Commando Archive
Thread: Commando issues pre-cu compared to post-cu my thoughts
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ShufIrathe
Thu May 05, 2005 10:27 am
#1
Maybe it's just me but it seems like post cu hasn't really fixed even our original issues and in fact we've been going backwards. I'll explain:
Pre-Cu Issue: The acid tree doesn't do much. The HAR is a less effective knockoff of the flamethrower with the same specials. I.E. it has no purpose.
Post-Cu: Any commando weapon in general is only effective if it's CL is the same as your CL. Don't bother using any other weapons because the MOBs you are supposed to be killing to get xp will laugh at you. I've tried using concussion shot with a rocket launcher then closing with the plasma flamer. It's far less effective than rooting them with the plasma flamer in the first place.
Pre-Cu issue: Grenades aren't very effective. They incap us and have long timers, plus they don't do particularly good damage. It would be nice to have state based effects, etc to differentiate them.
Post-Cu issue: Grenades now have state based effects Yay! However the damage they do is laughable, the AOE is huge so you agro everything around you when you throw one, and the timer is sooo long that if you use a grenade at the level of MOB you're supposed to be fighting you will get incapped no ifs ands or buts about it.
Pre-Cu issue: The un-armed brawler requirement doesn't give us any advantages and just seems to soak up skill points.
Post-Cu issue: The un-armed brawler requirement doesn't give us any advantages and just seems to soak up skill points. Unarmed has some nice stuff, but...you can only use it when unarmed. Since I'm supposed to be toting around doom and destruction why would I switch to a much lower skill in un-armed since I have to fight MOBs at my CL to get xp?
Pre-Cu issue: Commandos are capable of high initial damage but will be out damaged over time by other proffessions.
Post-Cu issue: Commandos are now incapable of high initial damage and can't match the dps of other proffessions. In theory the state effects and elemental damage will mitigate this, but I haven't seen it.
Pre-Cu issue: The Launcher Pistol is the only certified weapon in game in a profession that does not come with additional related skill mods or weapon specific specials with the profession that the cert is received.
Post-Cu issue: Skill mods are now generic...yay! , but we now have no specials...none...zero...our weapons are supposed to be our specials but they are so weak we can't compare in any way shape or form. Added to this our DOTs are fairly weak, and if you get incapped the MOB...while shown on fire in the UI...will not take damage anymore and will infact recover faster than you do.
Pre-Cu issue:
The Flamethrower and Heavy Acid Rifle both come with specials that are improved the higher you proceed in their individual trees, making the previous lower level specials redundant and not useful since the removal of DoT stacking. This leave Commandos with only 4 unique specials (FlameSingle, FlameCone, AcidSingle, & Acid Cone). Currently there is a known bug with our FlameCone that is causing our DoT and damage not to impact non-aggro'd targets beyond the initial target who are in the cone range.
Post-Cu issue: replace flamethrower and HAR with weapons in general. Lower level weapons become redundant and not useful as your CL increases. There seem to be a few issues with our DOTs such as things dying then bouncing back up ala night of the living dead. And MOBs not taking DOT damage if you are incapped.
Pre-Cu issue: Our defenses suck.
Post-Cu issue: With the implementation of CL there doesn't seem to be much variation any more. Attack mob with CL X you will take Z damage and dish out Y damage. Whoever misses first loses. Rooting and such is nice, but I must be doing something wrong because it still seems to be "Spam special A and B until mob dies...rinse..repeat". And I don't see this "tactical" game play the devs were gushing about.
Old school commandos will remember that after launch our weapons stunk to high heaven, we could barely kill rabits (ala Ivoni) with our flamers. We were supposedly an elite combat profession yet we couldn't do the damage. The Devs in the form of Raph Koster himself answered us and bumped our weapons up to the god like level that we were able to enjoy...until now. This to me is the most eggregious post-cu issue. We're back to where we started at launch. We can't do the damage, and we have one useful weapon at master (plasma flamer). Maybe the proton rifle will be cool, but I'm not holding my breath. Combined with no specials at all in our profession we can't make proper use of the weapons we have without hybridizing. I had been going the commando/medic route, now however that template is very difficult to use.
So to turn this into something other than a whine/rant here are my ideas to fix this.
1) Up the damage of our weapons by an order of magnitude just like they did early on in the game
2) Speed up grenades and lower the AOE so they are useful. Or give the state effects longer timers so if you root a bunch of mobs you can run the heck away before they become unrooted and agro your butt.
3) Give us specials back, or as per 1 increase the base damage of our weapons to compensate for the lack. I don't want to be have to be a hybrid, I want to be a death dealing machine at master commando and be able to dabble in non-combat professions such as medic/doctor.
4) Increase the state timers for the lower level weapons so we have a reason to use them.
This is only my opinion
/rant
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