Commando Archive
Thread: Commando then vs now
- LP didn't work, Har Didn't work, Flame did but cdef damage and incredibly hard to make. Consumables had 200 charges but low damage as well. Flamethrower treated as a melee so using it vs NPC means they will charge with melee.
First fix
- LP and Har fixed to give correct damage. Class ungated
Next Fix
- Huge upgrade to damage. Finally put out comparable damage and weapons easily made. Consumables nerfed down to 40 charges or less.
Next Fix
- At-St's made blast touchable. Flame no longer treated as a melee. Flame nerfed to receive Rifleman damage from melee.
Still UNFIXED AFTER THREE MONTHS!!!!
I would live with the melee nerf if all the following were FIXED!!!
(in no ranking order other that I numbered them)
1. Lack of definition. There is no depth or explanation to what we are supposed to be and expect. If SOE says flat out then the class is whatever it's supposed to be.
2. Master Commando. Little to no rewards for this. Changes coming on test, but still keeping Commando in last place for accuracy. And no increased speed? C'mon. Mastery should be +100 accuracy total and at least an added +10 to speed.
3. Inadequate Armor Piercing and Broken Armor Piercing bonuses. HAR is only acid not AP1 in game. Also the 195% bonus a rocket launcher should receive...it doesn't against vulnerable targets.
4. Launcher Pistol. A weapon only we get and with which we never get better with as a commando. Still no word nor any sense in this.
5. Consumables insane costs, horrid ranges/speeds/accuracies. Why not 200 charges like they once were? We would use them much more if they were remotely cost effective.
6. Radius attack from consumed just too small. If I toss a grenade or blow up a rocket it should hit all for 16m. If a melee can hit me at 16m an explosion should reach at least that far. Toss in the cone attacks here too if you like. You are shooting a stream of fire waist high from left to right. Exactly how does that not hit everything within 16m for 90 degrees?
7. Accuracies are wrong with weapons. Kneeling is more accurate than prone, this makes no sense.
8. Range modifiers for all weapons save Rocket Launcher make no sense. The range modifiers are supposed to indicate to the user where to ideally be when using the weapon and where not to be.
9. HAR flat out broken. First it has two Different Accuracies. The +10 given at Novice Commando does not stack with those given by the Acid Rifle line. You end up having a +10 and a +70. This then prevents the speed bonuses from working. This needs to be made like the LLC.
10. Lack of use of unarmed line prerequisite. Not that we wish it removed, it’s just that absolutely nothing is done with it. No knockdown, no defensive bonuses, nothing.
11. No answer about the question about the knockdown given to Bounty Hunter in Carbine 3. Reading the description of it implies it is a flamethrower attack. “Fire Knockdown: This ranged attack blasts the target with a quick rush of flame aimed at their upper body, which can cause them bowled over by the sheer force directed at them, causing them to be dizzy as well.”
12. Beam Rifle. STILL no one has a cert for this. Toss in the republic blaster too while I'm at it.
13. BETA titles per column. These reflect beta idea of Commando which has since changed. Field Tactics: Artilleryman (?), Heavy Support Weapon: Expert Commando, Flamethrower Specialization: Grenadeer (?), Acid Rifle Specialization: Ordnance Manufacturer (?)
14. No Heavy Weapons Powerups exist. Short of the pistol powerups and grenade powerups, we have none.
15. Odd Certification for Acid Rifle. It says cert rifle acid beam. This doesn’t follow the format of any others.
16. Typo in the abilities description of Flame Cone2 in the abilities and commandos menu. It says to type /flameCone1.
It should not take much effort for the Combat Designer just to explain the vision and why things work or do not work as they do.
I still do not understand the HAR at all. It is almost like an afterthought to FT. Same can be said for different reasons with the Launcher Pistol.
I can deal with the melee penalty since I was a Rifleman in my prior life, but the changes that are needed are not that significant in the scheme of things from a fix standpoint but very important to the players.
I agree with everything you said.
I guess we will have to wait to see what Thunder communicates back to us. Or that MasterSynn gets from the Combat Designer.
Another great post Ivoni.
Addresses everything that is wrong with us. I'm slowly working my way through master commando, even though the class is 3/4ths broken.
The thing that get me, what's our purpose? To take out ATSTs? Is that it? If so, then I'm in the wrong faction.
Something has to be done. This is just ridiculous. Either fix the class and get rid of the melee mod or fix the class and give us the range that riflemen have for our specials.
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.
Yep great post! I am a master commando and have been for a while now. Today Im jumping to final fantasy XI untill they can fix something in the game. Master commando is a joke in PVP, I do beleive BH's should beat us down at range but up close a commando should be the man. But this is not the case, SOE continues to nerf secondary combat classes up to rival a commando and in doing so have made the proffession of Commando almost worthless except for the occasional at-st we can bring down. I mean commando is hard to get, especially when you have to go through unarmed to do it. A bh goes through master scout which is real easy to master not to mention , most of us allready have scout for the terrain negotiation. So it seems we pretty much blow the same amount of skill points, because we all need scout anyway. And to top it off now we have to blow points on unarmed brawler that we will never use. I just dont get how sony can put this up as a hybrid proffession ,yet let it suck so bad.
They almost force you to be a BH and get Ch so you can tank missions. I could switch today as I have enough points to go BH but who wants to be the same boringproffession as everyone else in this game. NOT I
Great post Ivoni. Lists everything wrong with the class. Made Master last night and I am looking forward to fixes to Master now on TC. The only thing i am using from Brawler is WarCry1 to stun melee opponents while i prepare to fry them. Other than that I like all other Commandos can't figure out why I had totrain brawlerunarmed IV and still get slapped with a melee damage mod of 2.5.x.
Well, maybe by the time you finish SL (ugh) you can get back to the front of the commando bus where you belong ( or is it behind the bus pushing?) ![]()
LOL I was just about to post and ask about those things... well it seemsthat they are still an issue... well ... seems we are still in the dog house or do not complain enough... maybe if we whined liek other professions we would get fixed...
You know the old saying... the sweaky wheel gets the oil... that maybe what we need to do... whine like other have about us being a damage giving profession... well after all we are COMMANDO'S, killers of bunnies!
ivoni once again you have show us that you still know whats up and your 100% right
i have posted this in quite a few places and im going to post it here becous i c it as fixing us and i whant feed back on it so i can add/subtract from it
(HEAVY ACID RIFLE)
take theharswich l it back to the beam rifle and make it extly like the llc{expt enrgy dam not elc dam} and maby alitel batter we r thehw ppl so inno 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){flamersin 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
(LAUNCHER PISTOL)
give the lpap 1(if a dx2 has ap 1 the lp should most defintly get ap1)and add lp specils in the har line to what everthe devs want but we need some typ of specils(and make it so that pistolers specils wont work with it a 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 the gernades rang mods +12/+60/+12
make ham on gernades 12/35/12
make speed on gernades 2.5
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5feild 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 gernads be worth useing becous there fast accurat and aoe with not to high ofham