Commando Archive
Thread: IT 7-17 Commando changes
Message Edited by TechnoHic on 03-02-2004 07:06 PM
Heh, looks like I'll just transcribe my IT post then:
In regards to the Heavy Acid Rifle Enhancments, I have a few recomendations to make that would help balance out the Commando arsenal in terms of versatility.
- Add AP 2/3 to the weapon, it's a heavy weapon designed for armor piercing attacks, according to the skill-box descriptions, and thus should be reflected in the weapon itself.
- I would hope to see the current special attacks that merely mimic flamethrower specials changed to better reflect the fact that this weapon is a rifle, which implies being most effective at a range, not 16m or closer (this would also grant the commando profession some much-needed diversity outside of melee range.)
- Accuracy mods on the HAR after crafting should be shifted to reflect the emphasis on ranged attacks (ie. close up it's not as effective, and it's best at mid-range/long-range.)
Aside from that, I like the enhancements seen so far on TC, and with a few simple tweaks (like those afformentioned) the Commando could go a long ways from being the proverbial 'one-trick pony' by the time this patch goes live from the enhancements to this weapon.
If that's too much change given the current progress through this publish, then I would suggest simpy adding AP now, then making the conceptual changes to the weapon's functions come publish 8.
Message Edited by Nim_Cross on 03-02-2004 06:48 PM
Raptor2k1 wrote:
Heh, looks like I'll just transcribe my IT post then:
In regards to the Heavy Acid Rifle Enhancments, I have a few recomendations to make that would help balance out the Commando arsenal in terms of versatility.
- Add AP 2/3 to the weapon, it's a heavy weapon designed for armor piercing attacks, according to the skill-box descriptions, and thus should be reflected in the weapon itself.
- I would hope to see the current special attacks that merely mimic flamethrower specials changed to better reflect the fact that this weapon is a rifle, which implies being most effective at a range, not 16m or closer (this would also grant the commando profession some much-needed diversity outside of melee range.)
- Accuracy mods on the HAR after crafting should be shifted to reflect the emphasis on ranged attacks (ie. close up it's not as effective, and it's best at mid-range/long-range.)
Aside from that, I like the enhancements seen so far on TC, and with a few simple tweaks (like those afformentioned) the Commando could go a long ways from being the proverbial 'one-trick pony' by the time this patch goes live from the enhancements to this weapon.
If that's too much change given the current progress through this publish, then I would suggest simpy adding AP now, then making the conceptual changes to the weapon's functions come publish 8.
Thunderheart: I will look into these as soon as possible and see fi we can get something going. Remember to post further ssues here and use your correspondant channels so we have less people we have to ignore. Thank you.
Figured I play the role a little more.![]()
Im a die hard Commando fan and have been a commando since week and half after launch and the 2nd master commando on the server.
Ive done commando extensively and my opinion is that we just need more accuracy and little more speed on the heavy cannons and knock down the dmg of upcomming patch of the HAR and make it medium armor piercing. And also bump up the Accuracy on the Har and flamethrower.
I enjoy using the cannons and the grenades its rly fun but there are some buggs to still work out.
Thunderheart: Knockdowns cause for a lot of grieving. We all believe you are all working properly once the HAR is fixed.
lol, Anyway, I think that what they did with the FT could have been a good move but we need that long delay removed in order for us to be worth anything now. Just think if your FT specials worked as fast as your 3.0-5.3 speed. That would be a lot bettter and think we could easily get away with it now fairly seing the damage I do lately with my FT. I also would like AP2 on the HAR with 64m range at price of damage.