Commando Archive
Thread: Proposed Solution for Everything that is Ailing Us...
Master Synn and Fellow Commandos,
I see some real danger in Holo's last post, where he said something about making flamethrowers inaccurate at long ranges. Considering my experience with the devs mentality, here is what I think we are going to get:
(1) Flamethrower range mod. will no longer be acurve (+11, -55, +0) but will become a straight line (+11, -55, -300). We will be FORCED to stay at close range, which will be really bad considering the current 2.5x penalty. This double nerf (2.5x + no range) will kill us.
(2) If we ask for thelauncher pistol to be a heavy weapon rather than a pistol, will get crappy specials that arenothing compared to the ones we get with a little pistoleer. With a little bit of pistoleer work, we can currently use health shot 2 (bleed), double tap, and stopping shot with our launcher pistol. I LOVE these specials, and they only cost 18 skill points. If we raise too much of a fuss about this issue, the devs will simply take away our ability to use pistol specials with the launcher pistol and give some specials that have no bleed effect, and can't do over 1000 damage with the LP (like stopping shot can). I am SURE of this because anything different would raise further "imbalance" cries from pistoleers. We are asking for a change that can only be a nerf (because devs. will give us NOTHING in return). Any change to this would make the launcher pistol worthless.
(3) The 2.5x penalty will never be totally eliminated for us. They stealth nerfed us, the community is 100% behind nerfing us (no matter the fact that it returns all commandos to gimp status), they can't fixour 2.5x penaltywithout riflemen screaming bloody murder, this is not going anywhere.
(4) Acid Rifle will remain overlapping with flamethrower, and will still suck in accuracy and power compared to the FT...thereby giving it no use.
I think, in the combat section ofthe report to the devs, we should push for a FEW, very targeted things.
(1) Flamethrower is a close range weapon. Change long range accuracy mods to +11, -55, -300, IF AND ONLY IF the 2.5x penalty for flamethrower is removed. Otherwise, we SHOULD be able to hit from range because it is a "ranged" weapon. Leave all other aspects of flamethrower alone (except maybe a little more accuracy at master). Everyone if totally happy with how flamethrowers work, and we have a BIG weakness with the 15 second delay. No more nerfing is needed.
(2) Heavy Acid Rifle is a medium range RIFLE. Leave the 2.5x penalty on the acid rifle (compromise). Change the mods on the acid rifle to 0m -100, 35m +11, 65m -300. Make the range of acid rifle specials 16m to 36m, and leave these specials WITHOUT a damage over time effect. Also make the acid rifle AP1. This gives us a medium range weapon to use (counteracts proposed nerf of flamethrower a little), that is not overpowered (no DOT effect), has damage on par with FT (because of AP1), and which has significant weaknesses up close (2.5x penalty). Fix the accuracy mods so we can actually use the weapon.
(3) Launcher Pistol...LEAVE IT ALONE. We have nothing to gain by asking devs to change this. They will nerf the hell out of this and give us nothing in return. HOWEVER, if this weapon is subject to the 2.5x penalty, we should ask for this to be takin off. If anything, we should ask ONLY for some limited pistol accuracy mods to be added in. The devs SHOULD NOT under ANY circumstances screw with the pistol characterization...we will lose our bleed and all good specials.
(4) Grenades and Rocket Launchers/Cannons - Everything Master Synn said makes total sense. No changes.
The net result of the above is that we are asking devs to do 3 things: (1) reduce flamethrower range and take off 2.5x penalty; (2) change acid rifle stats a little to give us a medium range weapon and limit specials to medium range; and (3) fix grenades and rocket launchers.
I think if we push hard on these issues, we will come out with a useful class, rather than a class that gets over-nerfed with a couple of random "carrots" that do nothing for us. From Holo's tone...we are going to be eating carrots.
You might want to chill out on those range mods.
35m+11, 65m-300 means...
@45m, -92, @55m, -196
That gives a viable window of about 30-40m, with cliff like drops before and after.
TickTock,
I DO agree with you. However, since devs seem to be characterizing us as a close range class, 40m probably SHOULD be the max range for our weapons. If we don't concentrate outselves at closer ranges, I don't think the devs will EVER take the 2.5x penalty off flamethrower (the ultimate goal).
