Commando Archive

Thread: RE:Commando Prereq's

Kaedric04
Sun Mar 07, 2004 8:54 am
#1

I was wondering why do Commando's have to take up theTKA line in Brawler
Do any Commando's actually use any of the base brawler skills if I dont go into the TKA line?
DeusManus
Sun Mar 07, 2004 9:10 am
#2

if your a commando, theres no point in using any unarmed skill, unless you go up the TKA tree, which is an excelent complement to commando.



Morauz
Kaedric04
Sun Mar 07, 2004 9:36 am
#3

One more thing, wouldnt it make sense to move Heavy Acid Rifle and FT to Heavy Weapons Support freeing up two trees for the Devs to make new weapons for Commando's.IE XP needed will change slightly, the first box of 150K each for all 4 weapons in that tree(Particle Cannon,FT,HAR,RL) ofcource placing the good specials in the Master Commando box. Maybe leaving the last 2 trees for some kind of Carbine/Pistol/Rifle trees. I havemore ideas but they would only fit an Imperial Commando, becauseI like most others think of Storm Troopers when Ihear Commando.Like that cannon thingythathas the tri pod to it. Maybe the higher your factional rank we can start getting bonuses toprofessions we have mastered. Bigger bonuses for Imperials,and not have Rebels have to master a profession just that box, because Rebels had to be jacks of all trades so to speak.

Commando's need help badly, here is my 2cents
thepunisher286
Sun Mar 07, 2004 11:07 am
#4

theres been millions of ideas being thrown around with skill tree adjustment. Many people asked for things like that but to our knowledge, tree rework isnt in the "works"
ElrohirSoR
Sun Mar 07, 2004 9:04 pm
#5

Many people have suggested merging Flamethrower and Heavy Acid Rifle together and creating another tree for a new weapon. Most people have suggested a new rifle tree for commando while other prefer to have a pistoleer box so that commandos can use a Launcher Pistol with some degree of accuracy. While i wouldnt mind seeing either one implemented i doubt we will be seeing either one anytime soon. At this point i amglad that they at least addressed the HAR accuracy and speed stacking issue in publish 7, what would make me really happy is to see them raise the AP on the HAR to medium.


If you remember, pistoleers, carbineers, and rifleman all got slightly higher defenses back in publish 3 or 4. Carbineershave had every single one of theirspecials fixed in publish 7.A couple of non combat professions have gotten total revamps of their profession for the better in the last few month, with the Driod ENgineer revamp coming up in publish 7 and 8. So there is still hope.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
garvin
Mon Mar 08, 2004 9:50 am
#6

Personally I think the original idea for us to have the unarmed tree was a sound one, but not well executed...


We are a ranged class that can only use our specials in Melee Range...so it would make sense for use to sometimes, in certain situations, unequip our weapon and fight unarmed...But this was in anotherplace, another time...Back when we were cert'd for VK's and our DoT did more damage...We use to be able to Apply a DoT and then pound on opponents in our face...


Two things have changed since this was a sound solution...


1) VK's used to be cert'd at Unarmed 4...


2) Our DoT did more damage...


The fall of the unarmed prereq can be traced directly to the VK cert being moved to Novice TKA...I know they wanted a weapon of their own, but that made our unarmed prereq that much more weaker and not viable as a strategic possibility...This is EXACTLY the reason I've been pushing for a type of VK for Commandos (a survival knife connected to a set of VKs) as well as higher Melee Defenses...We have a Melee Pre-Req, so it only makes sense that we have a melee weapon and melee defenses...instead we are a ranged class with a melee requirement, but have less melee defenses then the elite ranged classes...


Personally I don't understand how Pistoleer, a profession with no melee pre-req and ALL ranged specials could have more Melee Defenses then us...It doesn't make any logical sense...some defend the issue by saying we do more damage...but when you compare speed, restrictions, accuracy, etc it's not much different and in many ways, they have the advantage with their variety of specials, less skill pts used, ranged specials, speed, etc...


