Commando Archive
Thread: How...odd...
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ipp350
Tue Jun 28, 2005 1:28 pm
#2
I don't believe it lol I'm sorry, I thought I could, but I just couldn't say that with a straight face.
VarinXavek
Wed Jun 29, 2005 12:54 am
#4
Hello all, I'm a Master Commando/Master Fencer and sadly enough I just realized something...
I can do twice as much (if not three times as much sometimes) damage with my one-handed sword than I can with ANY of my commando weapons. I have the plasma flame thrower and acid laucher too as well as the heavy beam cannon, acid rifle, launcher pistol, and the rocket launcher.
This makes no sense at all...
StarNick
Wed Jun 29, 2005 9:14 am
#5
Yeah its sorta misleading of the Devs to say we're damage dealers. We're...actually hell I dont really know what we are. We use utility to control damage, induce damage, and can take on other profession's specials to area crowd control and whatnot...
Maybe thats because our AoE isn't working right now. If we ever do get 100% AoE damage, we may very well see us live up to that damage dealing name. Imagine shooting off improved legshot for 1700 damage, hitting for 1000 after armour...and doing that to 5 guys at once, and have chance of getting a DoT on all of them (or some of em). Then whipping out a KD shot to level them all down.
Thats what I think many folks miss, or at least the Devs in if we'll be balanced. We have no recovery specials, we have no specials either. So a regular commando doesn't actually do damage by himself, not the damage we think of. Instead of a shot that can hit for 2-3k, or armour break...we get DoTs and elemental damage. For a stand-alone CL 54 commando, that would involve in another 400-500 damage on 800-1200 damage marksman shots.
So we're almost comparable (in theory), but not in actual raw damage. When we combine other elements into our profession, then we really would shine in doing all that, as well as in a much higher dose. We'd get an increase in damage and some skills, while other professions would see just more specials. Its the cost of not having our own, and in my opinion it shouldn't warrant hesitance in fixing our AoE. I just hope that is what will happen, after all commando AoE was named the "most damaging AoE in the game" at the FanFest. Only if it was 100% + Elemental damage would it be when using marksman specials...
Maybe thats because our AoE isn't working right now. If we ever do get 100% AoE damage, we may very well see us live up to that damage dealing name. Imagine shooting off improved legshot for 1700 damage, hitting for 1000 after armour...and doing that to 5 guys at once, and have chance of getting a DoT on all of them (or some of em). Then whipping out a KD shot to level them all down.
Thats what I think many folks miss, or at least the Devs in if we'll be balanced. We have no recovery specials, we have no specials either. So a regular commando doesn't actually do damage by himself, not the damage we think of. Instead of a shot that can hit for 2-3k, or armour break...we get DoTs and elemental damage. For a stand-alone CL 54 commando, that would involve in another 400-500 damage on 800-1200 damage marksman shots.
So we're almost comparable (in theory), but not in actual raw damage. When we combine other elements into our profession, then we really would shine in doing all that, as well as in a much higher dose. We'd get an increase in damage and some skills, while other professions would see just more specials. Its the cost of not having our own, and in my opinion it shouldn't warrant hesitance in fixing our AoE. I just hope that is what will happen, after all commando AoE was named the "most damaging AoE in the game" at the FanFest. Only if it was 100% + Elemental damage would it be when using marksman specials...
RoastyToasty
Wed Jun 29, 2005 10:22 am
#6
I hate how people use the "unbalanced" argument to keep our AOE down. If one profession is a 5 in damage and another is 5, then shouldn't a combination of the two be more so? It's idiotic to think that people who like to deal damage wouldn't choose both professions. As far as unbalanced, that's another dumb argument. The insane amount of damage dished out is balanced by:
1. Highest SAC costs for all of our weapons means that "Uber" damage only lasts a short time.
2. No state recoveries (except KD which every marksman gets) means that our damage dealing can be reduced.
3. Only one set of specials from RF. Therefore we don't get any reliable blind(well a 1 in ? chance with acid weapons or grenades), dizzy, stun state effects not to mention no roots or mezz's.
4. Limited Range on our most potent AOE weapon (25m?!?!?!).
5. Insane warmup timer and prone position requirement for the most powerful special in the game. (at 25m!! lol)
Although I think full AOE will make MR/MCommando the FOTM for a bit, people will figure out that the way to beat this template is to keep them mezzed and stated until they run out of action and survive the initial power attack. If it ends up the FOTM it will be because people are generally to lazy to use more than a handful of specials in a fight.
I think they should at least give full AOE an extended tryout in TC before they stamp "unbalanced" on us.
1. Highest SAC costs for all of our weapons means that "Uber" damage only lasts a short time.
2. No state recoveries (except KD which every marksman gets) means that our damage dealing can be reduced.
3. Only one set of specials from RF. Therefore we don't get any reliable blind(well a 1 in ? chance with acid weapons or grenades), dizzy, stun state effects not to mention no roots or mezz's.
4. Limited Range on our most potent AOE weapon (25m?!?!?!).
5. Insane warmup timer and prone position requirement for the most powerful special in the game. (at 25m!! lol)
Although I think full AOE will make MR/MCommando the FOTM for a bit, people will figure out that the way to beat this template is to keep them mezzed and stated until they run out of action and survive the initial power attack. If it ends up the FOTM it will be because people are generally to lazy to use more than a handful of specials in a fight.
I think they should at least give full AOE an extended tryout in TC before they stamp "unbalanced" on us.
Latenighter
Wed Jun 29, 2005 10:47 am
#7
And even better, if I'm reading the patch notes correctly, with sniper shot now limited to 20+ meters, that means we can use the PFT with Sniper shot on targets between 20 and 25 meters only! LOL! And don't you get a message that you can't use weapons while prone if the target is too close....like say within 5 meters?
It just can't get better than that! Perhaps that issue can be pointed out to the devs so they won't worry so much about commando/riflemen being "unbalanced." A little testing should show that a commando/rifleman can't use sniper shot with a PFT after Pub 19.
It just can't get better than that! Perhaps that issue can be pointed out to the devs so they won't worry so much about commando/riflemen being "unbalanced." A little testing should show that a commando/rifleman can't use sniper shot with a PFT after Pub 19.
Message Edited by Latenighter on 06-29-2005 01:50 PM
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