Commando Archive
Thread: My 2 cents....
Alright, I have read the posts and played extensively since the patch and I felt it was time for me to express my concerns with where things stand.The melee modifier is something big we must now deal with, and it needs to be addressed in one of two ways:
1) The obvious one, take it out across the board for all professions faced with it.
2) Fix the rest of the class (i.e., give us some options when attacking). Sure, we can pick up some of another elite profession to make our Launcher Pistol worthwhile or give us some melee damage capability, but we should not have to after spending so many skill points on our profession. And quite frankly, I am not going to spend my remaining points on a profession that does little more than give me a couple extra specials as opposed being able to heal myself or control pets that can take some of the heat off of me in battle.
It seems a majority of Commandos, myself included, feel the Launcher Pistol needs specific skills given to it. I won't go into details, but some defensive minded skills would be nice, you know, something that would give us a couple seconds to actuallyget into close range, use our specials, and get out with less of a chance of getting mauled while the special cool down.
Hmm, the HAR, where to begin with this is beyond me. Possibly making it an actual rifle with rifle ranges would be nice. That way we could have some options about where we want to deal our damage from and generally wouldnt be forced to use our flamethrower for significant damage. As for the specials, I would like to see something different than the flamethrower. Maybe this is where some defensive skills or posture changes could come in. If a carbine or pistol can accomplish a knockdown, then a rifle that shoots acid should have no problem doing the same. And yes, the heavy weapons are nice for ranged attacks, but not only do they cost 1-1.5k a shot, most weaponsmiths do not keep them in stock, especially the rocket launcher, because of the time and resources required for them. And having to be stationary to fire them puts you at a disadvantage as well.
Then of course there is the unarmed prerequisite. Personally, If the melee modifier is to stay in effect, I would like to see Commando specific unarmed moves be developed. I would actually prefer this over giving the Launcher Pistol defensivespecials since it appears we are supposed to have an up close and personal presence on the battlefield. Maybe give us the vibroknuckler certification as well, or possibly a Commando specific unarmed weapon like a powerful knife.
Grenades, hmm. Pointless at the present time in my opinion. Same reasons as the heavy weapons except even fewer weaponsmiths make these on a ragular basis.
Well, thats about all I can think of putting down that will not end up being a massive statement with all my thoughts about where the class should be and go. I doubt the unarmed or Launcher Pistolmoves will ever happen, but it would be nice. As it is now we are still capable of doing damage, but we are not as broken as we were before the patch, at least in terms ofdamage output.