Commando Archive

Thread: How to make commando a viable profession for publish 8

SkipMalone
Mon Mar 22, 2004 4:49 pm
#1

Hello my brethren. This is what I believe would make commando a viable profession for the amount of SP we spend. With publish 8 and the "combat balance" just around the corner, I feel these could be easily implemented changes to our profession that would not make us overpowered at all. Many of these are changes that have been proposed in past threads, some may be new ideas. Please reply and let me know what you think or feel free to add your ideas. Lets keep this sticky if possible and maybe LordS can bring it to the attention of the Devs.


These are my ideas in bullet from, in no particular order of importance.


- Give commandos some Terrain negotiation. It is almost implied in the field tactics line. CM, squad leaders both get get terrain negotiation, why not commandos?


- Make ALL of our consumable HW have the same speed and accuracy bonus as we level up. This will make this line more valuable. How often do we see a commando fire a Heavy Lightning beam cannon? Almost never. Also this could fix the bug with HW skill tapes and armor attatchments not stacking therefore being useless.


- Give grenades more accuracy and increase the effective "range" so we are not suicide bombers so to speak.


- Give grenades a status effective, for example Imp detanators stun, cryoban have some sort of 5-10 sec warcry effect, Proton grenades dizzy. Again this would make this line much more valuable to commandos


- The HAR. To make this weapon useful, give it heavy armor piercing. It only makes sense, it is a HEAVY acid rifle. Unlike the riflemans DXR6 which has armor piercing ( medium I believe ) and does acid damage. Either that, or please REMOVE the HAR completly and give us an E-Web. I personally feel I speak for the rest of the commando community when I say we want the E-Web to replace our HAR.


- Increase our flame specials to 32m. Its already bad enough that we have to perfrom in melee range, but it doesent make sense how a person fighting with thier fists can lunge 20m, and our specials currently reach 18m when we are a ranged class. Not only that but with the 2.5x damage modifier vs a melee combatant, we are seriously getting beat down ( and I mean that in a literal and physical way ).


- Please, give commandos some defense. The +25 to ranged and melee at master was a nice treat 3 patches ago, but not enough. Almost all other comabt classes that require HALF the skill points have much more defense than we do. Not only ranged and melee defense, but defenses to status changes also. Not to mention some professions also have dodge/block/counterattack. We commandos are left on the chopping block.


- The Luancher Pistol. We definatly need some of our own specials with this weapon. Aslo we need to increase our skill with it as we level up in commando ( speed and accuracy ). Unless you have some pistoleer skills or the dirty fighting line of smuggler, the LP is pretty useless. It is the only weapon in all professions that does not increase in skill/value as we continue to level up in our profession.



This is all I can think of at the moment. I believe it would not make commandos an overpowered class, but fix us to the point where we could compete with other classes. We are a Hybrid and do spend more skillpoints in COMBAT classes than any other profession ( yes BH spend more SP, but half of those are in scouting, not a combat oriented class ). Thanks for your time and patience reading this thread,





NCresslinN


Mmaster commandoM
DFR

First mohawk on Flurry, tallest human in the galaxy






Mattius
Mon Mar 22, 2004 5:53 pm
#2

Perhapse we should start with some small logical changes that the devs could do right away to make us a bit better.


For example:


The HAR idea as stated above. With the pistoleer weapon and rifleman weapon as they are it makes sense that this weapon needs changes.


(I still think increasing the range of the HAR to make it like a rifle and allow the use of rifle specials from marksmen makes sense. Sure it might shoot slower, but at least we can ENGAGE at alarger distance.)


Grenade status changes should be an easy thing to implement as well. It also makes sense, and sort of follows other SW games (KOTOR cryban froze you in place if I remember right)


The devs should know by now that people only really use the FT tree. You'd think they'd make some small changes to the other ones to make them viable.


We don't need a ton all at once. Some small changes that we can play with would really help.


Devir92
Mon Mar 22, 2004 5:56 pm
#3

Truely.....just a side note....the 2.5 damage mod is long gone...theres an accuracy bonus in its place, but that at least makes sense, so i'll live with that.



