Commando Archive
Thread: Summary of Changes on Test Server + what isn't mentioned
Look.
1. Removed specific resource requirement from draft schematic for Flame Thrower, Acid Rifle, Grenades, Particle Beam, Lightning Cannon, Acid Beam, Rocket Launcher.
2. Improved damage and range values for Flame Thrower, Acid Rifle.
3. Rebalanced special moves for Flame Thrower, Acid Rifle.
4. Fixed bad range modifier for midrange for Flame Thrower, Acid Rifle,
5. Fixed Particles for Flame Thrower, Acid Rifle, Acid Beam.
6. Increased damage for all grenades (including light fragmentation)
7. Slowed down grenades (their attack speeds were not in the correct format)
8. Improved damage significantly for Particle Beam, Lightning Cannon, Acid Beam, Rocket Launcher
9. Added ideal range modifiers for Particle Beam, Lightning Cannon, Acid Beam, Rocket Launcher
Ideal ranges are arrayed in this order:
acid rifle - 16m ideal
lightning beam ideal is 32m
particle beam 48m
rocket launcher 64m
Mmmm.
Here's hoping.
Missing of course is:
1. What is the Ideal range for flame thrower and Launcher Pistol?
2. Is the Launcher Pistol Ideal Range being fixed?
3. Is the accuracy for the Acid rifle being fixed? You end up with 2 different ones
4. Threaten to take away our defensive bonuses? LOL, you must be thinking Pistoleer. I'm fine with you taking away our lousy bonuses. You leave us with enough skill points to train in Pistoleer (king of defensive bonuses)
5. Will the AOE on Flame Thrower and Acid Rifle hit EVERYTHING within 18m? I mean, unless say they are prone, it should be irresistable.
6. Will specials be added to the Launcher Pistol making the idea of also training Pistoleer silly?
7. Is the Knockdown on Bounty Hunter Carbine 3 meant for them or us? It reads shooting flames at target. Sounds like a Flamethrower attack to me. We have no knockdown. BH have 2 at least.
8. Is there a point to the Master Unarmed skill prerequisite? Will we get any use out of it?
I mean, Launcher Pistol shoots mini missiles. How does that not have impact?
so does that mean that no more rare arse resources? Andwhen should thiscome up on the regular servers. I'm still angered its taken so long and some key features are still not listed as you said in your follow up...i still give the devs my finger...for now....
Serevok
Kizzmando Fo shizzle <AG>
Makes it a LOT easier.
4. Threaten to take away our defensive bonuses? LOL, you must be thinking Pistoleer. I'm fine with you taking away our lousy bonuses. You leave us with enough skill points to train in Pistoleer (king of defensive bonuses)
8. Is there a point to the Master Unarmed skill prerequisite? Will we get any use out of it?
Those two statements go together. I take it you haven't looked at the tera kasi skill tree. Pistoleers havetiny defensive bonuses compared to tera kasi. And any commando can become tera kasi. Everyone should go through all the different perumutations before making judgement.
If a commando wanted to he could be an absolute tank but it would come at the expense of some shots and perhaps accuracy and speed with launcher pistol, assuming those mods work for that weapon. Such a commando would also be very slow in rough terrain. Its all give and take but we can have any skill to any degree we want, we just can't have them all, which is fair imo. Otherwise we'd be unstoppable
Kinda like how many Pistoleers are also medics. When they start to lose they can just pump some Stimpac-Cs into their arm.
Or other pistoleers are also Creature Handlers so they can use their Pistoleer abilitys while their pets are kicking you booty.
This is the real down fall of both the BH class and the Commando class. We use 2/3 of our skill points to get into these two classes, Then we are no tougher than classes who only use 1/3 of their points. The classes who use only 1/3 of their skill points, usually end up having 3 classes, all with full bonuses.
SO 2/3 skillpoint classes need to dominate against the 1/3 skillpoint classes because they have 2 more classes backing them up.