I agree that 30m is probably a little long for the reasonable min range, so I probably want overboard with the 0m range. What do you think about -50 for 0m range? Would that be more reasonable?
While I agree that commandos should have limited range, I think that the "range" of a flamethrower is a side affect of universally borked range mods on heavy weapons. FT's with a 0 mod at long range, HPBC's with a 100 point drop off in the space of 5m, an acid "rifle" with a long range mod of more htan -100. I would say that they all have to be evaluated and changed. In fact I would change the accuracy system itself. Rather than 3 range mods, I'd rather see an "ideal range mod @ xx meters", and then for ALL guns accuracy would drop off at maybe 15 points/10m either closer or further than the ideal. Easier to understand, universally applicable, and easy to adjust. ie, a +45@30m would beget +30@20, +15@10, +0@0.
+1 at 0m
+29 at 16m
-120 at 64m.
Makes sense to me.
Leave Grenades as they are????? What the heck are you smoking??? At this point, the only way to hit a target with a grenade is to hit ourselves.And using proton grenades at 1750-4500 damage, I would rather not take the damage from the grenade, seeing how the HAM costs are outragreous just to throw it.
Grenade accuracy and speed have to be greatly increased at Master Commando level. It is unacceptable that we have to be in range of our grenades in order to hit a target. Since we are the ONLY class that can use grenades, we should have a much higher skill in using them.
As to all the other heavy weapons, I agree they are fine as they are, nice damage, but long reset time on them. But grenades have to be fixed so that we can use them on our targets without hitting ourselves.
Step 1: Pull out your flame thrower
Step 2: Point it at your computer
Step 3: Pull the trigger
Step 4: Watch it burn
Quote:
Leave Grenades as they are????? What the heck are you smoking??? At this point, the only way to hit a target with a grenade is to hit ourselves.And using proton grenades at 1750-4500 damage, I would rather not take the damage from the grenade, seeing how the HAM costs are outragreous just to throw it.
No dude...read it again. No changes to what MasterSynn suggested...NOT no changes to grenades.
I would like to see the following:
1. Categorize Heavy Weapons as carbine making it 1.5 instead of 2.5 (this probably will never happen)
2. Since heavy weapons are ranged we should get to use ranged power-ups. This should happen!!!
3.Reduce the accuracy of flame throwers at high range. But close range they should be incredibly accurate +50 +30 -100, for example. BTW lighting canon should accuracy should be reduced also. LLC should not be equal to FT in power, since commando should be the king of heavy weapons.
4. Give us 5% speed and accuracy increase for pistol, just to help out Launcher Pistol a small amount.
5. When you unequip FT, you should lose the melee penalty. So if you want to use the FT shoot, then switch to VK you shouldn't be getting hit for 2.5 x a minute later.
After reading more it seems we are getting a 1.5 dmg melee multiplier when using our LP. I am ok with this if they change our LP to AP1, like the BH scatter pistol.
Yup, the ultimate solution to what is ailing the Commando class is the big:
C A N C E L L E D A C C O U N T
solution.
As is, SOE should be giving people additional credits on their accounts for the down time for botched upgrades and other crap along the way, but to have the current round of imbalances lumped on top, has me seriously questioning if I should bother to pay for more time in the game.
SOE should remember some basics:
Fix broken stuff first.
Fix game balance after that.
And when fixing game balance, don't do it a nuke when it could just as easily be fixed by some minor changes.
my thought on this and the other whiney @$$ people is hey if you wanna be powerfull in fighting make a commando or BH of you wanna be ok at fighting make a marksman of sometype with a lil rifleman or whatever and go craft sometyhing. I mean yea were powerfull ... Were SUPPOSED TO BE WE are the ones who use the Heavy guns LOL. An Bh should be powerfull too so everyone should stop their crying becaus eYES a commando WILL kill a novice brawler or a novice gunamn any doay of the week thats why theyre commandos i mean comeone i dont hear commando bitching abotu a nurf for architects because sommandos cant make houses this is just stupid... Oh btw this isnt my commando account LOL so ill toss his info on here too LOL....
Obsidious De'Vauire Death's Head Commando, Pistoleer, novice medic ![]()