Commando Archive
Thread: Ranting
What gets me is the blatant favoritism towards the Bounty Hunter. Of course, Lucas Arts will be all over SoE making sure they do it right, and get the BH down solid early.
Gunsmiths can make the Light Lightning Cannon for a BH at Ranged smithing 4 (fired one today... very cool effect I have to say... no charges, BTW... and I couldn't Oercharge it, so HWs can't use the basic Ranged Support abilities? Heavy weapons ARE support weapons.). To get their heavy weapon, Bounty Hunters do not need to wait for the Weaponsmith to obtain mastery. True, they get better pistols and carbines when the weaponsmith masters their profession, but at least until that time, they can get by on weaker weapons. Even before a BH exists, their HW does.
And the BH can use abilities gained from their Marksman Mastery alongside their BH abilities and still advance 3/4 of their BH skills. The Light Lightning Cannon skillbeing the only exception.
The BH also develops weapon exp while gaining Novice that can be immediately spent on raising BH skills. The Commando can only gain that 40K Combat Exp by using Rifles, Carbs, and Pistols which either goes to skills in a Weapon Specialty Profession, or it just goes to waste. No other class suffers the requirement to climb an Elite profession in order to join another Elite profession. The RCP's (Riflemen, Carbineers, and Pistoleers) gain Combat exp while gaining the Novice exp, for which they do have a skill in their trees as well (reverse situation from BH). Now, the Combat Medic and Squad Leader need only Ranged Support, but this lets them choose which of the 3 Marksman weapons they want for their character. So though not directed towards their preferred PRofession, the exp is never outright wasted to be sacrificed to gain their Mastery..
The Light Lightning Cannon made by my PA's Gunsmith did not appear to require much in the way of rare materials. All Commando HWs do? Which of the followingrequires extremely precise manufacturing --a Machine gun ora Sniper Rifle. Accuracy is meaningless for heavy weapons, so they are about the least heavily engineered item on the battlefield. What's a flamethrower? A bottle with anozzle and trigger, with Gasoline in it -- pretty much a metal garden hose. What's a rocket launcher? A tube with the cheapest solid rocket fuel you can find, an explosive, a case to hold it together, and a contact detonator. Again, brutally easy to make. It's going to disintegrate after all... you don't put expensive stuff in something that hasto self-destruct to work!
There is an easy solution to the short term problem with the Weaponsmith Gating and the lack of gaining Novice on Heavy Weapons. Add a heavy weapon certification ot Master Marksman. Call it...I dunno,.. Heavy Blaster Rifle or some such. Make it similar to a Rifle to save Dev time. There are no Special Abilitiesto use with it, so you could actually make it +100% damageWith noActionshot/Mindshot/Healthshot, it'snot like anyone's going to be soloing with it, like any Pistoleer, Rifleman, Carbineer, BH... err... like anyone else in the game can do.
Here's the problem... I can sololight reds as aWeapon Specialist (not even Carbineer yet). Really simple... (Carbine example) Actionshot, Actionshot (target is now immobilized), Legshot2, [repeat the following sequence until dead] Actionshot, Legshot2, Legshot2. Whenmy HA pools get low, sacrifice a Legshot2 for a StimB Heal. Doing that, on Naboo, I can kill Sharupaut Hunters (sp) for ancool 1800 exp. WIth one person to heal me, I slew a Plains Hunter pretty much solo (healer shot in between replacing my HA pools).
What on earth will the Commando do that can compare to that?
At Novice Commando, will I lose the ability to slay reds? I don't see any abilities that immobilize targets. That means they're going to be running me down. They WILL be in melee with me eventually. Where I will take 3x damage. And then I'll have to give up my Heavy and go with a light close range weapon anyway. There endeth the Commmando solo... my exp is now being wasted on a weapon that I'm as good as I'll ever get in.
So, what will the Heavy Weapons do that will justify their existence? The RCP's can stun, immobilize, and can be used to target a specific HAM pool to shorten fight duration. If no ability provides these effects, then the only thing left is for the Heavy Weapons to include these abilities in their design, or quite simply, they need to do enormous damage compared to the RCP classes.
But we can't know until the Weaponsmiths have mastered their professions. With no testing of HWs happening right now, we simply don't know if going for thisprofession makes any sense.
RyaanLohon wrote:
I am really getting sick of all the professions complaining other professions are too powerful. There is a very very simple solution, mkae all weapons do the same damage and same speed at master level, no skill tape mods whatsoever, and every professions have the same exact defense mods, then no one will complain other professions are too powerful cause they will be all equal. While we are at it, how about making all professions act like jedi, they have to do quests to open up, they cant just go to a trainer to get novice pike, tk or whatever. How about makinig the xp gain 10 tims as hard too, just like jedi xp. Everyoone happy now?
very
Lt_Cawthorne wrote:
nope, because my can of cheez whiz is out.
anyway....
the problem is that people don't realize that things are fairly balanced. one combat class can't just kill all others, aside from jedi(which theyre supposed to be able to for god's sake.).
actually, i hate it when the complain about Jedi losing to TKA, well.. yes they should... but... umm they use lightsabers, not their fists hehe... oh..and i think that pros should only block jedi with kortosis (SP?) fibers... otherwise...yea