Commando Archive

Thread: My views on what to do with commandos

sbbe83
Wed Oct 29, 2003 2:20 pm
#1

Okay I was out hunting today on TAT (My home Planet). I was walking from my house to town when i saw some Womp Rats and figured, I got my big bad Flame thrower I can kill them. Now there were 2 of them a regular Womp Rat and a Mutant Womp Rat, both con'ed as a light blue. So I take prone about 50m away and shoot the regular womp rat. Too my surprise the mutant aggro'ed me and the womp rat followed the mutant over to me, so I got up and started shooting, I got incapped in about 4 or 5 hits, and this is with NO specials (Because they take too **edit** long in between specials) and I was wearing a suit of Composite Armor (minus the biceps, and the bracers). Now that is pathetic, if they are going to nerf CH so I cant have an effecient tank to help me out then what the hell is the point in having commandos anyways when I cant even kill a light blue con. So here are my ideas to make it better:


1.) It seems as though all the bit*hing is about PvP with the commando profession so why not only have the 2.5x melee damage modifer ONLY for PvP leave itat 1.0in PvE (like everyone else)so we can actually kill something. I mean if a Womp Rat can incap me then what else can I kill that wont....


2.) I say remove the use of specials in PvP for the higher weapons like LLC's and Flame Throwers so that everyone can compete.


3.) If I can't hit something from 60m away with my flamethrower because we are a melee class yet the only things we actually kill in PvE are melee why do we have this stupid 2.5x melee damage to us. It simply doesn't help us out in PvE.


Okay those are some of my ideas to make it better and I know that the Dev's dont give a rats @$$ about us but i dropped all of BHwere I was 0/0/3/4 which I could kill womprats without being incapped, to go commando. Then I find out that I can get incapped by something so trivial as a womp rat, so I have wasted alot of time in doing this. Also for your knowledge I am not a Commando Dabbler. I am currently 2/0/2/1 right now and plan on Mastering it if I can find the patience to burn my target and run a way because I obviously cant stand and fight. Just my 2 credits and I hope the developer agree with this. Also please no flames, and I would like comments if you can, make this thread HUGE for the develpers to see. Thanks to everyone in advance.


Phillonious (Shadowfire) (CH 1/1/1/0 (until the nerf so I can maybe eventually kill something), Commando 2/0/2/1, Medic 1/0/1/1, Scout 4,0,4,0)




Phillonious - Shadowfire
CL64 Jedi
Unlocked two weeks after the Village came out!!! Too bad all that work was a wasted...
maddogs
Wed Oct 29, 2003 4:45 pm
#2

ok heres what were working on as right now for commandos


(HEAVY ACID RIFLE)


take the har swich it back to the beam rifle and make it exatly like the llc{expt enrgy dam not elc dam} and maby alitel batter we r the hw ppl so in no way should the llc actuly be better and for graphics for the beam rifel u have a giant laser beam for specils


(FLAMETHROWER)


for the flamer make it so it dose no dam(ie min dam 100-max dam 200 speed 4.3){flamers in real life dont hurt when they hit but they do put one heck of a dot on} on attack but has a heck of a dot and sprays 23m(plzs note this is just beeing thought over not what weare sure we wantyet)


and chang the rang mods on it to like this -20/+70/+0


(LAUNCHER PISTOL)


give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees three things a rang kd and a rang dizzy and a lock on attack that would give us +100% ac for a bit on one target (and make it so that specils/mods other then the commando mods and specils wont work with it a lp the lp is nothing like a reguler pistol )


(HEAVY WEAPONS and GERNADES)


take the -119 rang mods of the hwps and make 0/+50/0


make all hw have atlest 50 charges and max 200


make the radious of the hws 16m and for the rocket launcher 25m


make the gernades rang mods +12/+60/+12


make ham on gernades 12/35/12


make speed on gernades 2.5


make all gernades have ap 3


make the radious of most gernads 16m and the proton gernade 25m


make some of the gernades have stat efects (hey plzs give us a phouspherious gernads to )


make it so u dont hit ur shelf with ur own gernades


add a command to role instead of only toss/throw


and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )


this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them


and the gernades be worth useing becous there fast accurat and aoe with not to high of ham






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Daniel' Judson-Leonheart

CarlTheWookie
Wed Oct 29, 2003 8:04 pm
#3

Mad,


You must have that bad-boy of a post on a macro, cuz as many times as I have seen it, it would be a b*tch to type out over over and over and over and over.


Just a note to all the other commandos new to this forum: Helps to check out what other's are already b*tching about or suggesting improvements on. Nothing is worse than sifting through 58 pages of "What I Think Is Wrong With Commandos!" posts.



Nyce Ta'Meetcha - Bela Imperial Division - Commando /Smuggler(Flurry)
Commando Timeline: (stole this from one of my commando brothers)
Useless class of Masochists
GODS OF DEATH
Tinkerbells

GotUrBacca - TRIAD - Master Gunfighter/Master CH (Eclipse)
"Pikachu! I Choose You!" and "A!" "F!" "A!" "F!" "A! A! A! A! A!" "F!"
- words to live and die by.




Revolver - Elder FOTM / Elder Commando / Elder BH :: Serous Dex - Elder 4444G
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Cynn Davitch - Elder Cantina Rat :: Hump Davitch - Elder Ithy
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maddogs
Wed Oct 29, 2003 11:21 pm
#4

hehehe its being profected and worked on its what were(me ivoni nightwolff alufnull)going to give to TH when he comes



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Daniel' Judson-Leonheart

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