Commando Archive
Thread: can anyone explain this one to me?
took this from a raph koster post:
"Commandos:
I’d rather not go through specific complaints about commando, but instead cover my view of the class, and potential changes.
I’m happy with the damage abilities of commandos. That being said, I am going to recategorize commando weapons to qualify as ranged weapons. This means that they won’t get a damage bonus against other ranged attacks, and all ranged defense modifiers will apply.
The other potential changes for commando revolve around the dot effect for flamethrowers (it might be too powerful), and maybe making the lefthand fire weapons more usable against larger targets as opposed to hitting everyone equally.
That said, I will argue that commando’s damage capabilities are reasonable, but they should come at a tradeoff. I might remove all defensive bonuses from the heavy weapons line to give commandos more of a weak spot, and might even add in some flame defense modifiers for other classes. "
what does he mean? defensive bonus?
Also, werent we NOT supposed to be getting nerfed?
Bight Mee <PDF>
Ahazi
TKA/Smuggler/Commando extroidinare
btw here is the post
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036#M565036
I mean, all they're trying to do is make sure we're not overpowered...not make any drastic alterations. They like how we sit. We hit harder than anything I've personally seen...there should be a balancing point.
Hell, maybe that's the definition of ALL nerfs, but it's not how I view 'em.
That's just me though.
Cestus Virium - Scout, Marksman, Commando, Medic, Pistoleer, Brawler, Pain in the @$$.
Joar-Addam (Joar) Nessosin - Just a pain in the @$$
He means that they may remove the 20 some odd points of defensive bonuses we get. I've got lots of these and they don't seem to do much and it's nothing that a few good tapes couldn't replace.
The Flame Thrower remarks can be read as a nerf or just rebalancing. Right now the only good weapon we get is the Flame Thrower which is why so many "Commandos" only have 4 boxes in the profession. They could take the FT down a few notches and pump up our expendable arsenal and heavy acid rifle. The only people that would feel the effect would be the dabblers while players who expand deeper in the profession would have their losses balanced by gains in other places.
If we can use the Launcher Pistol which, well, LAUNCHES small explosives, with pistol specials, why can’t they tone down the HAR a bit, and allow it to use RIFLE specials? I mean, we have to master Marksman before Commando, yet it seems to me that a good portion of our skill in that is wasted because we only get to carry over the pistol specials.
Overall, I’ve been happy with my commando tho…I rarely use anything ‘cept the Launcher Pistol (I got commando, in part, because of that. The other was Grenades…WOOHOO! BLOWIN’ STUFF UP!!!)
Joar/Cestus – Um…yeah.
The problem with allowing the HAR to use rifle specials is that it would be overpowered. The LP is just slightly more powerful than a FWG5(based on max damage rating)and in order to have good speed/accuracy/specials we have to master or come real close to mastering pistoleer. That gives us a slightly more powerful pistol than regular pistoleers but if we master pistoleer we have no medical or scouting so that's a huge balance imo.
On the other hand if we were allowed to use rifleman specials on the HAR, we'd be doing some mega damage because no rifle has a max damage rating in the 700s like the HAR does
1. FIXING the extra damage we get versus rifleman. We have known this and wanted this fixed.
2. DOTs. They work for full on targets regardless of resistances. We have know this and wanted this fixed.
3. HAPPY with our damage. That's a positive word. No nerf to our damage.
4. He said maybe and might and possibly to any other changes. Trust in the fact we will present our case to all the current downsides we have. The defenses he mentioned were our +5 ranged, +5 melee, +5 knockdown.