Commando Archive
Thread: What I LOVE about Commando in CU and what needs work
Page 1 of 1
Merc93
Fri Apr 22, 2005 4:37 pm
#1
I justed started looking over commando closer just a couple of days ago since the frogs were enabled, so there's plenty of room for debate, but, ...Here's what I LOVE:
Armor certification
Unarmed weapon and mods give us pretty good performance in unarmed combat. Good enough to easily defeat the regular enemy. Would not expect a Commando to be a TKA alone so this is perfect. Brings more of the specops spirit to the profession.
I love the Armor cert. This way, not everyone and their dog will be wearing Composite Armor and only those prof. who should. At master level we seem to move wel enough in it and be able to hit our targets, though there is some concern over our performance in melee. This seems reasonable, however.
I LOVE the improvements to grenades, though I haven't been able to really use them extensively.
I LOVE the idea that a Commando is a jack-of-all trades for ranged weaponry (applied mods to any weapon of comparable level), but that we are specialists with battlefield weaponry and special purpose weapons. This seems to help define the Commando as a "Combat Specialist" We would not as good as a Rifleman with Rifles, but good enough to handle them well in Combat unless we take that prof. this is 100% right on.
I LOVE the use of other specials with our weapons. Most of them seem to work alright, but this needs work. And finally I love the stacker model used here. So pretty much the major points on the new model I basically love.
Some of my gripes seem trivial, but important to me.
The first thing I notice, is that our weapons seem pretty redundant. There are 2 flame weapns, and 2 acid weapons and 2 lighting weapons, just like before, but they basically behave and perform the same way. I notice little if any diffeence between using a Plasma Flame Thrower, and regular Flame Thrower. The same is true of the Acid Rifles. The Lighting Canons have more of a noticeable distinction between the 2 in their performance.
The next gripe is that the weapon effects are indinstinquishable. You can't tell the difference between any of the Flame or Acid weapons by watching the avatar in Combat. They all look the same, they all sound the same. If I'm looking for confirmation that I've switched weapons, I couldn't tell unless I take my attention off the game flip back through the toolbars and look. Also , another player, is they are supposed to see some distinct weapon effect or specilal effect that allows them to make tactical decisions, it won't happen. IN a nut shell: They all look the same, they all sound the same, and there is little difference in performance. They all use the same cone attack. So why bother with any of them when you can use just 1 and achieve the same effect for the most part?
Also, changing weapons seems way to slow. This caused me some prblems when rushed in melee combat after firing at a target at longer range. The whole mob attacked, and I couldn't fire, or hit my target 'cause they were too close Took way too long to switch to a different weapon. This scenario repeats itself.
Finally, not *all* specials will work with *any" Commando weapon. Case in point: Full Auto Area does nothing with a Massassi Knuckler, naturally. IN fact no ranged special works with the knuckler (why would it?) If armed with the Knuckler, and I attempt to initiate combat with the /attack command, nothing happens. He stands there. He will however defend himself if attacked using the knuckler., but I thought the Commando was cast as an "offensive" profession...
So, in short, I LOVE the design concept of the new Commando. I like the direction it's going. It clearly needs more work. I have not tried the Launcher Pistol yet, or grenades extensively, and have not dabbled in other profession to test many specials.
As a final note, I read in the CU
StarNick
Sun Apr 24, 2005 2:13 pm
#3
Yeah commando itself is excellent in the CU save for 2 bugs, and a slight negative side with aesthetics. AoE/DoTs aren't working (or at least don't seem to be) to their capacity, and our weapons just don't feel "heavy" anymore....this could be because of the two commando issues with AoE/DoTs.
What really has me worried is the CU as a whole. PvP is great now. PvE is messed up unfortunately, because of damage modifiers and a dependence on CL a lot more than what we see in PvP currently.
So far we're going to be great in a PvP conflict with our weapons as we can dish the hurt on a broader scale than the other professions - to me, that gets an A-, with improvements in a form of more profession identity for the other professions (less equalization, etc)
By as far as PvE is concerned, that gets a medicore C.
What really has me worried is the CU as a whole. PvP is great now. PvE is messed up unfortunately, because of damage modifiers and a dependence on CL a lot more than what we see in PvP currently.
So far we're going to be great in a PvP conflict with our weapons as we can dish the hurt on a broader scale than the other professions - to me, that gets an A-, with improvements in a form of more profession identity for the other professions (less equalization, etc)
By as far as PvE is concerned, that gets a medicore C.
Palad
Sun Apr 24, 2005 8:45 pm
#4
Im afraid our jack of all trades status will earn us a beaten by everybody status also in the end once more. Since we are good at everything, but not great those who bother to master something will dust us since we dont have masters over carbaneer and rifleman.
Page 1 of 1