-Colonel Furio Elu'iste, Imperial Special Forces

PFFT, Eclipse
Master Rifleman
Master Bounty Hunter
Imperial Inquistion Ace
Imbreum
Mon Mar 22, 2004 6:05 pm
#4

Shhh, don't say that ^



knowing these devs they will nerf the Flame Thrower so that it is as worthlessly balanced as our other weapons, so we'll use all of them equally.



I may be cynical, but I just came back after 6 months to find that commandos have the exact same issues, and that nothing has been fixed.




StarNick
Mon Mar 22, 2004 7:39 pm
#5

Heh...wow..totally missed this topic, by 5 hours...just posted a thought on hvy weapons w/ same skill mods thats just been irking me lately (looking over VERY POOR mods for higher up hvy weapons..such as LC)


Eh more posts the merrier..plus this is citing for major changes..which i doubt the devs will even have time to finish with publish 8 (UNLESS they've been working on them for some time, and yet again FAIL TO INFORM us)...or just wont be done, or even start those things..cuz they're busy monkies





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Klipshack
Mon Mar 22, 2004 10:17 pm
#6

These sound like a lot of good ideas. I feel frustrated as a newer commando, and disappointed with some of our weapons and skills.

I believe however we will have to wait until after the big picture reorganization of weapons before we get much attention.
Nighthelm
Tue Mar 23, 2004 2:35 am
#7

hmm,three things come to mind


1) Armor Piercing (the main weapons the commando having ap0 is laughable, they should be the highest ap of any regularly used weapon in the game)


2) Speed (why on earth the commando dps is lower than any other profession by a LARGE amount is beyond me)


3) Thunderheart (as long as this guy is around, commando will always be dog$hit, he hasa hard-on for commandos and it shows)



Jered Nighthelm of the Keepers of a New Hope
HootGibson
Tue Mar 23, 2004 5:32 am
#8

Thats it!!! ill drop my commando now. What will they nerf next? Ohh I know they will say that armor dont work with commando.


Colonel Hoot Gibson

Former Master Commando
SkipMalone
Tue Mar 23, 2004 3:04 pm
#9

Im pretty positive that the 2.5 damage modifier while using a melee weapon against someone using any ranged weapon has been implemented. It was reinstituted last patch. Now, this wasent a direct nerf to commandos, but we all know we are the only RANGED class that operates in melee attack vicinity.


I realize that some of these additions seem drastic, but thats what this profession needs.. drastic changes. According to the devs ALL professions are getting something changed/added/nerfed to them come this big combat balance. Im just trying to keep my fingers crossed that commandos get some love becuase when your on the bottom, where else is there to go but up?


So in a nutshell, I do think we need some big changes, no more of this giving us the table scraps of every publish, we want the meat!






NCresslinN


Mmaster commandoM

DFR


First mohawk on Flurry, tallest human in the galaxy






StarNick
Tue Mar 23, 2004 4:28 pm
#10

Big barely describes it...the dev gods gotta recreate the earth to help us...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Gamble
Wed Mar 24, 2004 11:10 am
#11

The more I look at all our weapons I realize that the biggest thing for us are the accuracy and speed modifiers. Accuracy is the most important. All our unique commando weapons are only brought up to an accuracy and speed levels of around master marksman which is quite useless in PvP and highly annoying in PvE.


This is what I think needs to be added to the various weapons


Grenades = significant increase in both speed and accuracy to bring in line with speed and accuracy mods of other elite profesions


Heavy Weapons = significant increase in accuracy to bring in line with accuracy mods of other elite profesions. If the speed is to stay the same on the heavy weapons then the damage needs to be bumped up to be inline with other classes. Currently these are low DPS weapons


Flame Thrower = needs improvement in accuracy to be inline with other elite professions. Damage and speed are fine as is


HAR = if not replacing with another weapon then needs better speed, accuracy and damage


Launcher pistol = This has the potential of being a very handy weapon but with no specials, speed, or accuracy modifiers, we must dable in smuggler and pistoleer for good specials. We need those added to our profession possibly in field tactics line.


Personally I'd love to see an e-web come in but I think it's more likely that they'd fix our current weapons before adding in new ones. That being the case these are essential changes that we need to be on equal footing with other elite masters (not to mention the fact that we spend much more points for much less output)


Defense and state defense mods would be another well appreciated addition but I'm not holding my breath on those either.



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