In a perfect game world I would see our Unarmed Pre-Req staying....but also granting us a type of VK, Higher Melee Defenses & 1 or 2 special Commando unarmed specials....Some say this would be stepping on TKA's toes...HELL NO...Does Smuggler step on Pistoleer's toes by having Pistol Specials? We, just like TKA have an unarmed requirement...the only difference is that we cost a large amount more skill points...so we deserve it...plain and simple...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

The_Domonator
Mon Mar 08, 2004 11:45 am
#7

Agreed... the game is slightly "Ruined" by the unnarrmed specials, which us, "Commandos" cannot take any brunt off. The bottem line is, we have a larger prereq, than 99% of classes, and bear a name held sacred in the real world... Why on earth then, can we be rendered useless in two swift blows? The only thing we had really to be feared about is, the commando "DoT" and now... the devs delt us another nerf blow. No mods, no dot, no unnarmmed defence. "Knockout!", We do need a few changes.



-Arroth Molkov, Esquire.

"He pulls a knife, you pull a gun. He puts one of your men in the hospital, you put one of his in the morgue."- Sean Connery, The Untouchables
garvin
Mon Mar 08, 2004 12:47 pm
#8

In a recent discussion (via PM's) with TH he stated that the unarmed pre-req is there because it add a certain "flavor" to our profession...a sort of background story...I agree (big surprise that I agree with TH...lol)...I don't like the idea of dropingit asa pre-req, but I understand the reason for being upset over it at the same time...


Would a cook add an expensive spice to a broth if it didn't alter the broth in any noticable way? No...We need the unarmed Pre-Req to alter our profession in some way...if it's required to have unarmed 4 to be a Commando, then we should have a reason to use our unarmed skills or derive some type of unarmed/melee benefit from it (like higher melee defenses then other ranged professions)...


I'd love to see this addressed in the Big Combat Balance going through currently (a few more patches I think before it's done)...at least the Melee Defense part to bring us up to par with Pistoleer at the least...But it may not come until after the Combat Balance...


TH strongly hinted to me that it wasn't in the works for the Combat Balance (us getting any unarmed benefits)...but he also said that it was something he agreed should be looked into (he seemed to like the idea)...so we do have a slight bit of hope...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JohboBocal
Mon Mar 08, 2004 2:58 pm
#9

Thanks for the info Garvin.



Also, I beleive that we recive Warcry and Intimidate from our Brawler prerequisite. I know that if used, and they hit, they are great. But I would rather either have the brawler prereq dropped or have some sort of meaning in Commando for having it.







Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
DrCobra01
Mon Mar 08, 2004 4:41 pm
#10

/sign



Ok i had a good idea to combine AND make the RL and grenades better. We all know that grenades are less than spectacular..... and the RL isn't exactly wonderful either. If we could combine them into a RPG (rocket propelled grenade) launcher I think it would really spice up the Commando profession. It would work with all different kinds of grenades: C12, C22, Cryoban, Glop, Imp det., proton, etc. You could load any grenades into the RPG launcher depending on what grenades you are certified for. As you climb up the RPG tree you gain access to stronger grenades (protons still being at master), and you can also get stronger launchers: ones with better accuracy, fire grenades over a farther distance, add bonuses to the grenades. Also this idea would really make grenades alot more accurate. As soon as you hit a creature or even miss it will run at you and get right up next to you. By then you have a low chance of actually hitting it with grenades. Just an idea i would like to see in the game. Thanks for reading!!



Osvisri

Bloodfin Server

Novice Commando, Novice Pistoleer



Osvisri

Dark Jedi OverLizard

(gggggggggggggggg]WXg[w]g]]]gg[[[g[w]gWX[gggggggggggggggg)


The_Domonator
Tue Mar 09, 2004 6:02 am
#11






DrCobra01 wrote:

/sign



Ok i had a good idea to combine AND make the RL and grenades better. We all know that grenades are less than spectacular..... and the RL isn't exactly wonderful either. If we could combine them into a RPG (rocket propelled grenade) launcher I think it would really spice up the Commando profession. It would work with all different kinds of grenades: C12, C22, Cryoban, Glop, Imp det., proton, etc. You could load any grenades into the RPG launcher depending on what grenades you are certified for. As you climb up the RPG tree you gain access to stronger grenades (protons still being at master), and you can also get stronger launchers: ones with better accuracy, fire grenades over a farther distance, add bonuses to the grenades. Also this idea would really make grenades alot more accurate. As soon as you hit a creature or even miss it will run at you and get right up next to you. By then you have a low chance of actually hitting it with grenades. Just an idea i would like to see in the game. Thanks for reading







The rocket launcher isnt very good? Funny.. I'd wait, untill HW4 or Master Commando untill you say that. When going on a raid, im almost sure that I want a master commando... such as myself... with 6-7 Rockets. At that level, rockets fire at an extreme pace, with stellar accuracy. As forRPG... No, this isnt the 21st century, but I can see your point. Never mess with the rockets, they nerf that, ill drop master commando. Unless its a good nerfin' which is yet to happen.




