Commando Archive

Thread: About the neccisary changes.

bikebum
Sun Oct 05, 2003 1:04 pm
#1

I don't wholeheartedly agree, but I definately don't disagree with your statements. As far as the Commando class, there is a misinterpretation of what the commando class is in SWG. Most people think of commando's as elite soldiers who take out enemy targets through infiltration, suprise, and the use of heavy explosives (mines, booby traps, etc). In all reality, they think of Rambo. Unfortunately the design of the commando class in SWG is more of what used to be called Armored or Heavy Infantry. Armored & Heavy Infantry units typically had very few infantrymen and were primarily made up of heavy weapons specialists (flamethrower, heavy machinegun, anti-tank weapons, and demolitions). These units were often attached in small (squad) sizes to other infantry units to supplement their firepower. If the Commando class is supposed to be heavy infantry, then our current weapons are befitting the profession. Along with those weapons comes the need for infantry to support us and provide protection from others (ie we get almost no defensive modifiers).



For those of you who are going to hammer me for my above statement: Modern definitions of Armored Infantry inplies mounted in armored personnel carriers, while Heavy Infantry I don't believe is even in US doctrine anymore although some infantry exist in Heavy Weapons Platoons (consisting of medium machineguns, light anti-tank weapons, and light mortors).

Poisonlilly
Sun Oct 05, 2003 3:17 pm
#2

You want to be really sick. Go watch a BH with a LLC using specials. Their specials hit just as hard as our FT specials and they don't have the delayfrom what I see.



Poisonlily Deathspire
Master Smuggler/Pistoleer/CH
Organized Confusion - Ahazi
Mule_K64
Mon Oct 06, 2003 12:05 am
#3

Create a delay time when transferring from weapon to weapon. For instance, if I throw a grenade, then switch back to my flamethrower, there should be a delay time there.


However, there should be a REDUCED delay if spam-throwing grenades. It's easy to repeatedly throw grenades, because you get into a rhythm.


Increase the grenade throwing accuracy significantly. (Most people are better at throwing grenades accurately than putting rounds down-range accurately onto a target in a real combat environment.)



One problem with Commandos is that, while their accuracy and speed increases as they progress up the commando branches, they areNOT BUILDING ON PREVIOUS GAINS. In other words, they're starting from scratch in the Flamethrower category and the Acid Rifle category.


The Bounty Hunter, however, gets new weapon certifications (scatter pistol) which DOES use the pistol speed/accuracy gains he earned in the Marksman skilltree. Commandos get new weapon certifications, but those weapon's speed and accuracy are slow because they DON'T build upon previous gains (you have to start from scratch in FS or Acid Rifle)


Why do Commandos need to master Marksmanship if the skills learned in that profession don't actually help them in the Commando branches? (or a better question is: Why aren't there Rifle speed/accuracy gains as you progress up the Commando branches? Or why doesn't the Acid Rifle benefit from gains in the Rifle skilltree? After all, it IS an Acid RIFLE.)



Commandos are warriors designed for efficiently killing other elite warriors in battles. Bounty Hunters are spies, trackers, and men who hunt other dangerous men down and capture them dead or alive. Bounty Hunters should inherently be good with close-quarters weapons designed for a single opponent. Commandos, however, should be skilled with medium to long-rangedbattlefield-type weapons such as the type typically used in battlefield warfare.


Either decrease the range for pistols, or INCREASE THE RANGE FOR RIFLES AND CARBINES. I realize this proposal is met with rolling eyes on the part of all the techies out there. I realize that increasing the range of these weapons will increase lag exponentially. All that being said, this is still a fix that needs to come, one way or another.


Let the Bounty Hunters keep their super-skills with pistols, but give Commandos the ability to fulfill their promise as warriors on the battlefield the way they were intended to be.




_______________________________________________
Mule, on Bria:
Master Marksman, Master Scout, Master Merchant, Master Commando, Master Artisan, Master Image Designer, Master Brawler, Master Entertainer, Master Medic, Master Musician, Master Dancer
RelDragothe
Mon Oct 06, 2003 10:42 pm
#4

/bump


"You want to be really sick. Go watch a BH with a LLC using specials. Their specials hit just as hard as our FT specials and they don't have the delayfrom what I see. "


Your absolutely correct BH's LLC has no delay timers so i want to know why we do especiialy on the HAR which has no DOT. Also Ive seena single BHANHILLATE numerous commandos at once. the LLC is faster and hits harder then our defaults --FT and HAR. Its just not balanced either the timer need to be lowered or LLC special Damga needs to be taken down a notch.


