Commando Archive
Thread: Commando Profession Top 5 Discussion Thread...Started on 3/30/04
Move the ideal rangeto 32m and have a max range of 48m on grenades.
I just KNOW that a highly trained commando would have the ability to throw accurately from farther than 10m. I don't 32m is too unreasonable either... 48m would be pushing it a bit, but the accuracy could be reduced at farther distances. Perhaps something along these lines for grenade range modifiers (the mods that are on the actual grenades):
- Minimum Range 16m: +0
- Ideal Range 32m: +20
- Maximum Range 48m: -25
This could help stop self incaping, and actually make grenades useful and decently accurate.
[As a side note, I think subjecting CM's poisons and diseases to theis same system of accuracy. It would improve the quality of the game. Either that, or let Commandos throw grenades from extreme tange without ever missing like CM's do, that would work for me! Heh, heh...crap... sorry I got off topic for a sec]
I think grenades status effect changes would simply rule. Here are some of my ideas for them:
- Proton Grenades: Chance to knock down, chance to stun.
- Thermal Detonators: Chance to blind.
- Imperial Detonators (Dirty Imps!): Chance to dizzy.
- Glop Grenades: Chance to delay for 8 seconds (maybe 10 seconds? this could follow the revised rules for Panic shot and Warcry as well)
- C-22's (not sure on the name here, the frag grenade ones though): Chance to stun.
If grenades were like this, I don't think I would mind the huge HAM costs and slow speed, otherwise it would be nice to tone that down a bit as well.
1. Bring up the point of har being the only acid weapon without armor piercing. Always good to compare to other weapons.
2. AP3. All of them. AP3! Even if they only have 60 shots. Ahem. THEY ONLY HAVE 60 SHOTS. Compared to say the amount of damage you get out of ALL other guns in game. Also they should all have 10m radius aoe splash damage. Rockets explode.
3. Cheer! Make LP a heavy weapon. Not a pistol. Shocker.
4. Again..AP3! Limited shots. Range should be same as combat medic as same concept. Also 10m radius aoe splash damage. Grenades explode. It would be super if they did knockdown too.
5. It can be argued that we should be given massive offense and yet no defense. It's a painful CON but makes sense. BUT seeing as we don't, it's another CON with no PRO.
1. PVP effectivness: Currently commandos are worthless in PVP against armored opponents. Comp armor that abosorbs 80% of damage reduces our flame specials to doing about 300 damage (and our flame dot to 30)., and the HAR is even worse. We need a relyable weapon (nondisposable and we gain skill with it) that can do armor peircing.
2. High end content: In the new Geonosian dungeon and from what I hear also in the Corellian Corvette, it seems most enemies have high heat resisits and armor. This is effectivley content that is designed to exclude commandos. Especially since elswhere is seems that high heat resists are matched by high acid resists. Either somthing has to change to make critters resistant to one less resitant to the other or commandos need a relyable damage type that isn't heat or acid. (again, by relayble I mean that it is not disposable and that we gain skill with that weapon).
3. Defenses and balance: As Garvin stated we are the only ranged elite profession who has to get point blank yet we have the weakest melee defense of all elite ranged professions (except BH, but they don't need to be at melee for 2/3rds of there attacks). But as an alternative to raising our defenses, also consider increating the range of our specials. It's kinda rediculous that a flamethrower has less rangethen a melee lunge attack.
4. Disposable weapons: They need to be easier to obtain (cheaper)and have more charges.
5. AOE attacks: A wise man once said, close only counts with horseshoes and handgrenades. Well, apperantly not in SWG. Grenades are especially bad with this as not only do they never seem to hit, but it is an all or nothing deal. In reality a near miss should be inflicting damage on those near by. The same should be true of our other area of effect attacks, be they cones, grenades or rockets.
Great top 5 Garvin... My only suggestion to the HW line is :
- fix HW speed and accuracy. Instead of having different spd/acc for each weapon ( RL, HPBC, HLC ) why not have them all combined. Making the heavy lightning beam cannon more useful, also this could be a quick fix to our problem with skill tapes/armor attacthments not working.
