Commando Archive
Thread: My thoughts on commando
First off I'm sorry if this has already been beaten to death in other earlier posts. I'm new to the forum and profession. I have read what teh devs have said in response to some of the issues presented to them and I have a few responses.
1) The damage on these weapons is stupid low. I went for rifleman and my personal best with headshot 2 is 1527. My flamethrower on the other hand does about 150, and that is when I actually manage to hit with the **edit** thing which is about 1 out of every 5 shots.
2) If the launcher pistol is supposed to be our primary weapon and we can use pistol specials with it then I would expect that our so called special use weapons whould be doing crazy amount of damage like at least 3-4K with a special,personally I don't think this is the way it should be I would think that all the different weapons would be viable as your primary weapon.
3) If the launcher pistol get to use pistol specials, why can't the acid rifle use rifle specials? it is a rilfe after all. Why doen't the beam weapons get any specials at all?
4) With the amount of points we need to spend on obtaining this profession I really don't feel as if we should almost be forced to spend extra poinits on another elite profession (pistoleer) to be viable as a combat class. Each heavy weapon line should be able to be used on it's own just like the various lines in the marksman tree and not only be usable in certain situations for 1 shot before we switch to the launcher pistol.
5) Shouldn't the heavy beam weapons have the most range of anything in game? I would imangine that a heavylightning beam cannon would be able to shoot much further then say a CDEF rifle sadly this is not the case. I have seen the stats on the above weapon and it's not that impressive. My laser rifle has better stats.
6) I still haven't figured out the reason for master unarmed except for after getting my 2-3 shots with my flamethrower (which will probalby miss) I can then switch from my useless weapon and actually use my vibro knuckles whic I do more damage with then my heavy weapons.
9) Limited shots on guns? Please this is just plain stupid. These guns sell on my server for about 50K to 100Ka pop. Given the low damage, low hit rate and other problems this is just not right. They need to be unlimited shots or simply put, able to take out a rancor with a single shot. Right now I have trouble taking out a durni in one shot with these things.so you can do about 3-4 destroy missions with these weapons (assuming you kill the mobs that spawn also) and make about 10K. Another option that I've thought of is that these shots recharge over time but, to make them just throwaway weapons makes them useless.
In conclusion I feel that this class is sorely lacking in anykind of polish or usefullness for any group situation or solo situation. It's basically look and the cool graphical effects that I can do before the creature gets to me and I actually have to fight it with a weapon that not only will hit but will do enough damage to matter. I've got some other thought but I'll save them for later after I've read some more of the forum posts,
I think the reason they aren't "hotfixing" the certification bugs and all the other commando bugs that could easily be modified is because they plan on completely revamping the whole profession. I'm fine with them taking their time so long as they are actually working on the profession.
The only question I have is: If they are changing the damages on the weapons, will the pre-patched (weak versions) be changed as well? I spent 200k on my commando weapons and I dont want to just throw away that money if they come out with cheaper and more effective weapons.
I agree that commando weapons should be rare and hard to find, but they need to be worth it, not just be fancy looking.