Rel Dragothe


INtrepid BH


Shadowfire COmmando

bikebum
Tue Oct 07, 2003 2:04 am
#5

Don't get me started on other classes... first on my hit list would be combat medic... mind dots... bah!
Jingo9
Tue Oct 07, 2003 3:42 am
#6

You can't directly cross compare classes like that, it's just a bad bad comparsion.

We shouldn't be equal to everyone in every aspect, give us better accuracy and BH's will want our DoT.

Reduce the delay on specials and BH's will want new expendable uber weapons.

Look to our strengths and get those improved upon instead of comparing commando's to other classes.

Our specials are probably the single most powerfull attack in the game, for that we pay a heavy price. But even with that there's times more straight damage would be better than our DoT, not everythng needs to be the best all the time.

I have no problem with our accuracy, take the necessary steps for specials and they're fine, for long range we're doing tons of damage with no ham expendature, no specials needed, that costs us some accuracy.

I'm sure feedback based on our class would be taken better if it didn't constantly sounds like "they get X so we should"



Jingo, Master Doctor
Jingo's Premium Medical Supplies.
maddogs
Tue Oct 07, 2003 4:46 am
#7

well all is find and dhandy but bhs get the best off all profesions pitolers speedcarbener kds and dizzys


commandos damg face it guys a bh is be all stop all


bh should not i repeet should not have the llc


rily guys if u want the game to be fun go bh think they get role playing and power


that sed lets move on


we need a rang wep were mlee helo here devs were not sapos to be mlee the only way were not mlee is if we use one of r charg weps wich cost to much ham and miss to much to use c we need a rang wep give u that beam rifel that has no cert lol that be nice and give a nice rang attack specil to with it




===============================================================


Daniel' Judson-Leonheart

Jingo9
Tue Oct 07, 2003 4:54 am
#8

i'm not normally a grammar nazi but your posts are almost illegable, i give up part way through. Just take a moment to correct your typo's and don't use so much abbreviation, people will be ignoring your posts becuase they can't read them.



Jingo, Master Doctor
Jingo's Premium Medical Supplies.
RelDragothe
Tue Oct 07, 2003 11:06 am
#9

JIngo, your correct about compariosns i didn't mean to sound like a NERF crieer. I play both classes i dont want to see either nerfed. I was merely stating that as is we, the commando are supposed to be a frontliner to take poeple out. but how is that possible if we are ocnstantly held back by some limitations. I was just trying to point out a balance issue and. I dont think that anyone should be the "END AL" but if your going to make a proffesion for a certain purpose make sure it can accomplish htat purpose. I think the real balance issue is that commando still isnt fixed. sure we can now hit that elusive bunny or butterfly, but some of our weapons are grossly cumbersome...greneade HAMS and the HAR come to mind. I was under the impression that the HAR was an LLC for commando range till i got one . Also im uber ticked with our titles still in from beta that shows us what we were once thought to be. How do you go and label FLAME THRROWER SPECILIZATION as "grenadier" when that title belongs over field tactics...sorry just a peeve. but to get to the point now that ive explained my previous intention.


our launcher pistol has no specials and i really dont want to be pistoleer to get them in the hopes of a HYBRID-ELITE for commando . HAR is just insanely misconfigured less damage then the FT, SLower then the FT, higher HAM's then the FT, yet its a CARBON of the FT. the master title doesnt make me feel warm and fuzzy...just like hte majority of master titles...though Smugglers get the stick on that one...poor smugglers and their grind to NOTHING. a few kickbacks would be great in master...some acuracy and speed mods would be great. ive seen many other great ideas as well posted to these boards so im sure we can look forward to a happy unerfed class eventually.

nightwolf180
Tue Oct 07, 2003 2:11 pm
#10

The only thing that a grenade delay should effect is throwing another grenade. They are left hand weapons and can easily be switched to and from your primary weapon. I don't think a delay at all is needed for the grenade this is why they are INCREASEING the speed of grenades.


Our weapons are inaccurate for a reason, they hit hard. VERY hard. I wouldn't argue with adding new weapons that do use the marksman trees (a carbine equivalent, and a rifle equivalent) but the flamethrower hits too hard to hit 100% of the time. The acid rifle is called an acid rifle because SOE doesn't have a brain cell that still works. It should be a acidthrower or something that makes sense with its design. But unfortunately it will always be the acid rifle. And btw, the acid rifle doesn't even use the mods in the acid rifle tree, let alone the mods from marksman.


As for grenade accuracy, they should have a high radius (16ish) and a longer range (64m), keep damage,accuracy,and reduce the HAM costs aLOT and take away the stupid "your hit for 500 damage from your own grenade, hahahaha" deal. If they don't want us useing these at point blank range then make it only thrown at targets more then 16m away. And remove the LOS check on them, I don't like not being able to chuck one over a wall.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
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