Commando Archive

Thread: My thoughts, RE: Commandos are going to get nerfed

Nevs
Thu Sep 04, 2003 9:19 pm
#1

Taken from this thread: Looking for Commando Weapons



I agree they need to be tweaked (like I think the flamethrower and HAR should be 48m max range like they were.)



PvP wise I think a hard cap on max damage should be implemented (otherwise weapons will have to be balanced for PvP which throws PvE in a spin.) Not everybody likes to get involved in PvP.


Also something needs to seriously hurt AT-ST's. As it was they allowed one-hit kills in PvP, but took considerable effort to be killed themselves. I think perhaps AT-ST's should become battle-field only items. (Never saw the empire give personal AT-ST's to anybody.)



Re: T21: To wield the T21 you need to spend 45 skill points , to wield commando weapons you need to spend 112 skill points. Novice commando has +10 accuracy with commando weapons. Commando weapons are notoriously inaccurate. T21 has heavy armor piercing and normal weapon condition. Heavy particle cannon has heavy armor piercing and max 40ish uses (and requires more skill points spent making the total to 121 or so.) Only the charge commando weapons have armor piercing.


The two Hybrid combat classes are Bounty Hunter and Commando. Hybrid classes require a lot more time to achieve status in. Bounty Hunters should be the most powerful combat class. Commando's should be the most powerful combat class vs heavy armor, and second overall.


A Master Bounty Hunter has 33 skill points left. If you Master Commando, you have 81 skill points left. A master elite combat class has 158 skill points left.


I think a flamethrower/acid rifle would do considerable more damage than a pistol/carbine/rifle would to a Bantha any day.




Tobie' Nevios of Starsider
Master Dancer/ Master Image Designer
~~Dance like nobody's watching~~
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