Commando Archive

Thread: Unarmed, why?

Vinter79
Sun Aug 03, 2003 9:29 am
#1

Since unarmed isa requirement for being commando, isnt it kinda strange that in the commando profession there is no connection, skill, weaponor anything that hassomething to do with melee?


They dropped engineering, but kept unarmed. To me it just sounds like itsstill therebecause they just didnt care to look at the profession before launch and didnt really do anything about it. It would be nice if Commandos would get some use of their hand to hand training, maybe some special move agains melee (heck these guys are trained in hand to hand combat) not like the pistol whip, but something.


Right now this just dosent make any sense, its a waste of time and effort if you dont get TKA at the same time, and alot of us dont.


Basicly you train unarmed to getto novice commandoand then never use the skill again. Why not add engineering again? that would at least make sense. Keeping unarmed as a requirement to become the master of heavy weapons, just doesnt make any sense.


Is this just some lame profession design, witch was left in game because the devs didnt care to remove it?




Look around, I might be behind you.
Akkurscid
Sun Aug 03, 2003 4:59 pm
#2

It's just for show, I wish they would remove it.
AbyssOrc
Sun Aug 03, 2003 9:20 pm
#3

Us Beta 2 and 3 testers did not like commando's being a part crafter proffession, that is why we asked sony to take it away from commando. The unarmed is their to take up skill points, and to make it a hybrid/elite proffession. What do you want a master marksman to go master commando and then if we do get the skills fixed a big nerf on us because it takes hardly any points to get commando. Smuggler does the same thing. Squadleader with ranged support. CH's and exploration?!?!? Its just in the game to help take up skill points so we wont be able to master too many proffessions.
Inevitablis
Sun Aug 03, 2003 9:42 pm
#4

I feel bad for the devs, they're always getting bashed for a lot of stuff that is out of their control. Everyone says 'oh swg is just beta 4, stupid devs.' Idiots. Do you think that the developers of this game would push to release it, knowing **edit** good and well that it wasn't nearly finished? Of course not. The launch was completely out of their hands. The people in management, the ones who will be making the most money off of the game, released it early. That's why the opening night was so terrible, that's why the game is still plagued with bugs, and thats why commandos don't work for crap. A week before beta ended, the commando was completely redone, I'm sure with full intent on tweaking it out to be beautiful. Unfortunately, the powers that be at SOE told the developers that the game is being launched and to make the final preparations to do it. The devs said, 'it's not ready' the people in charge said, 'tough. figure out a way to make it ready.' Thats why commandos are so fubar. Everyone knows they're fubar. The developers know our complaints, all of the research points to them not even paying attention to these boards. We all know that commandos don't work, so complaining about the same goddam thing doesn't really do much, does it?



Cut the guys some slack, they've acknowledged that they're working on it.




- Cielo
Bloodfin
Novice (forever) commando
x13
Mon Aug 04, 2003 11:47 am
#5

Yes. The Devs have alot of work on their hands.. the posts pre-release were 'we wanna play now'.. well, you got it! here it is.. SWG released and playable, but very buggy and some things broken.. if they had 2 more months of beta imo i think it would have been spectacular. Granted the commando was revamped like the last week of beta, then pressed for release prep they couldnt change it.. as a friend told me, "exploits always come first" when asked why did kimas/jaxes get fixed before my commando did. As another poster said, the devs are split into teams , one team fixes jaxes, the other team fixes bio-engineers, the other fixes commandos on and on.. commandos have alot of work to be done on them, i read these boards religiously, especially the commando board as ever since i saw that proffession thats what i wanted to be.. Now. As to the effect of unarmed being a requisite for novice commando.. it kinda makes sense other than the fact that its there to take up skill points so we dont just have to master marksman then commando and other stuff to be ungodly powerful.. think about it.. when you picture commando what do you picture?. Rambo comes to me.. he used heavy explosives heavy assault rifles and when he needed to be stealthy and infiltrate he came up and beat ppl down, broke necks whatever.. commandos are special ops ppl capable of infiltrating enemy bases.. thats what rambo did..(he seemed to have some hunting/exploration in him too) honestly i dont like the fact that theres nothing else to do w/ unarmed in the commando tree but look at whats already there.. look at pistoleer.. they use pistols.. we use rockets, grenades, flame throwers, rifles, several different things. With that amount of stuff broken its going to take awhile to fix it all.. i'm almost novice commando as i dont get to play much only a few hours a week for the job/family and all... but i think once it gets fixed it'll be awsome.. a pistol isnt going to hit an ATST for **edit**, but a rocket will.. I'll always be welcomed in high lvl pvp raids for stuff like that and I just have to be patient cuz i wanna be like dukenukem in EQ.. and to anyone i quoted here i give you the credit ive read many posts on these boards cant remember who said what but summing it all up in my words this is my opinion. start flaming!
The_Great_Destroyer
Mon Aug 04, 2003 11:53 am
#6

AHH too much unrelated spam in huge blocks hurts my eyes!



