Commando Archive

Thread: If I told you I were a Commando....

Otis222
Fri Jul 02, 2004 11:33 am
#1


I've read a few posts that refer to the Commando's role in the SWG combat environment as one that should concentrate solely on heavy weapons damage that would be coupled with low weapon speeds accuracy modifiers. That principle would just fine if we had the most damagingweapons in the game with theslowest speeds, but what about aMaster Rifleman thathits mobs for over 3k of damage when our beloved flamethrower simply tickles at 800-1000 without theuse of a very slow special at extremely close ranges?


Also, which one would you rather cross paths with; aBounty Hunter or a Commando in a dark alley? Peoplerun from a Bounty Hunter because ofthe fear of being trapped, caught,or detained, but people run fromCommandos because they have a neat little knack for being able to kill with the utmost, proficiency regardless of the environment. Think SEALs, Special Forces, Force Recon and then picture the overweight undereducated bounty hunter chasing a bail jumper down the road because he/she just forgot to show up to court.


Now that you have that idea in your head, try to define the functions of these two professions in the SWG environment and what special skills each of them would need to posses to perform their given tasks. Both BH's and Commandos are extremely mobile, stealthy, and extremely deadly given the right circumstances, but where a BH should concentrate more on tracking and subduing his/her prey, the Commando simply would focus on the "mission".


As it stands, there seem to be two kings of PVP; the TKA and the Rifleman. Here's my next question, what @#$%@^ idiot would bring boxing gloves or a knife to a gun fight? Do you really plan on charging the military-type person holding a freaking flamethrower and expect to come anywhere close to your objective?!?


I, like most other Southerners, own a deer rifle and can simply imagine how impossible it would be to scope an unpredictible, moving target and expect my shot to be anything but awry. Theprinciple of using a rifle is hitting a stationary target through experience and a great deal of patience and not to shoot a charging maniac with a knife who just happened to kill the guy with a flamethrower only seconds ago.....


Mypoint: PVP for a Commando is terrible! The profession currently has two effecitve specials to perform its function in the SWG combat environment andonly one weapon with which to execute said special. Everything else is just text in a skill box, because it's worthless. Should the Commando be slow? I'll answer that with another question.... Is a Navy SEAL slow? How 'bout a Special Forces or Delta team member? HmmmAreany of these professions considered one of the most dangerous threat to another human being?


So how do you think theCommando should perform in PVP?




Lexor - JSF Noob- Bunny Foo Foo of RS

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StarNick
Fri Jul 02, 2004 2:53 pm
#2


Quote: "Do you really plan on charging the military-type person holding a freaking flamethrower and expect to come anywhere close to your objective"


Not unless the guy with the knife has good PvP composite (80-90% protection)


The other day, my fiance and I were caught overt in AH...she's a TKM, lvling to MC...im an MC with all the TKA defenses, and the pistoleer special defenses...


The guy...was decked out in armour, I was too...and pretty good stuff for a matter of fact...all 3 of us were buffed. Needless to say, he won....he just spammed specials with his geo pistol...got my fiance first, and then finally took me down.


Total damage done to him? Approx 1,000 dmg....I surprisingly had very good accuracy that day...hit him with about 10+ Flame Single II's....switched and spammed him with the LP....switched and KDed him and spammed him more...


Fanshot with my 58-289 1.3 spd LP did more damage than my flamer...but I have poor accuracy with it, and the guy was obviously a defense stacker...still cant believe I hit nearly all my Flame specials tho....but did THAT make a difference? Hell no...


A strong point here....its not entirely the professions thats unbalanced...its the armour....or its the damage, primarily our damage. And thankfully thats being changed.

Message Edited by StarNick on 07-02-2004 05:54 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Sivol
Fri Jul 02, 2004 6:25 pm
#3

No class should be that overpower? Last I checked a Jedi is. =]



Erok - Carbineer Extrodinaire
owning gIMP's since '03
Towim
Sat Jul 03, 2004 12:09 am
#4

SOE will never make commando's into the awesome fighting machine that a SEAL or SAS soldier is, no class should be that overpowering, but, one thing that can be taken from those real world counterparts is thier flexiblity. I'm my opinion thats where commando's should shine on the PvP field.


Alot is going to change with the CB. I've already heard alot of talk about how the proper range on a weapon is going to become very important (making a rifle a melee range close to useless and a pistoleer trying to hit a target at 64m highly inaccurate)


With commado being based off unarmed IV and master marksman it seems that we are intended to be atleast capable at most any range. On top of that you have us as the master of the heavy weapons (which if they are properly tweaked should make us exceptional support to a group)


Obviously, isn't up to that standard. So we need to continue working on ideas to bring commando into line with that idea of being capable at more than just 1 small range (be it melee, or, short/medium/long ranged combat) while still being the masters of the heavy support weapons.


As I see it the problem lies in that currently our only viable weapon (without picking up something like pistoleer,carbineer,rifleman, or TKA) is the flamethrower. Grenades, heavy support weapons, and the HAR, all need some tweaking to come up to standard with other weapons. A pure commando using pistol, carbine, unarmed, etc. is no better off than a master marksman or someone with 4 boxes into unarmed, as we have no mods for those weapons and little to no defense mods orstate defenses.


This leaves a a commando with a couple options. They can pick one of the elite combat professions open to us (TKA, pistoleer, carbineer, or rifleman) which sort of make having commando a bit pointless when you could have just done that in the first place.


or they can stick to thier FT or highly expensive in accurate heavy support weapons and grenades and be out damaged by pretty much any other combat class, while making sure they stick to groups or lower level content as they have little capability to take damage from higher creatures/NPC's and do not have the damage output to take those higher mobs down before they can kill the commando.


SO, do you think we should be pushing for balanced combat ability, wherewe can compete with, but never outshine a pistoleer or carbineer or rifleman in thier respective roles and even have a chance of not droping like a house of sticks in a stiff breeze when a melee class gets up close? OR should we push to have our heavy support weapons beefed up making us the masters of large damage but leaving us weak without a group to support us, and making soloing a matter of finding lower level mobs that we can take out so fast that they don't have a chance to do any real damage to us?


-Towim Hode -Lowca

-Lofate -TC

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