Commando Archive
Thread: Raph speaks again of commandos
Quote:
FWIW, the designer in charge of combat balance feels that commandos are correct right now. He feels that the melee guys are the ones at disadvantage. That seems to accord with what we are seeing on the replies here.
He also restated, in another post, thathe will be speaking to our correspondent before making any changes.
This is good news indeed. I'm not a Commando, so I'm not biased here, either.
I'm glad to see they've decided to leave a good combat class with (gasp!) good combat abilities. I don't have any problems with BH or Commando. I'd like to see Pistoleer, Carbineer, and Rifleman get a little love to make them equally enviable and fun professions in pvp. Balance does NOT equate to literal equality. Each class should be able to win in combat with their own unique abilities; that doesn't mean they should be equal by any means. The field should always be tilted for Commando and BH - they're the most hardcore combat professions in the game. But a Rifleman should still be able to blow a Commando OR BH's head clean off, and the Carbineer should be able to keep them on the run (or the ground) as he sees fit. The Pistoleer is somewhere in the middle, using rapid fire close-range shots likean old west gunslinger.
I'm also very pleased to see they recognize the problems with the melee classes.ABounty Hunter or Commandoshould usually tear up a melee user - but if that melee user is clever (and bold) enough to get in close, theCommando or BHshould go down so hard his head spins
Each profession needs to bewell-designed so that it has unique strategies that can be usedagainst other professions - sometimes with success, other times with failure. Butthis whining for "BALANCE" is getting on my nerves. There's no balance between a melee user and a rifleman- they'rejust very good at completely different things. That doesn't equate to 50/50 odds in every engagement, as some people seem to think. ~J
Omegaplex wrote:
I'm also very pleased to see they recognize the problems with the melee classes.
I think melee class was doomed from the beginnging. So what if someone gets close with an axe or sword. Should that be much more powerful than a headshot from a pistol at close range?
In reality Padawan? No, of course not.
In game-terms? Absolutely. Melee classes excel (and are only useful) in close. Therefore yes, strictly speaking, they should be better in tight quarters than anyone else. ~J
Yay! They aren't going to make Commando useless anytime soon! I'm not a Commando, but you guys SHOULD be strong, you're all offense.
Now I hope they just fix Pistoleer :sigh:
Actually, I have to disagree. The Commando is like a rifleman who has to be in melee range to be truly effective. They're a melee player's dream target.
With a decent set of armor, A TKA can destroy a commando.
Here you go Heavy..
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=544037#M544037
*unless i misread it
Raph was answering back on some of the topics, hence why the text is in yellow.
But I could be wrong... ![]()
A sword, axe, oo knife in the hands of a skilled user is just as deadly as a headshot from a pistol. It a melee class can get in close there should be no question of his lethality.
Thats where commandos need backup. in my mind a Commando/TK team would be perfect. The commando cast the fireball - oh I mean uses the flamethrower. And when the guys close in the Mon- er TK picks em off.
Heh If melee people are concerned about getting close.. ask a commando to whip out his Launcher Pistol. Then start blasting away.. The melee's can use the fire as a screen heh.