Commando Archive
Thread: the simple commando fix
First of all just fix the commando instead ofbugs like being an entertainer wearing black boots standing at 4927, -2051 on yavin4 using a stim pak and being stuck for 3 seconds. A whole profession that is virtually nonexistant is a big problem that must be addressed NOW. Marksman skills are useless for a commando. You should count the launcher pistol, flame thrower, and acid rifle as heavy pistols, carbines, and rifles respectively. The skill mods (possibly all or most of the special abilities)from marksmanwould then be able to be used with and stack with the corresponding heavy weapon skill mod. All of the other heavy weapons would have a generic 'heavyweapons' skill mod.The commando skill tree could then be revamped to look something like this ...
1. Demolitions- the use of grenades and the rocket launcher
2. Heavy Weapons- all of the beam weapons using the above mentioned heavy weapons skill mod
3. Small heavy weapons- the skill mods for launcher pistol, flame thrower. and acid rifle seperately that stack with the skilll mods for pistol, carbine, and rifle respectively (you could then go pistoleer, carbinier,orrifleman to further the use of your weapon of choice)
4. Field Tactics- different than the field tactics used now this branch would be more like the marksman's ranged support branch. it would have the special abilities, defences, and mobility bonuses.
The first three branches would be advanced with heavy weapons xp while the fourth would take combat xp. All of this is in conjunction with the total reworking of the weapons themselves which we all know need alot of help( i'm on shadowfire and we don't get the weapons at all but that is a different issue).
The only other thing I think we need, is the moving of the rocket launcher a bit higher up the skill trees. If everything I've read aboutTC ends up going live, half the server is gonna pickup novice commando just to be able to use one of these. 3rd or 4th box in Heavy Weapons would be my choice of placement. It appears the rocket launcher is going the be a very powerful weapon for specific uses. It should require alot more than novice commando in order to manage one of these ![]()
Trash
Rocket launcher should be at master commando...
umm... well... getting back to the grinding ![]()
750k HW exp to master commando ![]()
LP, Flamer, and Acid rifle should NOT be required to have us to take up carbineer, rifleman, and pistoleer
they are OUR weapons
they should have THEIR own specials and mods
i know there are MANY Bh's that just get novice commando for the LP and most likely many pistoleers that do the same (if they lvl up master marksman) right now with armoured stuff being no blast resitance, even without AP the LP is still very effective (since itll do the entire damage)
I agree with StarNick, Our skills should not depend on the attributes of other professions. We are stretched to the limit on points anyway when you figure in the points for "unarmed", a useless use of points, and Explorer. Even though Explorer isn't required it would be insane not to have them in a combat class. We should get our own skills just like every other profession gets their own skills.
Secondly, while I am extremely excited abou the changes on test center and thankfull that something is finally being done, the inability to defend ourselves after useing one of the Heavy Weapons, such as rocket launcher, is ludicrous. Not being able to fire the RL or other Heavy Weapon of the same class makes perfect sense. Not being able to fire the RL and then use my pistol is not even logical in a either real life or Make believe. We should at least be able to use the LP to protect ourselves. I have used the LAW in the military, which is a rocket launcher, and was still able to pick up my M16 and fire it without damage to myself.
Third, I agree these weapons of mass destruction should be moved up the Commando tree, WAY UP! Some of them should only be available to Master Commando's or every combat profession in the game will be buying Novice commando.
Fourth, do away with the usless Unarmed Specialist requirement to the commando. Without the ability to use Knucklers I wouldn't even attempt to go hand to hand with anything except the Meatlumps outside of coronet and even then would have to consider other options. This requirement is a waste of time and points we could use elsewhere. For example: While I do enjoy running missions it does get pretty boring at times so I have picked up some artisan skills and run a few harvesters on Tarquenis. It breaks up the boredom and allows me to do something other than just "KILL" all the time. Please, eliminate the need for unarmed it will never be usefull in a commando situation.
Just my Opinion. Let the flames begin......LOL
BaukaRaun
Tarquenis Commando
Bad idea, keep the class as it is except maybe adding in lp to the field tactics line.
I will agree that our class needs a revamp and fleshing out.
However, from the looks of things coming and comments made by SOE, there is a price to be paid for our power.
