Commando Archive
Thread: Current TC Fixes and what still needs looked into
I was absolutely floored when I read Holo's post. It's about time we got some love. However, there are still several issues that will need to be addressed after these current changes go live.
1.) Launcher Pistol Usage - Are we still going to need to get Pistoleer to use the launcher pistol with reasonable accuracy and specials? After all, if it's going to be our primary weapon, we should have some sort of accuracy, speed, and accuracy while moving bonuses added somewhere in our skill tree, along with special moves specific to the launcher pistol.
2.) Special Recharge Rate - If the recharge rates on our heavy weapons is going to remain so high where we can only use 4 specials a minute, the damage rate is going to need to be insane. Not only that, but the MINIMUM damage on these specials needs to be above average. If our specials were to, for example, yield 200 to 2000 damage each shot, they will still be useless with a potential minimum damage of only 800 damage in one minute.
3.) Armor Piercing Values - If commandos are to still maintain the role that we were led to believe, that role being the heavy hitter against vehicles and buildings, the armor piercing values on our weapons need to be adjusted as well. I can see the flamethrower and acid rifle being our weapons to use against infantry, but our 'special' heavy weapons, the rocket launcher, lightning cannon, etc. will need to have high armor piercing values.
4.) Unarmed Spec. Requirement - Personally I always felt that this line was primarilly for our defensive capabilities, or atleast the justification for them. If our defensive abilities are reduced, what is the reasoning behind even having this pre-req? We'd still like some information reguarding this issue.
5.) Special Attacks for HAM or Status Ailments - Can we look forward to increased damage from the DOT in the Flame Single line? Is there any thought put into our ability to target specific HAM pools? If our damage output is above what the other elite and hybrid professions are able to do in the same alotted time, I know I have no problems with being unable to target specific ham pools. However, if it takes us twice as long to drop a target because of the random pools we attack, compared to other elite or hybrid (present and future) professions, it will severely hamper the overall effectiveness of the Commando profession. No one will want to be a commando if we have to stand there and take a serious beating (from no defense mods)while we try to work down all 3 ham pools, if we can't drop a target in the same (or slightly less) amount of time compared to a carbineer or BH.
I love the current direction the Commando profession is going now. The weapons fixes are going to drastically improve our over all effectiveness. However, the current proposed fixes can't fix the entire profession. It's just a REALLY REALLY REALLY good start. ![]()
Tonight I plan on starting a char on the TC and will do my best to grind through to commando as fast as possible to test these new changes.