Commando Archive
Thread: fixing commandos
first thing tho befor this works theres some thing that must chang and that is the bug were you heal a person on fire and it makes the burn tic and the bug were as sooon as you get up from incap the dot tics and reincaps you(this is one of the bigest resons you think were over powerd its becous of a bug )
iv mastered from novic to master every singel commbat profesion besid bh now and iv found that commandos have the lowest DPS out of all the profesions besids pike men and the lowest defence besieds carbiner this is extremly unfare to commandos seeng that they spend 169 skillpoints to master and all thees otheres only spend 92 and to top it off only 1/4 of the commando trees works haf decent thats the flame line and that were limeted to 16m with hardly any defence and a master pistoler using a launcher pistol can kill a atst faster then a master commando useing RL
so with that sed heres what me and alot of othere ppl that have ben long term commandos not just hologrinders think should hapen remaber we play this profesion dayly and were not wanting to be uber we just want to be on par with other commabt profesions
(NUMBER 1 THING TO DO FIRST)
FIX AP and AOE
fix burn dot bug referd to above
make gernades and are hws useable in biuldings
Fix Accuracies Prone should be better than Kneeling!!!
(HEAVY ACID RIFLE)
REPLACE it with the BEAM RIFLE
make it exatly like the llc{exept BLAST dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the BEAM RIFLE should be ap2
The range of the cone on the aoe needs to be increased to 16m. you are takeing a laser and swinging it like a giant light saber
(FLAMETHROWER)
needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m
needs dot wounds removed or lowerd but keep same dam
The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.
needs a cure for it besides watter sagestion
a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )(i still like this ideal better then the stupeid extingusher)
(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in one of are trees wich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the time you get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m
make all hw have atlest 50 charges
make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m
make the HPBC and the RL have + ac and +6.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
The LC needs more dam the LLC dose more dam then it dose
Lower HAMs (heinously high)Since the weapon is consumed the costs are out of balance.
make ALL have AP3
(GERNADES)
need a few more charges maybe 20..... 5 is just to littel
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect
(hey plzs give us a phouspherious gernads to )
theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot
the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be
ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)
make ham on gernades 12h/35a/12m(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)
make speed on gernades 2.0 (this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif) You are tossing a grenade. It doesn't take that long.
make all gernades have ap 3
make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw and this would make them do 2x more dam .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode giveing ppl time to move (if there smart enough )
we need some terrain negotiation if combat medics get it we defintly should have some expecily becous we have to get clous to use are specils if some one runs up a hill to get away from us we lose
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high of ham
and at master +15 medicel use every good soldier knows first add
hw line have
hw 1 +15 hw ac +5 hw speed
hw 2 +15 hw ac
hw 3 +10 HW ac +5 hw speed
hw 4 +20 hw ac +10 hw speed +5 rang defence +5melee defence
flam line
flame 1 +15 hw ac +5 hw speed
flame 2 +15 hw ac
flame 3 +10 hw ac +5 hw speed
flame 4 +20 hw ac +10 hw speed +5 rang defence +5melee defence
har 1 +15 hw ac +5 hw speed
har 2 +15 hw ac
har 3 +10 hw ac +5 hw speed
har 4 +20 hw ac +10 hw speed +5 rang defence +5melee defence
like that
1 stope dabeling in just flame 4
2 make are skill attachments work woot
Very good information and correct. However it is a lot to fix in one patch. If you could only have one thing fixed in the next patch, what would that be?
* xenothaulus fires HAR
HAR: *futt*
xenothaulus: what the nuts
"the HAR doesn't even need to be replaced if they'd fix the accuracy mods and give us different specials. oh, and for bog's sake, fix the **edit** sound effect for it."
The reason everyone wants it replaced isn't so much that it's broken, I think it has alot more to do with the fact that an acid shooting rifle has to be one of the stupidest ideas ever thought of. I mean really, what the heck is up with that?
In a Star Wars game of all things, you wouldn't think the best combatants would basically be running around with corrosive squirt guns. The HAR gets my award for worst idea ever. Now the gun itself looks kinda cool, but the fact that it shoots acid kills all of its redeaming values.
Which brings me to another point, why not get rid of acid damage? Almost all of the acid-based weapons in this game are actually disruptors according to Star Wars cannon, so why not just rename Acid to Disrupter? *BAM* problem solved with continuity and the sheer coolness factor.
Now tell me, if we had something called the Disrupter Rifle, wouldn't that sound a heckuva lot cooler?