They don't want to make us any more defensive. If you crave it you can train another professions for their bonuses. They are:
Master Pistoleer +20 dodge, +13 melee, +5 ranged, +30 knockdown, +20 posture change, +20 dizzy, +20 blind, +20 stun
Master Carbiner +15 knockdown, +15 intimidate, +20 counterattack, +5 ranged
Master Rifleman +20 melee, +18 ranged, +30 posture change, +10 dizzy, +10 blind, +10 stun, +20 block.
Master TKA Combat Equilibrium +55, Blind +10, Dizzy +5, Knockdown +30, Posture Change +20, Stun +15, Melee Defense +30, Ranged Defense +30
If you feel that you have to have them then you can pick and choose from the other professions for specific defenses. It's up to you.
For example you could train Master Commando (169 pts),
Master Pistol Stances and Grips (20 pts),
Master Precise Striking (20pts),
Master Rifle Special Ability (20pts), and
Novice Carbineer (6)
You would then have Saves: +59 melee, +52 ranged, +35 knockdown, +20 posture changing, +20 stun, +20 blind, and +20 dizzy
This would also get you Certified for all HW, Certified for all Pistols, Certified for all Rifles, Certified for all Carbines, Decent TK Hits. While you wont be a master at using the Pre-Req stuff
You still have some skill points left over and you could do one of the following options:
+8 Melee Defense (Giving 67 Melee D). Master Pistol Special Abilities
+8 Ranged Defense (Making Melee and Ranged D almost even) Master Concealment Tacts
+30 posture, +10 stun, +10 blind, +10 dizzy, + 5 ranged (Rounding out lower stats) Sniper CTs
Of course you wouldn't have Exploration (SLOOOOW) or Medic skills. But this is up to you.
So you see, they aren't going to make us any more defensive because of what that would mean. UBER TROOPER!!!
Also our class is being given way more powerful weapons. This also is balanced in comparison to other classes. We don't have Accuracy or Speed.
Compare Accuracies:
Master Pistoleer Pistol Accuracy Bonus = 105
Master Riflemen Rifle Accuracy Bonus = 112
Master Carbineer Accuracy Bonus = 115
Master Bounty Hunter = 120 Carbine and 120 Pistol
But heavy weapons is waaay different.
Heavy Lightning Beam Accuracy = 40
Heavy Acid Beam Accuracy = 50
Thrown Weapon Accuracy = 55
Heavy Particle Beam Accuracy = 60
Master Bounty Hunter = 70 Lightning Rifle Bonus
Heavy Rocket Launcher Accuracy = 70
Flamethrower Accuracy = 80
Heavy Acid Rifle Accuracy = 80
So if you don't want to miss you have to use /Aim and use our +30 general ranged aiming bonus.
Same problems show up with with Speed.
Master Carbiner = 70
Master Pistoleer = 79
Master Bounty Hunter = 95
Master Rifleman = 95
But with heavy weapons
Thrown Weapon Speed = 40
Heavy Lightning Beam Speed = 40
Flamethrower Speed = 45
Heavy Acid Rifle Speed = 45
Heavy Acid Beam Speed = 50
Master Bounty Hunter LLC = 60
Heavy Rocket Launcher Speed = 60
Heavy Particle Beam Speed = 70
So you see. Commando is set up properly to limit it's impressive damage (what's coming anyways).
The biggest problem I see is the Launcher Pistol. It's our daily bread and butter and yet a Master Commando is not any better with it than a Master Pistoleer with Novice Commando. We get no specials of our own with it, nor do we get improvements.
Assuming it uses Pistol accuracy/speed
Master Commando (i.e. Master Marksman) = 60/30 + 30 aiming
Master Pistoleer = 105/79 AND +30 moving AND +15 standing AND +46 aiming
Master Bounty Hunter = 120/80 + 30 aiming
This in my opinion needs fixing.
A Novice Rifleman vs a Master Rifleman in a duel using T-21's the Master will win every time.
A Novice Commando/Master Pistoleer should not beat a Master Commando using the same guns.
Anyway, I agree with your revamp with the exception of using other classes skills. I'm all for using the skills we already earned in the Master Marksman tree. But nothing further.
I would like to see some skills implemented using our unarmed also.
Having seen what they've done with the Ranger class revamp, I look forward to what they do with the Commando.
Wow, do I go on. Whew.