Commando Archive

Thread: You want changes? THESE are the changes we need. (The official commandos suck, and need help thread)

CyberData4
Mon Jan 26, 2004 10:35 pm
#1


I think that a completely new commandoclass is never going to happen. So let's just hope that they listen and implement some fixes.


After mastering commando once, then dropping it because of the 2.5x dmg from melee then mastering it again...this is what I think are some reasonable changes I'd like to see implemented:


The Field Tactics Line: Currently grenades have no use besides getting good combat xp. I'd like to see grenades be given some posture/status changes. Perhaps proton grenades could knock an opponent down, while other grenades are capable of dizzy/stun.Also commando's are suppose to be efficient soldiers, there should be added terrain negotiation bonuses in the feild tactics line....I was thinking+5 for every field tactics box with a bonus of +5 at master. Many players may not agree with my idea for this line but one thing is for sure....this portion of commando is currently useless and needs some help.


The Heavy Weapon Support Line: Honestly I don't know much about the current quality of this line. Why? Because I don't bother paying 50k for 20 rocket that do less damage than my flamethrower. We don't mind the price of the weapons, we can all deal with that. The problem with the portion of commando is that we aren't getting our money's worth. These weapons should be completely ineffective against "soft" targets such as other players and NPC's. They should perform amazing at destroying structures....such as towers/turrets..at-st's.


The Flamethrower Specialization Line: Ah, the almighty flamthrower. I don't think any other weapon in this game is as hated or controversial. Many think the weapon is overpowered. I do not, however I do agree that the weapon needs to be tweaked. (Notice I use the word tweak and not nerf) Currently this weapon is the commando's only saving grace. It is the only weapon that a commando can use with any positive results. I would suggest reducing the duration of the flame DOT. Perhaps not the amount of damage that each "tick" of the DOT consumes....but definitely shorten the time that they last. If a player on the opposing side of a flamethrower is hit a second time by the DOT, then all bets should be off. The DOT shouls begin anew and proceed to induce wounds. Given the change of a commando actually hittingtheir target twice in a row, I don't think this is too much to ask. Keep the 18m range for specials. In the end a balance must be reached for this weapon.


The Acid Rifle Line: This is the most useless weapon in all the galaxy. It is nothing more than a flamethrower Jr, or Diet flamethrower or even a flamethrower Lite...you get the point. It is 1: Less powerful 2: Slower, 3: Has no DOT. All these things combined make it so a commando will NEVER have a reason to use it. I do admit...it does acid damage...but seriously what creature is there in this game that is vulnerable to acid that our flamthrowers won't take care of? I would suggest either removing this line all together or turn the H.A.R (heavy acid rifle) into some type of energy weapon. Something that is no where near as powerful as the flamethrower but is fast and VERY accurate. If the developers do decide to not take the risk of creating a new weapon, then I (and 99% of commandos) must insist that something must be done for the H.A.R.'s animation. I'm normally not so finiky about such things, but the default attack for the heavy acid rifle looks like it's shooting sticks.


Other ideas: The launcher pistol needs three things: 1: Speed mods. 2: Accuracy mods 3: Specials. This NEEDS to happen. Personally, I would love it if the heavy acid rifle was removed and a launcher pistol skill tree was added. However I would change the classification of the launcher pistol from pistol to heavy weapons (not pistol) and re-name it the "launcher cannon." From my experience in this game the launcher pistol is the only weapon that is certed to a novice of a profession yet recieves no mods or specials from within that profession. That makes no sense. The bounty hunter gets mods and specials for carbine....and they dont even get a carbine cert at novice. (Not attempting to insult BH's, Im just trying to point out the developers inconsistencies....) If the following changes were implemented....the entire commando tree would be worthwhile...not just 25% of it.


As it is now a grenedeer is a master commando who has enough sense to keep their skill points for something useful.

Logitition
Mon Jan 26, 2004 10:48 pm
#2



Have u ever played a commando?


The proposals u suggest are nuts.


I use rockets and Heavy weapons ALOT. I can anhilate a crowd from a support position....


Grenades and the HAR are bugged and in efficient. But the FT and Heavy weapons are a powerful thing... both are low cost to your ham alowing u to wear the heaviest armor possible. The Ft with one hit will still cause your opponent a small worry, as in a 1k tick on his health... If the target is a zerg he is hurt bad... it will erase a buff.



I am a master commando, and I am not going anywhere.... I want fixes to this prof too, but I want things that will be needed. We are not meant to be dueling in the bank for kicks. We are ALOT of Artillery.





g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
CyberData4
Tue Jan 27, 2004 3:02 am
#3


Have u ever played a commando?


*sigh* Yes I have played a commando. I mastered commando twice. First time I kept it for 3 months then dropped it, I mastered it again about a month ago.


The proposals u suggest are nuts.


Could you be more specific? What changes do you find "nuts?"


I use rockets and Heavy weapons ALOT. I can anhilate a crowd from a support position....


If you can manage to hit your target. I myself am of the opinion that rockets and the weapons from the heavy weapons line should not be geared towards people, but more towards doing massive damage towards "hard" targets.


Grenades and the HAR are bugged and in efficient. But the FT and Heavy weapons are a powerful thing... both are low cost to your ham alowing u to wear the heaviest armor possible. The Ft with one hit will still cause your opponent a small worry, as in a 1k tick on his health... If the target is a zerg he is hurt bad... it will erase a buff.


Indeed but if you do any PvP at all you'll soon realise that the flamethrower isn't a smart weapon to use against anyone with even minimaldefenses.


I am a master commando, and I am not going anywhere.... I want fixes to this prof too, but I want things that will be needed. We are not meant to be dueling in the bank for kicks. We are ALOT of Artillery.


I agree, but I dont see how any of the changes I've listed would be geared towards "dueling in the bank." I don't even pat myself on the back for making master commando...the only thing it's good for is flame cone 2, and the extra accuracy for the flamethrower.


Opinions? Comments?

Raptor2k1
Tue Jan 27, 2004 1:05 pm
#4

Those ideas would make nice hot-fixes, but alas, I don't see any happening. I'm personally holding out until combat is re-develeoped, hoping that the devs will take note of what most of us have been expressing in the conceptual thread. Commandos could be such a cool class (and at the same time, not overpowered) if they just sat down and re-built most of it from the ground up.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Fortysevenman
Tue Jan 27, 2004 4:24 pm
#5

personally the rocket works for me... must be you or the weapon



Talak Jaade

CyberData4
Tue Jan 27, 2004 5:41 pm
#6

With a cool down time of 5-7 seconds and a 50% miss rate, I dont consider the rockets working. Unless that is as designed? But I can't see how that could be so considering the price of heavy weapons. I will re-evalutate them and get back to you. I could always be mistaken. Anyone else? Am I way off base....do the heavy weapons do the damage and have the accuracy they should?
Raptor2k1
Tue Jan 27, 2004 11:36 pm
#7

Heh, to be honest, I don't even use Rocket Launchers, the HPBC's are so much cheaper and still have AP3 (good for everything but turrets really.)


I think the number one problem with heavy weapons right now is that there's no way of knowing what you chances of hitting your target are until after you've fired, so alot of guess-work is involved in getting in the ideal range. Perhaps making the RL's non-consumable,and working off the ammo/powerup idea could rectify this? (The idea where a base RL has no stats until a power-up is slapped on giving it normal Rocket launcher stats, essentially acting as it's ammo.)




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


CyberData4
Sat Jan 31, 2004 12:54 am
#8

And I consider it a slap in the face that they will "tweak" our flame DOT yet the developers don't care enough to fix the heavy acid rifle. No care at all. It's just pathetic.
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