Commando Archive
Thread: What are the properties of the commando class?
Now forgive me if I'm wrong, but I was under the impression that commando would be the class that takes down the big ships, vehicles, bases, etc. It seems as though that would be th ebest use of the profession to me. A class that is simply the BEST at destroying armored targets. The problem I see with one of the commando weapons (flamethrower), is that is is only geared towards anti-personnel. One shot and you are dead with this gun, it has no charges, it hits for 1k-2k in PvP, and it causes a bleed that is unhealable. I'm not crying nerf, or anything of this sort, but do we really want a game in which one class is dominant in destroying armored AND unarmored targets with impunity? Everybody in the game will be a commando. I'm not trying to take the fun away from the class, and I'm not trying to cause a huge nerf, but personally, I think there needs to be a readjustment of the way the flamethrower is treated. Perhaps a charge-based system, similar to the other weapons? Or some type of coding that prevents people being mowed down by this insane gun. Are the commandos to be the best at taking down armored targets? Or are they to be dominant with concern to personnel? I understand that the specials only work withing 16 meters, but that effectively renders every melee class useless, the LLC useless, and any pistoleer that even comes CLOSE - useless.
If commandos want to be the best at killing at-sts and the like, give it to them. I just dont know if it's fair to give the class this much power, as it could lead to a very anti-diverse population in the servers.
hmm i must disapoint you i think
i was dueling a tka master today .. he was wearing some heavy armor .. i WAS able to hit him with flame single2 i did 300 damage ...
he did knockdown
before i was back on my feets i was dead ...
By the way, we all know he died shortly afterwards.
first it was a average hit
and no he did not die
water was nearby
Anyway, this isa straw man argument. I still think that the flamethrower is much too overpowered, and it should be toned down for anti-personnel use, and perhaps toned up against structures, etc.
The way i see Commandos is one weapon is good against Vehicles, one against, buildings, one against battle droids, etc.
so you are really saying that we should only attack vehicles and buildings
let me see .. a imperial commando could right now attack ... cannons towers.. yes thats it for the commando in your opinion .. sounds very good to me (have not seen a single of this rebell towers yet)
hmm normal buildings are not attackable ... only vehicle right now ... the AT-ST
seems like the commando should have much work to do in your opinion
THE FLAMETHROWER IS BUGGED!!! We KNOW this, you would too if you bothered to read anything.
Anyone who is Overt or carrying a TEF, better either pay attention to their surroundings, or NOT carry a rifle until the melee bug is sorted out.
The bottom line is this: It's not that tough to take out a Commando, just don't stand there and let us get close for starters... And don't say "what about melee toons???", just TRY to hit a TKA with a heavyweapon, you got a REAL good chance to be taking a dirt nap.
If you are foolish enough to be a rifleman and chase a Commando into the Cantina... you're gonna get what you deserve. Well Done...
I'm saying that I personally view commandos as a class that would be an integral part of the battlefield, and thus the GCW, the center of the game, as a class that dominated building, vehicle, and battle-droid (pet?)destruction. I'm not saying nerf the class so that theycan't even fight versus a different player, but I do think that a class such as I've stated before is needed in the game, and as an integral part of that, Commandos shouldn't be able to get 1 hit kills and unhealable bleeds.
Commandos should be a force to be reckoned with if i am an AT-ST owner on the battlefield, somebody I am very leery of going towards should a rocket down my at least 9k faction point droid.
I'm not speaking of rifle-holders, I'm speaking about everybody, I've seen flamethrowers hit pistoleers for around 800 on average, not to mention it's an UNHEALABLE bleed. Please, argue the facts, and don't resort to ad hominim attacks on me.
We are the damage dealers of SWG period.
Please quit posting this garbage. I'll leave you with a quote from the devs.
From the designer responsible:
This is deliberate.
Flamethrowers and the like only have 4 special attacks, and they are all limited to 16 meters. So they are very powerful close range weapons.
Lefthand fire weapons are the equivalent of special attacks, but they are also based around charges.. a rocket launcher does 1500 more damage than a t21 special move, but it also consumes a portion of the item..
All of the lefthand fire weapons have damage values that I consider to be competitive compared to other ranged weapons out there..
If the rocket launcher causes problems in pvp, my solution would be to make it harder to hit smaller targets (such as players).
The rest of these weapons are correctly setup (at least for now). The commando class gets next to no defensive mods. They have reusable weapons that are fully functional at 16 meters or less. All of their other damage producing abilities are based around consumables which are extremely expensive.
-Raph Koster,
Creative Director
That qoute brings a tear to my eye.
Getting sick of everyone saying what a commando's roll should be in their dream worlds. I don't even know where people got the idea that Commandos should only be able to kill buildings and veichles. I mean, all the book says is "A hardened soldier trained to use and craft heavy weapons." But then it also says we craft and need engineering 4, so whatever.