Destroyer
GRWRRHHGGAAGHUHURR
>Official Stamp of Disapproval on the CU <
...has fathered half of the Eclipse population

RigMortis
Mon Aug 04, 2003 2:45 pm
#7

Why don't you get Novice Commando and try your skills before you get too opinionated? I hate to break it to you, but Commandos suck. You can be owned by any newb with a scout blaster, DLT20a, E11 Carbine, or vibro blade unless you abandon your uber Commando weapons and break out your own pistol, rifle, carbine, or melee weapon.

I predict you will be bitterly disappointed when you finally make novice. You realize your damage output will instantly go to 1/3 or less of what it was at specialist in any of the lines?

Seperate paragraphs for seperate ideas help to make posts more readable.
Ceryk
Mon Aug 04, 2003 3:13 pm
#8

Well, there's always the possibility that they were going for a more realistic idea of what people think of Commandos. Of course, as someone else previously stated, if this is try, why don't they get new Commando only unarmed specials in the Commando line? Also, if that was the case, why don't they get special Commando only Dagger attacks and specials along with a Commando Knife or some such. In beta I guess they were able to make their own granades, but the Crafters got all pissy about that (I personally think they should make their own Granades, but not be part of the crafter tree. If you run out of Granades in the field, yeah, I'm sure you're going to turn around and head for the Starport, go find your prefered weaponsmith IF he or she is on, and then go back to your group. I'm sure not looking forward to carrying about 50 stacks of Granades stuffed in bags and backpacks if I descide to go commando (which I probably will after the big patch).) And well, you have to spend your points somewhere. They were obviously balanced to use a certian ammount of points and didn't want to give people free points, then have to take them away later and say "You need to learn this now"

Inevitablis
Mon Aug 04, 2003 4:33 pm
#9

Every grenade I've ever used has hit for like 100 damage, right now, what's the point of using a grenade? And I disagree about being owned by any newb with a scout blaster. My launcher pistol is like 55-246 2.9 attack speed. If I get a couple of 550 point body shot 2's off, they'll be done before their scout blaster can take me down.I personally like unarmed, it's a very handy skill to have, the toughness is awesome, and right now, since all of our weapons are considered melee (no dev. has specified whether this is a bug or not), the extra melee acc. and damge helps a lot.




- Cielo
Bloodfin
Novice (forever) commando
RauKri
Mon Aug 04, 2003 11:41 pm
#10

Here's my thinking:


What's a commando? Someone mentioned Rambo. Arnie from Total Recall, hell half of arnies films. Chuck Norris in half his movies. You get the idea, right?


They definately should fix atleast some of the paths to becoming a commando.


Master Marksman: Yeah I can see that, most 'commandos' should be able to be effective with just about any basic type of weapon. (Note: this is with the thinking that you might lose your weapon or run out of ammo, which doesn't really happen in SWG. I know Rocketlaunchers only get 5 slots, but that's kinda a flaw, because it's no fun spending SO many points on the only profession that has to worry about their weapons constantly running our or being destroyed as often as ours are)


Maybe instead of making you become a master marksman, you just had to get expert or advanced (tier 2 or 3) in all the weapons? No sense in becoming a specialist for a weapon you don't plan to use, right? Just gotta be able to use it in a pinch.


Unarmed: Yeah Arnold and Rambo did some good fistfighting, or knife fighting, but part of that is because in a movie it's no fun to see the guy just shoot shoot shoot. Again, maybe basic - expert, but not specialized.


Extras: What about Exploration? Exploration III: Harsh Environment! Hello? Commando should be trained in harsh environment situations. Maybe even Exp IV: Alien Environment


Also: Hunting! Commandos should be trained in atleast some hunting of their prey, though the hunting skills only give bonuses against creatures, I suppose bounty hunters have the skills for hunting people, but again maybe just basic hunting experience. Hunting II: Military Methodology sounds right for a commando to me.


Survival : Survival III: Harsh Environment Techniques, see above.


Commando skill: Field Tactics I: Field Tactics I demonstrates to the commando how to use terrain and cover to their best advantage. That just strengthens the survival / exploration ideas above.



Instead of mastering half a class, have us get the mid range of an entire class. So we have to maybe get3/4 the way to masterscout and3/4 the way to mastermarksman?


Thoughts?

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