Commando Archive
Thread: chance to have our voice heard
i was talking to csrjamesH tonight. I had to sit in the chat for a while untill he got to me but after a long talk about commandos he told me that if i sent him a e-mail ( he game me his e-mail ) he would voice our concerns.
I know this is a small step but it is the first real possability for us to have a say in our profession, James is great guy and i have alot of faith that he will represent our letter to its fullest and hopefully soon we will see fixes and changes in the TC.
Now to the letter. i told him i would send it tomorow at this time because i would like everyones input possable and from that i will take the flames out and send them all to him. and no, no one is getting his e-mail from me. please take this seriously and think alot about what you think would make commandos better and playable.
thank you very much for takign the time to read this letter.
Kevin Martin.
Im not a Commando but my friend is he was useing a flamethrower and he was shooting at a humbaa thing and it was only doing 100 - 200 dmg and when i shot my carbine 3 (below spec) i was shooting for 300 dmg.
I call that sad someone that needed to get master marksman and unarmed and there weapons do less dmg then a DH17 carbine that is sad.
Fix it!
I like the changes they have made on test so far. One thing that still bugs me on the grenades is the 15m ideal range though. I know you cant throw grenades to terribly far (I know, ive thrown many of them while being in the military) but I think it should be about a 25m or so ideal range.
1. One of the neatest changes I think would be to make us more of a special forces kind of class so to speak. Give us some sneak/camo skills, etc. I think we should have to have part of the scouting line for our class (at least explore 4) but, do this so we can sneak up to "mission objectives". for example... say there is an enemy base close. A couple commando's and rangers sneak in 1st to scout the area, etc. We see that the base has 3 at-sts, or a huge gun turret, or whatever, you get the idea.. We "sneak" up to it (couldnt 100% work, should be a very big risk to do this, but would be neat to be do-able if you have enough skills) set a mine, imperial detonator, whatever. Some kind of charge to blow it. Sneak out, flip the switch and have it blow, so our forces could then infiltrate and attack the base itself. I know its prob asking a lot, just think it would be a really neat idea.
2. Some kind of "last ditch effort". If we are in the middle of an enemy incampment, and know there is no way out, and we are going to die, lets take out some of them with us. Want to kind of avoid the 'suicide bomber' approach to it (even though thats what commando's have been since release hehe) but say we have a stack (5) grenades. Well, we are commando's so the only cool place to wear them is on our vests
so we have 5 grenades or whatever. pull the pins on them and stand there with a smile as our enemies rush us. We die either way, but we made our sacrifice to better our cause this way, since we were going to go down either way. (think I explained that right anway, hope you know what I am trying to get at)
3. Defense vs. Stat changes. As a hardened military tool, we should have certain resistances to some things better than others. They shouldnt be until the high teirs or master of commando, but they would be a great add if they were there. The more CS gas you take, the more you get use to it where it doesnt bother you, same with pepperspray.... Certain stat changes/ailments/etc would be good to have a defense against. Make us stronger vs knockdown, bleeding, etc. Dont overpower way to much since no one class should be invincible (except maybe jedi) but let us build up certain immunities due to our choice of the hardened militaristic lifestyle that we chose.
Anyway, just some of the ideas ive had anyway. Let me know what you all think if these are good or bad, whatever ![]()
-Morganna
My biggest concern is the accuracy of the launcher pistol. In game upon examination of the Launcher pistol it says it shoots 'small target seeking rockets'. The graphic for the launcher pistol even shows the small rockets turning in mind flight to hit a moving target. Yet, I've noticed the LP will miss all too often and I've already got 2 boxes worth of accuracy bonuses under the pistoleer tree.
While I can understand the need for commando's to burn skill points to get pistol specials, I think our accuracy with that weapon should be as good as a master pistoleer shooting any other pistol other than the launcher pistol that does not shoot 'target seeking' rockets. And this considering we are master marksman already, surely our target seeking LP should have great accuracy. I missed twice in a row the other day while using the launcher pistol.
Another issue is speed, without mastering pistoleer the LP is pretty darn slow. This is because 24 of the pistoleer speed bonues fall under one line of the skill tree while another +20 rests at the very top of master pistoleer, the last box. This basically forces us to master pistoleer entirely just to make our launcher pistol have good speed, and a new LP is going to have anywhere from 2.7-3.5 speed anyway, much slower than a scout blaster or even a fwg5 which has similar damage toa launcher pistol.
My last concern, but certainly not least is the lag caused by the launcher pistol. It makes the PVP environment incredible slow and takes a lot of the fun out of it, and not just for the person using it but for everyone in the battle. Same goes for grouping, many commando's have a hard time grouping because nobody wants their character to suffer from lag caused by another characters weapon. An easy fix would be to make it so we can turn off the explosive graphics under the options menu. A lot of people would use this option to make the lag during game play much less of an obsticle to our enjoyment.
HrothgarHealfdene
The damage on the Launcher pistol is good, you just have to get some pistol specials to make it work under pistoleer or smuggler. While its damage isn't much more than the pgw5, it is a little bit more. I've seen hits up to 2700 with the launcher pistol and about 2400 with the pwg5.
Without specials no pistol, rifle or carbine does good damage.
I do agree that if we're to get a special under commando with the launcher pistol, it should be some sort of area effect shot. That would make sense considering the blast effect as you mentioned. That being said I've found that most cone or area effect type shots are really only good for a shortcut back to the cloning facility.
One last note
The ideal range on the Lag Pistol has never been addressed despite other weapons like the flame thrower and acid rifle having the ideal range issue addressed. I believe its on test center now, but I haven't seen a word about the 0 ideal range on the LP. If the ideal range simply doesn't make much of a difference because of the 'target seeking' ability then that I can understand, but would like to hear a verification on that, plus it needs to really be target seeking and not miss but on occassion.
2. Launcher pistol and unarmed special moves. We have been told the pistol is our main weapon but we appearently do not learn how to use it more proficently. Unarmed master is one of our prerequsits but again we appearently do not learn anything surrounding it as time goes on. However, to prevent dabblers from merely picking them up to enhance a different profession place them in the field tatics tree. Unarmed is suppose to be used when an enemy closes the distance........but we are not a melee class. Give us an unarmed knockdown with a very BRIEF dizzy and high ham cost. A last ditch move to get away from something that gets too close. eg. a leg sweep that makes the enemy fall and hit their head. Put this under say field tactics 2. Give a launcher pistol special under ft1 and another at ft4.
As for other changes nothing can be said atm until the first issue is resolved.
I know that this letter is probably to ask for stuff for the profession but the main thing is, Fix it first, then go for the goodies.
WO2 Hrothgar Healfdene - Rebel Alliance
Chilastra Shard
"May the Force be with you all"
P.S. Blooped, here is the definition for a commando please send it with your letter, the Devs need it:
a : a military unit TRAINED and organized as shock troops ESPECIALLY for HIT-AND-RUN raids into enemy territory b : a member of such a unit