-Arroth Molkov, Esquire.

"He pulls a knife, you pull a gun. He puts one of your men in the hospital, you put one of his in the morgue."- Sean Connery, The Untouchables
TechnoHic
Tue Mar 09, 2004 6:52 am
#12






garvin wrote:

In a recent discussion (via PM's) with TH he stated that the unarmed pre-req is there because it add a certain "flavor" to our profession...a sort of background story...I agree (big surprise that I agree with TH...lol)...I don't like the idea of dropingit asa pre-req, but I understand the reason for being upset over it at the same time...


Would a cook add an expensive spice to a broth if it didn't alter the broth in any noticable way? No...We need the unarmed Pre-Req to alter our profession in some way...if it's required to have unarmed 4 to be a Commando, then we should have a reason to use our unarmed skills or derive some type of unarmed/melee benefit from it (like higher melee defenses then other ranged professions)...


I'd love to see this addressed in the Big Combat Balance going through currently (a few more patches I think before it's done)...at least the Melee Defense part to bring us up to par with Pistoleer at the least...But it may not come until after the Combat Balance...


TH strongly hinted to me that it wasn't in the works for the Combat Balance (us getting any unarmed benefits)...but he also said that it was something he agreed should be looked into (he seemed to like the idea)...so we do have a slight bit of hope...







I dont think we should need to put our weapons down to fight melee but rather be able to do melee moves while holding our ranged weapon. Makes no sense to me that pistoleers get meleeddefense1 and 2 (pistol whip) and we dont get something like a bayonette (spelling?) or some sort of clubbing action with our weapons which could easily be put in our field tactics line.


The real kick in the face to me is we have almost no status effect defense and less melee defense than a pistoleer. If you ask me, unarmed 4 pre-req should show a toughness in our skills saying we arent afraid to get down and dirty, we know how to fight. We should have the highest melee and status defenses of any ranged profession and as it stands pistoleer has what we should have.


I can see where pistoleer got given these defenses so I dont feel they should lose it as they to are supposed to be a short ranged fighter but at least they can still fire at 64m. And why do rifleman have high melee defense? the way I see it is rifleman should get their but kicked if they get into melee but rock at 64m, pistoleers should have what they have now, carbineers should have the defenses we got (in between for in between range) but they have less than us currently for melee/ranged, then we should be the highest melee defense and status defense with abou the same ranged defense that a carbineer should have, and BHs should have the defenses rifleman have now. I know we got more combat profession pre-req than BH but skill points are skill points IMHO when invested into a combat profession so Id say as a stand alone, the BH should be most feared, we got enough extra skill points to make up for it.


Then to top it all off, us and BHs are the only combat professions that dont have a dodge, counter or block or defensive acuity and that makes no sense. Both of us are meant for combat more than anyone so wouldnt we know how to move with a weapon instead of just being a human turret?


Im afraid the DEVs logic however is every combat profession needs to be perfectly even no matter how much they invest in it and that is totally bogus. If they would balance based on skill point requirement, everyone would have the chance to invest the full 250 any way they want to get a fair shake instead of those that are force to invesst more getting screwed. Why the hell did they put us hybrids in anyway if they didnt want any single profession to be stronger?




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
ZeroDog
Tue Mar 09, 2004 10:54 pm
#13

Eh...


i disagree with Unarmed IV. I am only Commando 3343 atm, but if i am fighting something with my flamer and it cons white, going unarmed will mean it cons red and will massacre me, so Unarmed skills are useless.


As for adding 'flavour' to the proffession, i also disagree.


Commandos are 'behind enemy lines' specialists. Sabotage and destruction is their sole function. The ability to move quickly and quietly while remaining undetected is key to their success in any operation.


Terrain Negotiation and Mask Scent are more 'flavoursome' thanUnarmed IV imo.


So i reckon Brawler 4000 should be replaced by Scout 4000.


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