Commando Archive
Thread: My Latest Post in the Correspondent Forum...In Regards to the 5 Second Delay
Daker-Naritus wrote:
Armor delay? *cry*
Right now I feel like I have to focus on one battle at a time...of the 2 delays added, I'd love to see them both removed...but if I had to focus on one, the one we had the best arguement against, I'd have to go with the Weapon Delay...
The whole point of my post was to suggest why (in a subtle tone...or maybe not so subtle) a reason why some of the other professions don't have AS MUCH of a problem with the new weapon delay as we do...They have less of a reason to switch weapons and even less of a reason to be dependent on those switches...If we are to have hope of competing in this current game set up, we need to be configured like other professions...We need as much reason to stick with the same weapon type as they have...and one of the main reasons they stick with the same weapon type is because of the amount of specials they have...
So basically...give our main weapon type the same number of specials, or give us back our ability to quick switch (both basically accomplish the same thing in a round about sort of way)...
If they decide that the weapon delay is a bit much, you could mention something else. This might be a little much to push for, but you might want to mention that the biggest reason people switch weapons as a commando is due to our lack of melee defenses. Therefore, give us some sort of melee defense (like pistoleer gets I believe?) while our FT is equiped. We are justified on two fronts. First, we have the unarmed pre-req. Second, we are forced into melee range with our FT. No other ranged class is forced into melee range to use ALL of their specials for that weapon without some sort of defense. It seems unfair that they put a catch 22 on us. We have to be in melee range, however we have no melee defenses to help. I am not sure how they will take it though.
garvin wrote:
Daker-Naritus wrote:
Armor delay? *cry*
Right now I feel like I have to focus on one battle at a time...of the 2 delays added, I'd love to see them both removed...but if I had to focus on one, the one we had the best arguement against, I'd have to go with the Weapon Delay...
The whole point of my post was to suggest why (in a subtle tone...or maybe not so subtle) a reason why some of the other professions don't have AS MUCH of a problem with the new weapon delay as we do...They have less of a reason to switch weapons and even less of a reason to be dependent on those switches...If we are to have hope of competing in this current game set up, we need to be configured like other professions...We need as much reason to stick with the same weapon type as they have...and one of the main reasons they stick with the same weapon type is because of the amount of specials they have...
So basically...give our main weapon type the same number of specials, or give us back our ability to quick switch (both basically accomplish the same thing in a round about sort of way)...
SuperTurbo wrote:
Does the weapons switch delay affect our disposible weapons like the rocket launchers?
Daker-Naritus wrote:
Armor delay? *cry*
Seriously, I can live with the armor delay, when you're in combat. I can. After all, I'm an old line CH. I've had to live with "you can't equip your meatshield if you're in combat" from day one. My objection is that I have to waste time putting seven pieces (ubese) or nine pieces (composite) of armor out of combat. This is more developer meatlumpishness at its finest.
I strongly object to the weapon delay, for reasons already mentioned, and as discussed above, the utter silliness of commando having to close to melee range to use a ranged weapon (the FT). The weapon delay is a serious penalty for every combat profession (so much for all those pistoleer quickdraw artists) and is patently unfair to impose on everyone because a few in the crybaby powergamer profession exploit.
garvin wrote:
Daker-Naritus wrote:
Armor delay? *cry*
Right now I feel like I have to focus on one battle at a time...of the 2 delays added, I'd love to see them both removed...but if I had to focus on one, the one we had the best arguement against, I'd have to go with the Weapon Delay...
The whole point of my post was to suggest why (in a subtle tone...or maybe not so subtle) a reason why some of the other professions don't have AS MUCH of a problem with the new weapon delay as we do...They have less of a reason to switch weapons and even less of a reason to be dependent on those switches...If we are to have hope of competing in this current game set up, we need to be configured like other professions...We need as much reason to stick with the same weapon type as they have...and one of the main reasons they stick with the same weapon type is because of the amount of specials they have...
So basically...give our main weapon type the same number of specials, or give us back our ability to quick switch (both basically accomplish the same thing in a round about sort of way)...
I know Garvin....and I agree.
I was just mopeing..... ![]()