Commando Archive
Thread: Why do Commando's miss so often?
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O_Shua
Mon Mar 22, 2004 12:51 pm
#1
I would like to post to the DEVs about what I think i commando is. one of the requirments is Master Marksman. MMarksman should mean you would have good aiming already, now combine that to what the commando is right now.
Commando's use weapons that you dont have to aim with, basicly point in the general direction and shoot.
A non-aiming weapon + good aim = Almost always hit.
True if we hit all the time for several thousand damage that would be cheap so we would have to work our way up to get better at it.
But the state of the aiming and speed on commandos right now is:
Good Aim (MMarksman) + Powerful non-aiming weapons = Rarley hit at all.
Hmmm....I see an error.
Now i know that MMarks wont effect the mods on any HW (save the LP) but in reality MMarksman would be a good shooter.
Lets see, I through a Thermal Detonator at the target. The game shows it exploding right on top of the target, but check the combat tab and you will have most likely missed. Um.....why?
A rocket launcher is shot at an ATST. miss....what the?
Flamethrower guywalks up to a PERFECTLY aligned buch of NPC humanoids, hits one or too with FlameCone, but the animation looks like it hit all and then some....
Theese are just a few things i dont like about it, Commandos should regain their powers again with PvP and PvE, not invincalbe but very powerful, faster than right now, and hit ALOT more often.
Please post if i said anything wrong or dumb, and post your other peeves about the profession.
(Do not edit this)
O_Shua
Mon Mar 22, 2004 11:34 pm
#3
I belive that commandos and BHs to be "Master-at-Arms". That being they can fight and survive any combat situation and be able to use a variety of weapons. Commandos would be more experienced in ranged weapons and grenades and a bit of unarmed brawling. BH's also have to be profeicent but not as much as Coms.
AboveTopSecret
Tue Mar 23, 2004 1:11 am
#4
I agree. Up the aim a little more and such. Im still trying to figure out where Unarmed really comes in to play. With all the big weaponry who needs unarmed. Unlees you miss of course and the NPC is on top of ya as you are hitting it witht he big gun. Heck we should get some sort of XP for Melee or something
I never have seen any commando really use it unlees they dabble in TK.
DarkNexus1014
Tue Mar 23, 2004 5:12 am
#5
Unarmed = we should be able to hit them pistoleer style... if a pistol can knock a Rancor down, imagine what hitting them with a rocket launcher will do...
Although the devs hate us, so it might, just MIGHT, be able to kill a durni...
O_Shua
Tue Mar 23, 2004 7:50 am
#6
I just bought a LP the other day, it does pistol AND hw xp. neeto
Anyhoo, I also tried the FT and the RL on a chuba, i still hit it for 800 damage w/o a special but it took me about 7 tries to hit it....yeah Devs need to fix.
Xscape
Tue Mar 23, 2004 9:00 am
#7
in the short range that SOE thinks is the domain of Commandos we should be invincible but sadly were gimped a TKA has the accuracy mods a commando should have for his weapons. if you too get close to a commando you should die, plain and simple.
DECarbineer
Tue Mar 23, 2004 11:27 am
#8
Granates even if you dont hit the target the area effect should do some damage.
Hell, a granate doesnt do direct damage, i could use a stone for that. Everything in a radius of 10 meters should take damage there is no dodging when a granate explodes 5 meters near you.
Message Edited by DECarbineer on 03-23-2004 10:31 AM
O_Shua
Wed Mar 24, 2004 7:50 am
#9
/bump
Hey, its spelled Grenade fyi, but i agree and it goes to the post topic. A grenade shouldn't miss unless you throw it in the oppisite direction
La-grange
Wed Mar 24, 2004 11:31 am
#10
Dueled a rifleman yesterday. He said he was fireproof. I found out why. Missed 10 out of 10. And this is after the great defense nerf.
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