re-evaluate the class, to see were it is at. if the dmg is still over powered, that can be fixed, if the dmg is not enough, that can be fixed, really most people concentate on the overpoweredness of the wounds atm.
the dot itself should be able to be first aided, and meditated
nightwolf180 wrote:Every commando I know has chosen to sacrifice the useless wounds.
Okay, then let's take wounding ability away from poison, disease, and all weapon hits and specials - especially BH torso shot. If there's any justification in removing wounds from commando's then how can there not be the same justification with regards to all other wounding abilities?
Wounds are esstential part of PvP. They force players that get many wounds to remove themselves from the fight
In one battle I was down to only 48 health due to being flamed so much....but I kept fighting...you don't need health as long as there's more people around to back you up
Thats true, the amount of wounds you take and when you decide to look after them are your choice. Also depending on your raid's level of organisation you could get wounds treated on site. Thats why doctors have medical droids, scout/rangers have camps, and there are base camps for faction rewards.
The game's plan for PvP combat is not you and your enemy or even you and a few against what you come across, but galatic civil war. They want to see large actions, epic battles and that is what class balance in PvP is driven towards.
misterbadmonkey wrote:how about BUFF the **edit** AT-ST? we shouldnt be able to burn them. they are a huge piece of metal!
commandos pwn you, bow down and lick my boots, noob.
misterbadmonkey your forgetting the basic design of a flamethrower. It's not a giant bic lighter, it shoots a high pressure stream of burning gelled petrol-chemical (or napalm) that sticks to surfaces and burns at a high temperature.
I agree that the devs need to fix the AT-ST buffs. But it would be nice to have a viable counter to the AT-ST. How about AT-ST instead of doing damage the flamethrower could weaken the armor for a short amount of time. This would make it possable for others to take pot shots and do real damage to it.
I' m just curious whether people that get on here to post on these bug/problems ever go to DEV Corner and read the posts or do you just get on here cause your having a bad day. A lot of these issues are answered there. The latest posts explains all this and the fixes being recommended. Commando's are working as intended with exception to a few bugs. FT DOT is being looked at as to much expect that to be reduced. The melee bug is going to be fixed and we may also get some range mods as well.
My point, everything that you guys post, over and over and over and over and over, is covered there. If you would take the time to read you would save the extra time it takes you to post what has already been posted several times. Perhaps, your just looking to stir the pot, AGAIN!
Why are you all encouraging him?
Is this guy really even a commando? Or someone who's gotten tooled by one before and doesn't think it's fair?
Very low defense + very high miss rate + close range+ slow recoveryis offset by high damage and wounding
It's that simple.
We need make no apologies. Wounding SHOULD make people think twice about closing within range. If you hit a guy with a flamethrower, he's COVERED in burning napalm. That should hurt. A LOT. And should have a DOT. The Acid rifle should as well, but that is another story
"Griefing" by using your revenge TEF? I don't think that's griefing. That's called remember who you killed, and if he's wielding a heavy weapon, don't let him get too close. Don't blame the guy for using the combat system as it currently stands. When I can get drilled by a TKA, BH, or Rifleman in one shot usingTHEIR revenge TEF and just laugh because that's the way it goes, I don't understand why it's suddenly "griefing" when a Commando does it.
Yes our damage is treated like melee. That is a bug and should be fixed. Or should it? We got expert Unarmed for a reason. Maybe it's semi-intentional. Enough things don't make sense in SWG. It makes sense to me that we'd do more damage against other classes except TKAs, masters of unarmed, CQB.
I've never seen an AT-ST solo'd by a Commando, but they shouldn't burn. I don't really mind that they do though because it's an insanely powerful faction pet and Commandos are supposed to be able to take things like that out. However none of our regular weapons are AP, so what are you gonna do? The DX2 acid pistol is AP1 but our acid RIFLE is not. **edit**?
Revenge TEF is the problem. Commando damage and wounding is NOT.
If you are a commando, stop trying to nerf us. Our high damage and wounding is NOT a bug in PvP, it's what we're supposed to be able to do as the premier DAMAGE DEALERS.
Commando are bascily fine... High damage you say?... what about the delay between my next shot.I've dueled alot of friends just to have fun (they really didnt like being burned *smiles innocently*) 15 secs is alot of time, and alot of damamge can happen in that time. If I didnt one shoot them the only ones I won the duel against where ones that didnt usually pvp and didnt have a plan of attack. The others that had more exp. didnt care about being burned (ranged avoided close contact as long as they could) and quickly had a plain that left me incapped first.
I dont see a huge reason to nerf, so far... when I did one shot kill ppl I did good damage true, but none of them had on armor that would have made a difference. And consider that even myself have been hit with flamesingles a few time and have yet to be one shot! considering I'm not even wearing good armor ( 0 heat res. ) I cant shout nerf. Maybe so with the AT-ST's.... I'm not saying that we shouldnt be able to damage them high compared to everyone else when we use our specials, Our weapons show us out in the crowd (unless you switch after fireing) making us a nice target combined with our delays. Do you know what a AT-ST will do me in 15 secs? hehe If you sawa commando in the crowd who are you going to focus your attack on?.....
A: You try putting a lighter up to a motherboard and see if it still works aftwerwords (actually don't try that). Thats what happens to an AT-ST. ![]()
B: It's gonna be fix when its recatagorized as a ranged weapon. But hey, Flamethrowers and Napalmin World Wars were one of the best anti-peronel weapons. *shrug*
C: If you were on fire I'm sure you'd get massive "wounds" too.
Just who exactly comes out of a fire looking like Madona? Maybe armor should benifit you by decreasing the wounds?
D: No /stopandroll is gonna stop napalm. Its gooey liquid that sticks to you and burns burns burns!
Though I think it is a bug that armor isn't checking the resistances on the fire damage over time.
E: TEF revenge is just annoying and is perfectly setup for faction point endurance wars. Thats not rewarding PvP...thats just a pain in the rear. ![]()
F: People, just don't get near commandos. 'Nuff said.
I hope I covered everything. Now I'm going to sit back and wait untill someone flames me without reading beyond the tittle ![]()
Constructive criticism at its worst!