NCresslinN
Mmaster commandoM
DFR
First mohawk on Flurry, tallest human in the galaxy
i would rather like to see the flamethrower upgraded to medium or better heavy armor piercing, litteraly meltung throughour enemie's armors ![]()
oh and btw. powerups would be nice too :/
garvin wrote:Greetings All Commandos.In reviewing our old Top5 thread, there is a noticable pattern of our most brought up issues that I have compiled below. Please offer feedback, suggestions, whether you agree or disagree and anything you would like to see altered/changed before I present this to the Devs. If you have a different Top5 in mind, please post that here as well. Remember, this Top5 is not meant to encompass all of our issues, just our major ones. It also doesn't take into account our desire for a complete revamp. A revamp is something we might or might not get someday down the road (many many months from now). Instead of a revamp, the Top5 looks at issues that would increase our satisfaction in our professon.I plan on leaving the old Top 5 thread stickied still above for a little longer incase anyone would like to refer back to it. Once folks have had time to discuss our Top5 in this thread I am going to split each of our Top5 issues into seperate threads to deeper review.1) HAR/FT: The recently fixed Heavy Acid Rifle still suffers the same range and delay restrictions that the Flame Thrower does, does far less damage and has no DoT specials. For this reason, The HAR is rarely used and definitely not used enough to deserve it's own tree, especially a tree that costs more XP then the Flame tree. The HAR tree should either be merged with the Flame tree or the HAR should have, at the very least, it's range restriction removed, more unique specials, and be at least armor piercing 3. If The HAR/FT trees were merged, Commandos would like to see gaining a new tree devoted to a ranged weapon like the Beam Rifle, E-Web, or at the very least, the Launcher Pistol gaining a tree of it's own.I agree with all these points. The HAR needs to be AP2 no matter what. If the HAR tree is merged with the Flame tree, it also needs to have a higher basic weapon speed. If the trees are not merged, a higher HAR speed mod, or a tweak to the Delay mods of the specials would be very useful. Hopefully the trees would be merged, as this would also allow for eventually gaining another weapon of the same type, possibly Cold. A new tree could house weapons like an Imperial Heavy Repeater, as seen in the Jedi Knight series, or some type of Heavy Repeating Blaster.2) Heavy Weapons: The average Consumable Heavy Weapon comes with around 30 shots and cost on average 30K to 35K to purchase by the average Commando consumer ingame. Our poor accuracy with these weapons leads to us missing on average around 10 out of 30 shots. That means we are paying about 1.5K per shot for a weapon that is useless after it is depleted. We would like to see all Heavy Consumable weapons be at least armor piercing 1 or higher, the initial charges on each of the weapons increased from avg 30 to avg 60 (without hopefully increasing the Weaponsmith crafting process or requirements), and if possible, we would like to see these weapons rechargeable (return to a WS for a reload much like a repair to other weapons) that would lead to less cost on our part and less work on WS part.Even better than this, IMO, would be an equippable reloadable device replacing disposables completely. It would be a weapon with it's own accuracy and speed mods as the existing Heavy Weapons tree is climbed. This would allow the Commando to gauge their accuracy before they fire, as they cannot with consumables now. This device could be reloaded in a similar way to adding a weapon powerup on other weapons, just dragging and dropping Rocket Packs / Energy Cells / Acid Capsules / Plasma Charges rather than Min/Max Dam powerups as on other weapons. The charges could also easily be a lot more friendly to the Commando's bank account, which would end up making more money for weaponsmiths.If this proves unfeasible, at least in the short run, consumables still NEED to be more accurate and less expensive per shot.3) Launcher Pistol: The LP is sound in its idea…a pistol that does blast damage and grants Heavy Weapon XP. But for this weapon to be useful to a Commando, we need skill mods beyond that of marksman as well as LP ranged specials. The way the LP currently exists, it is a great weapon for the Novice Commando in need of Heavy Weapon XP while they build up their FT accuracy. Once the Commando reaches a certain level, the LP becomes a weapon rarely used UNLESS the Commando dabbles in other pistol professions for mods and specials. Our own weapon tends to be used more by those outside our profession then those within. To fix this we would like to see skill mods added to the Commando profession to enhance our use of the LP (in the form of accuracy and speed) and our own set of ranged LP specials.This would be the Pistoleer/Commando Dabbler's heaven. I see no reason why Dabblers shouldn't pick up a few extra mods, the Pistoleer / BHs already do, and Novice Commando is still pretty Skill point intensive for the potential reward. The LP DOES however need to be AP1, and with Characteristic specials for Commandos. A Stopping/Last Ditch kind of shot would be nice, plus it saves on other players lag4) Grenades: Anyone who uses our Consumable Grenades will discover that often times they do more damage to the user then the target. This often happens as the targets charges towards the user in such a way that, due to speed, the Grenade does not explode until the target is next to the user. The HAM costs of the grenades are also fairy high enough to compound the damage taken and leads to the user typically incapacitating themselves. To fix this, Grenades need to be completely reworked on speed, accuracy, HAM, damage, AOE, AP, and special state effects. Most Commandos would like to see our different types of grenades have different types of state effects as well, such as dizzy, stun, KD, etc. Also, going back to the Consumable Heavy Weapon issue of use vs. accuracy vs. cost, we would like to see the number of grenades per pack increased from 5 to preferably 25 (it would be understandable if less came per crate due to this). The reason for the increase is also due to the fact that most Commandos use their F-Buttons for their Grenades and to use an F space for a 5 pack is a bit of a waste of space (especially if you think that a Commando could easily use more then 5 grenades per fight).Grenades in their current form suck. The only addition to the proposed change would be an increase in range, possibly a progressive one from Novice to Master, say +8m Range per level of Field Tactics?5) Defenses: Commandos are a RANGED profession that most often fights at MELEE range thanks to the range restrictions on our FT and HAR specials. We cost more skill points then the elite ranged professions, yet most elite ranged professions have more Melee defenses then Commandos. This seems counter productive when you consider the fact that a profession like Pistoleer never needs to get into Melee range to use their specials, so why should they have more Melee Defenses? We would like to see a general increase in various Def Vs. (Including KD, Dizzy, Stun, etc) as well as an increase in our Melee Defense.I would argue that Commando does not need Melee / Ranged Defence, as per the skill mod, it needs Toughness. It would be more characteristic that Commandos gain a passive bonus to melee damage reduction when using short ranged weapons such as the FT and HAR. Likewise, a ranged damage reduction when using long ranged weapons such as the disposables and any weapons which may be added to Commando later. I see this as being more "in character" and more with the vision of the Commando as shared by most. Let Fencers, Pistoleers, TKAs and the like ponce about and dodge, duck and weave, Commandos stand there, take the fire, and don't give a toss. We aint got time to bleed.I do agree completely with the need for increased defence vs statuses. Any fight within melee range with Commandos is Dizzy, KD, smack a couple of times, dead.
Message Edited by RazerWolf on 04-03-2004 10:58 AM