Commando Archive
Thread: Do they REALLY know what to do with us?
Message Edited by RankorCity on 07-13-2005 12:26 PM
RankorCity wrote:
Its recently struck me that, I fully believe, the devs have NO idea how to implement us...
Are we stuck at such a crossroads, that we are forever doomed to mediocrity?
In an of itself, a Commando has no real chance against any other ranged profession, or even a melee proffor that matter.
As an example....
Commando vs Pistoleer: Pistoleer's greater range, quicker movement,faster attackspeed (which creates an equation of more damage over time)allow the Pistoleer to effectively kite the Commando with no recourse. Sure, a rocket launcher will KD them, for just enough time for the Commando to close the distance and MAYBE get a shot off (slow attacks, poor accuracy versus the pistoleers superior defense), IF the RL hits to begin with. Built in state attacks from other weapons (Grenades for instance) are useless because of their duration. Further inbalance is created by the armor certifications for the respective classes. Because Commando is cert'd for Assault class armor which has inherent bonuses to KINETIC damage, and a Pistoleer is cert'd for Recon class armor which has inherent bonuses to ENERGY damage, the pistoleer is allowed even BETTER protection in a fight by virtue alone (defensive mods not withstanding against the Commando's lack of accuracy), given that the majority of ranged weapons are primarily ENERGY damage.
I realize they dont want to look at single prof against single prof, but how can you balance 250 pt combat templates against each other without having the building blocks (singular professions) of the respective 250 pt combat templates balanced against the each other to begin with??
This, and the CL level of weapons, are the two most glaring failures of the CU.
The inbalance of the Commando is further magnified when a 250 pt combat template is built. A Master Commando/Pistoleer (as example) is inferior to a Pistoleer/Rifleman (as example) because of the Pistoleer/Rifleman's stronger attacks, more varied attacks, and greater weapon ranges. This is not even considering the fact that other weapons have higer base damages (kinetic/energy) as well as higher elemental damages than Commando weapons. AND they attack at faster rates, with quicker cool down timers.
Ah, cool down timers....
A Master Rifleman using Pistoleer and Smuggler attacks (which feature quicker cool down timers) can attack faster, and hit harder, with a T21 than a Commando can do with ANY Commando weapon, at a greater range, at faster speed, while moving (kiting) faster. The Commando, when kited has the following options:
1) RL/HPBC/HABC/HLBC - all slow, low level CL weapons with very little damage, and extremely short term states
2) Proton Rifle - an extremely difficult loot item to obtain, still inferior to a T21
3) Switch to a nonCommando type weapon (mostly defeating the purpose of being a Commando to begin with)
Further hampering any "utility" for Commando, are the insane crafting requirements for its weapons. On Ahazi, arguably one of the most populated servers, a vendor search revealed absolutely NO RL, NO HPBC, NO HABC, and NO HLBC. None. Weaponsmiths dont want to make them because of the requirements. Commandos dont really want to use them because of their low damage output.
We are a tool box for other professions to better themselves with. Nothing more.
My personal view is that the devs have no idea to implement us, despite us telling them (nay, screaming) at them for the last two years....
Message Edited by RankorCity on 07-13-2005 12:26 PM
It "should" be simple.... there's a war going on andcommando should be the elite (non-jedi) combat class that dominates the battlefield.
We should be feared, we should be deadly.... we should have a profession that many more people want to play. After all when you watch the movies, it's not dozens of smugglers and bounty hunters you see charginginto battle on Hoth. (no offense intended to BH's or smugglers profs, but the fact remains, Commando is, or should be a purely combat class, you guys do/should have other stuff to play with)
Even if it takes making us perma-combatant or something... they should let us be the soldiers we're supposed to be! Let us do damage! Let us burninate things! Don't make us hide behind other profs just so we can actually kill stuff.
Give us bomb droids, explosives and grenades that work, give us weapons that do the damage to reflect the high sac/slow speed, give us elemental and flame DOTs that cause panic and terror, not just inconvience....give us something other than 2 red name visits since the CU.
Whoever it is, is a teeny, tiny, bit off the mark.
Message Edited by Warmaker01 on 07-13-2005 05:44 PM
uselessn00b wrote:
not just inconvience....
Helfarch wrote:
uselessn00b wrote:
not just inconvience....
How irritating, I appear to be on fire.Really the Flamethrower should do a significant amount more heat damage given it's short range and massive action cost, especially against unarmoured opponents.We are supposed to have HEAVY WEAPONS not 'weapons that have pretty effects'Being a Master Commando means you should at least be on par with any other combat profession.
The Flamethrower used to do GREAT Fire Dot damage back in the day.
THAT was NERFED quicker than I can pinch off a "Jedi"