Commando Archive

Thread: What's next for commando's?

Theedage
Thu Sep 04, 2003 5:22 am
#1

After this patch what do we have to look forward to in the future for our profession?



Should we be as cocky as the pistoleers (assuming the fixes work) and start asking for gun twirls and stuff like that?


Or...



Voice your opinions.




btw that pistoleer line is sarcastic




*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
TempestSquad01
Thu Sep 04, 2003 5:25 am
#2

Rofl, I actually saw that thread...
Blue6
Thu Sep 04, 2003 5:28 am
#3

Well, having not been able to play with the new patchsince the servers are still down I can't make a totally informed judgment as to what possible improvements can be made in the future just yet. However, one that I didn't see anything about the in patch notes pertains to the skill tree titles. Pistoleer, Marksman, and apparently Brawler as well got name changes for some of their trees apparently. Wonder what was so messed up about those that they felt the need to change them? Although, if the patch does for our weapons and usefulness what it should do, they can give me whatever title they want.




Halcyon Battousai/Master Commando
"The only thing necessary for the triumph of evil, is for good men to do nothing." - Edmund Burke
Mister_Heavy
Thu Sep 04, 2003 8:07 am
#4

Maybe a bit better stats for the launcher pistol. It doesn't really compare to the scatter, or even a good FWG5 from what I can tell. If they gave it AP1 I'd be happy.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
WardenTracer
Thu Sep 04, 2003 8:17 am
#5

*Attempts to gun twirl a rocket launcher and breaks his finger*


hmm....




Alith'ra Tu'Bri
Master Rifleman
Master BH (MBH TWICE before the respec, so don't even start)
GCW Co-Ordinator and Cell Leader
Central Imperial Order
Eclipse
Ibiro
Thu Sep 04, 2003 8:25 am
#6

It's nerf or nothing.

Acacius
Thu Sep 04, 2003 8:38 am
#7

In all sincerity, I think what's next for commandos is going to be fighting off the nerf calls. Don't misunderstand me, I DON'T think we'll in any way need nerfing after these upgrades. I'm going to be really, really surprised if you don't see many repeats of Zarl0k's thread on general complaining of commando damage. (Wow, look, big numbers! Let's completely ignore any and all downsides to the weapon and focus on the biiiig numbers in the item inspect screen!)
Waste93
Thu Sep 04, 2003 11:54 am
#8






Acacius wrote:
In all sincerity, I think what's next for commandos is going to be fighting off the nerf calls. Don't misunderstand me, I DON'T think we'll in any way need nerfing after these upgrades. I'm going to be really, really surprised if you don't see many repeats of Zarl0k's thread on general complaining of commando damage. (Wow, look, big numbers! Let's completely ignore any and all downsides to the weapon and focus on the biiiig numbers in the item inspect screen!)





Unfortunately I agree. I think there are going to be a deluge of calls to get you guys nerfed. Or at least your weapons. People won't realize your to hit bonuses are lower or take into account the "run and gun" modifications.


Probably be the same group that scream nerf whenever anything comes out that may lessen their impact in the game.


Glad to hear Commandos are (should) be working as intended finally. Now SoE just needs to fix a couple other broken classes and major bugs and we should be where we should have been when this game was launched. I'm keeping my fingers crossed.


Keep up the good fight.




Colonel Waste - The Wookiee Crusader
Eleriel
Thu Sep 04, 2003 3:31 pm
#9

things I'd like to see...

not having to 'stop' every time you start firing with the flamer, and 'stop' everytime you've killed something with the flamer.
(carbineers will know of what I speak).

... targetting (a) HAM would be nice, too.
more or different specials... one for the launcher pistol would be nice... special to us alone. I'll let someone else split hairs as to what it should be.
though, I suppose the launcher pistol feels a lot like something you're supposed to use till you're good with the flamer or acid rifle or some such. something to fall back on, but which still gives you HW-XP... if that's the case, just give us better accuracy with our other weapons from the start instead and remove the launcher pistol completely. (that'll stop any pistoleers from crying 'we want the launcher pistol too' as well).

that's about it, as far as I'm concerned.



_____________
"No worries"
- Fool on a Hill.
Illrigger
Thu Sep 04, 2003 3:34 pm
#10

I dunno, targeting a HAM would be excessive at thips point. If I can do 1400 point with one hit, I don't think it's necessary to hit one HAM - I'll take the average.



ACCOUNTS CANCELLED 11-28-06, after 37 months, due to poor game design on the part of Helios
Eleriel
Thu Sep 04, 2003 3:38 pm
#11

except there are creatures around that have more than that...

and a pistoleer can do twice that damage, in half the time, at a targetted HAM.
though... I'm exagerating slightly.
and pistoleers are overpowered anyway...

still, for the really big ones, it'd be nice to target a ham.. but which?



_____________
"No worries"
- Fool on a Hill.
Warlock_The_Darkone
Thu Sep 04, 2003 3:42 pm
#12

How about skills? We have guns.. I think we need skills... for one.. we can hit people wiht a making dmg with charge weapons.. but still have no really usefull skills... big dmg is not all it is craked up to be.. and our primay weapon is still subpare to other elite classes... we still need work and still need attenchion... but oyour right well get get the bat cause people will see the big hit.. and say omg... but know that i fired 10 times at him or that i only have like 10 shots till i have to buy a new gun that will kill my pocket book fast!



Tewls or Malock Razorblade(ALT)
Master Merchant, Master Commando, Master Bio-Engineer, Master TKA, Master Artisan, Fencer
Master Treasure and Rare Loot Gathers
Senior Member of Dark City Corperation
Pround Member of PAX Imperius
Scylla
Waste93
Thu Sep 04, 2003 3:47 pm
#13






Eleriel wrote:
things I'd like to see...

not having to 'stop' every time you start firing with the flamer, and 'stop' everytime you've killed something with the flamer.
(carbineers will know of what I speak).

... targetting (a) HAM would be nice, too.
more or different specials... one for the launcher pistol would be nice... special to us alone. I'll let someone else split hairs as to what it should be.
though, I suppose the launcher pistol feels a lot like something you're supposed to use till you're good with the flamer or acid rifle or some such. something to fall back on, but which still gives you HW-XP... if that's the case, just give us better accuracy with our other weapons from the start instead and remove the launcher pistol completely. (that'll stop any pistoleers from crying 'we want the launcher pistol too' as well).

that's about it, as far as I'm concerned.





The stutter step appears to be an issure for all ranged attacks. Well I should say it also occurs for rifleman. Can't speak for BH or Pistoleers.


Don't agree with the HAM targeting. They are heavy weapons. They are known for mass amounts of damage and not for the accuracy. The HAM targeting should probably be the domain of the respective elite professions. You can always switch weapons and do some HAM targeting by relying on the Marksman skils.


That being said more specials would be great. Some type of advanced suppresion fire would make sense. If someone is firing a heavy weapon at you there is a good chance you would duck and cover.


I'd remove the Launcher Pistol completely. I've always had a problem with the concept of a pistol being a heavy weapon. Replace it with some type of heavy weapon. Say a machine gun type. Give it some specials. Maybe an AoE suppresion fire? Or some type of multiple hit ability. Say each box in this skillgives a chance for an extra hit. So you could hit up to twice at one box, three times for two boxes, etc. Basically it would be a damage multiplier. Hit twice do twice the damage. So Master could hit up to six times say. Of course you wouldn't always hit for six times. It could be anywhere in between.


Of course the weapon damage would have to be set a bit low so it wasn't to overpowering at the higher levels. Especially since this would be the new starter weapon for Commando.





Colonel Waste - The Wookiee Crusader
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