Commando Archive

Thread: The basic problem with Commandos. PLEASE READ AND LISTEN

Phoenix_Knight
Tue Aug 12, 2003 6:47 pm
#1

I've heard reports that Pistoleers can do 2800 pts of dmg with specials. Iknow that Carbineers can do 1500 points of dmg with specials. Each special move with a pistol or carbine can be repeated very few seconds. Pistols have attack speeds of 1.0 - 3.0. Carbines have an attack speed of 3.0-4.8/4.9. Commando weapons have an attack speed near 5.0+ and reports indicate that they do around 800-1000 dmg WITH SPECIAL MOVES. In addition, commando weapons have special moves that can only be activated every 12-15 seconds.


THIS IS THE BASIC ISSUE WITH COMMANDOS ATM.


Let's examine the fixes that SOE plan to implement.


1. Change Launcher Pistol from pistol exp to heavy weapons exp.


This change is welcome, but brings up a host of new issues.Where are the launcher pistol specials? Every weapon in the game has a specialized tree that grants special moves. Even aCDEF weapon, a basic weapon that every player starts with, can activate powerful special moves that make that weapon better in the hands of a skilled player. Launcher Pistol deserves special moves that Commandos can activate , and before you say that pistolspecial movesapply, consider that Pistol skills are a separate tree while Launcher Pistol is a commandoonly weapon. Everyadvanced profession has special moves that apply to their preferred weapon. Bounty Hunters have the LLC special moves, Smugglers have theirsmuggler only pistol specials, and commandos deserve a weapon that has special moves that they can use in combat. And before you say that flamethrowers andacid rifles have special moves please refer backto the highlighted textabout the basic issue with commandos. flamethrowers and acid rifles attack slower than their counterparts, and their specials do less damageAND have a longer delaybetween activations. Every other profession is able to activate special moves more frequently AND do more damage. This is the issue that needs addressing.


2. Heavy Acid Rifle certifcation fixed so that the heavy acid rifle can be equipped with proficiency.


This fix is overdue and really should have been hotfixed because this is NOT a balance issue, it is not working as intended. Many, many commando players have been unable to build Heavy Weapons exp because of the issues with Launcher Pistol and Heavy Acid Rifle.This issue has caused a significant amount of frustration among commando players. It might seem that the Commando player is rare, keep in mind that many, many players are interested but selected other profession due to issues like these. There is a lot of discussion that can be focused on this issue, but again the issue comes up: How does fixing this certification address the basic issue facing commandos today. Every other profession is able to activate special moves more frequently AND do more damage than the Commando.


3. Moving Grenade craftables to the Weaponsmith line


This has potential, if the grenade crafting components add a) damage increase and b) increase blast radius. Currently grenades inflict damage upon the thrower at close range, but creatures that appear right next to the intended target receive zero blast radius dmg. This should be consistent, if the thrower can be affected at close range, the blast radius should encompass all the targets, not just the thrower.


Cost of grenades are also an issue. If a CDEF pistol costs about 20-30 resource units to build, then how is it that a grenade that can be activated five(5) times required 50 resources and three separate components to build?This question also relates to ALL CHARGED WEAPONS. This is a separate issue, but the high cost of grenades both in time to construct, and resources required is themost frequent responsereceived by the Commando player about the acquisition of grenades. In other words, the reason many weaponsmiths aren't willing to craft grenades.


4. Special moves on Flamethrower and Heavy Acid Rifle


This may help with the issue, but the fact that special action delay will remain relatively slow frustrates me and many other Commando players. Commandos weapons are described in various responses from SOE as being extremely powerul weapons, but the facts show that these weapons in their current state reflect that these weapons need upgrades to bring the amount of dmg that a Commando can inflict in a firefight is equivalent to their peers -Bounty Hunters, Smugglers, Pistoleers, Carbineers, Riflemen.


After examining the proposed changes that SOE will be implementing, it seems like the basic issue still needs addressing. Commandos should be able to deal as much damage in a firefight as their peers. Please read and listen to the comments in this post because they reflect the sentiments of many, many players. More than just the opinions of the commando players, this includes the opinions ofmanyplayersthat were, and still are, considering the commando profession. Additionally it includes the opinions of many high level players that agree that the Commando player needs the attention of the developers.


Idei




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