Commando Archive
Thread: For Ralph Koster (Holocron),on your On Commando Changes thread: Flame Free Feedback
After seeing your original post went downhill and 4 pages of crying from players, i'll repost your words here and give you my feedback.. before this thread too becomes 4 pages of flaming.
You said:
"OK, bear with me a bit here because I am still ramping up on exactly what the issue is (I don't play a commando myself).
The way things are at the moment, post-patch:
- Commando weapons operate at up to 64m. The default loop is slow but pretty powerful in terms of raw damage per hit. (I don't know how they are in terms of DPS--?)
- Commando weapon specials are limited to <16m.
- The commando weapons take pretty significant accuracy hits when used <16m.
- But the commando specials have significant accuracy bonuses which make them very accurate at <16m.
- Commandos take ranged weapon defensive penalties when fighting vs melee, resulting in 2x damage to them.
The way you thought things were going to be:
- Commando weapons would operate at up to 64m, but their strength is at short range for both specials AND default attack.
- Commandoswould not do extra damage to ranged weapon wielders.
- Commandos would not take defensive penalties versus melee
Is that accurate? I just need solid info so I can discuss this with the combat designer."
I shall tell you what I think commandos should be:
Firstoff, lets start with the most prolific of the commando weapons, the flamethrower:
-The flamethrower has +0 at 64m accuracy modifier. Quite amazing for a short range weapon. In my opinion, the flamethrower should not have 'normal' attack but rather be limited only to special attacks (18m or under)... that means flame single 1 & 2 and flame cone 1 & 2. It is rather ridiculous for commandos to do 1400 damage from 64m every 3 seconds without using specials when the true 'ranged' classes (riflemen,carbineer,pistoleer) have to use high ham cost specials to even come close to this damage. Make the flamethrower what it is supposed to be : a very short range assault weapon. Make it be like our heavy weapons (rocket launchers, particle cannons,etc)... we do not have the weapon equipped but rather we click on the special attack we want and have our character whip out the flamethrower, fire, and switch back to the weapon we had equipped before. This lobbing massive fireballs from 64m is rather ludicrous..especially when they do 1400 damage on average. Ive seen riflemen curse me for being a Napalm Sniper, and I agree with them.
Also of note, the flamethrower dot has to be toned down to at least half of what it does now. It is too powerful and too easily exploited.
Next up, the Acid Rifle. Right now this gun is just a very poor performing 'flamethrower'. No dot, no armor piercing, has average 75% damage of the flamethrower. Its only saving grace is acid damage...which any commando would be much wiser to take up pistoleer and use the acid damage pistol as it has far better accuracy and refire rate makes it on par with the damage on the acid rifle. The accuracy stats on it make it a true short range weapon.. you wont hit nothing from 64m.. its got -114 penalty. Its amazing the flamethrower doesnt have this too. I would suggest the acid rifle tree be changed to 'Heavy Rifle' tree and have the Acid Rifle and the Beam Rifle certified under this tree. Make the beam rifle have the accuracy modifiers of -40 @ 0m, +30 @ 30m -80 @ 64m. Three problems solved at once: Beam Rifle in game, Acid Rifle fixed and Commandos get a weapon that can fire from range without spamming explosions and smoke (very detrimental to group play and FPS). Make the acid rifle have medium armor penetration (so it makes up for not dot), the beam rifle have light armor penetration. Also suggest lowering the damage onthe beam rifle to about 85% of what it is nowto prevent commandos from having too powerful a ranged weapon.
Grenades are, as of now, not exactly a weapon of choice. Flame cone will do far more damage and will dot targets to boot. I would suggest reducing the damage on grenades (yes, i said reduce) and make up for the loss of damage with effects. C12's and C22's put stun effect, Cryobans blind, Thermal detonatorscause randomham bleed,Protons knock down, Imperial Detonators cause Dizzy. That way they become much better support weapons and worth using them (and their rather hefty price tags)
Finally Heavy Weapons tree. Its perfect as it is now, the only feature that needs to be fixed is the radius damage on those weapons. There is no radius damage happening even though the weapons show 6m to 10m radius blast.
On 2.5x damage penalty we got this patch:
Bad,bad bad. What I thought as a commando that was being fixed in this sense was our weapons no longer receiving melee damage bonuses when being fired (see endless references to range weapon users being hit by 8k damage flame single blasts in this forum). Our melee defense was one thing I would never have considered that would be stripped from us. It was unthinkable that a class who'se weapon specials are at melee range (and lets not kid ourselves 18m is melee range when fighting any mobs and players that can cover the distance in microseconds). We were fine as we were... and there were no complaints from any other class saying that we were supertanks capable of taking ungodly amounts of damage... it was our ungodly firepower on (mostly) riflemen that was causing the pvp issues.
So please, switch us back to our old melee resists but dont give our weapons bonuses as if they were melee weapons. That was the only thing that was wrong with them.
Thank you for your time,
-Ninpo
If you truly want a flamefree thread for Devs to consider please keep your opinions on unasked for topics out of the post....or you will get flamed. Most of us do not share your opinion and you are shamelessly trying to force your views by restarting the thread to be on top. The man asked a simple Yes/No question....so answer it and shut your mouth...like this
Yes...this is correct.
Also of note, the flamethrower dot has to be toned down to at least half of what it does now. It is too powerful and too easily exploited.
Boohoo, it's too powerful...tell that to the TKA who just punched me in the head twice and killed me
Your a moron dude. Keep your opinions to yourself, no one wants to hear them. Cause they are VERY lame.