Development Cycle Archive
Thread: IC 1-5: Combat Roles; Commando
I am going to keep this short. The weapons need to be truely looked at because in Star Wars Glop Gernades contain a stickey material that is to restrain targets in a aera effect, not do acid. The terms acid should be desolve. Flechetts are another weapon group that is missing from the game. Missing with a gernade shouldn't be an issue because if your a foot from a explosion you will be hit. The roles in combat of a commando and a bh are messed up because commando sould have a sciouting requirement. One solution to the artillery problem is have a new tree that falls under the support branch of the marksmen tree. Commando should have an equal rival in the braling tree like a "ninja" the ninja uses the support treein marksmen to use cal trops and other snikey traps. Commando as isn't a anything resimbling what a commando should be.
Do the devs or the correspondants even read this because It seems that the commandos are one of the most unrepresented professions in the game.
If their is a problem with commandos being too powerful if it is Changed then make it require other skills or use more skill points because without another profession cross classing we are dead. The only thing we have is the flamethrower because the acid rifle is nice but all in all is poor and not very useful. : Note I have a flame thrower that has the same stats as my acid rifle and the flame thrower is better even with the fire blankets in the game. Gernades have no use as is. Traps if they could be used on everything would be more useful then gernades but they both are poor. The artillery tree is another one of those things that is nice but isn't pratical because It is all about the flamethrower.
Please don't nerf our Flame DoT, it's one of the only things we have going for us. Yes, we deal massive amounts of damage, but we have the longest "reload" time of ANY fighting class. I think our flame DoT should be left alone, if we manage to actually hit someone with our terrible accuracy then he/she should suffer. I'm also incredibly disappointed by the Heavy Acid Rifle. The accuracy and speed for this weapon is terrible for lack of a better word. I'm a Master Commando and I frequently miss nunas and butterflies 3, 4, and 5 times in a row with the H.A.R. when I normally hit the 1st or 2nd time witha Flamethrower. Also, the time between fireacidsingle/cone seems to be much longer, even when my Heavy Acid Rifle has a speed slice for 3.9 and my Flamethrower has 4.8 speed. I feel that since I've used 169 skill points to master Commando, I should hit with my weapons a majority of the time, just like ANY other combat profession that's mastered. I also have terrible accuracy with my other heavy weapons, Heavy Particle Beam Cannons, Rocket Launchers, etc. I don't mind spending 20k and up for these weapons, but at least let me hit my target some (heck,I'dsettle for half)of the time. On Lok the other night I used all 31 uses of my Rocket Launcher (after aiming at least 5 times mind you) on one Kimogila and I hit it 2 times. 2/31 isn't exactly desireable anyway you look at it, especially when it costs you 20k, that's 10k per hit! It's not just Rocket Launchers though, the only weapon in the entire commando profession I have reliable accuracy with is a Flamethrower. So why do I have to use so many skill points for one weapon?
I suggest you fix the accuracy of the H.A.R. at least. I would like to be able to use it on Rancors and other fire-resistant monsters. I think the HAR and Flamethrower skills should be combined too, they are identical except for the weapon that's used. That'd be like having to learn Stopping Shot for a Republic Blaster AND for an FWG5, and since other professions don't have this penalty I don't think Commandos should. I'd also like to see some specialsand speed/accuracy mods for pistols. Commandos only have +60 pistol accuracy and the skills from Pistols I-IV. If we're given a special pistol certification, then it makes sense that we should be able to use it proficiently. This is a key area to me because Commandos need to have a weapon that is fast and accurate and can be used from longer distances. The way things are now we're doomed to the use of slow, innacurate weapons with short ranges (unless we use some of the few remaining skillpoints we have left in the pistoleer/smuggler skill trees). I'd also like to suggest that the flame and acid single/cone specials should have a chance to KD. If you think about it, a blast this powerful in reality would hit very hard, and if apistol shot (Low Blow for those of you who don't know what I'm talking about) can knock someone down then a blast from a flamethrower or H.A.R. should too (I mean specifically the single/cone specials, not a random shot). This would give us a little grace period during which we aren't totally vulnerable after using flame/acidsingle. A lot of people might think I'm trying to UBERIZE the Commando profession, but if someone is willing to spend 169 skill points for Master Commando, then we should have a more diverse, balanced arsenal then some of the professions that spend only 92 skill points.
I'm pretty happy with defenses the way they are set up now for Commandos. I don't think we need any special defense v. "fill in the blank". That would totally frustrate melee classes. They have to get within the range of our most deadly weapons to do any damage, and if Commandos are impossible to KD then the melee's don't stand a fair chance, at least in my opinion. I don't want anyone to think I'm bitter, I just have a lot of expectations and hopes for us Commandos. As it stands, it's a very fun profession, shooting big guns with big explosions. I'd just like to see some improvements in the areas I've listed so that Commandos can become the PvP fighters we were meant to be, but not GODS. If the Commando class can't be improved, then at least cut us some slack and reduce the amount of skill points it takes ![]()
Ivoni tho, our defense mods are good..we seriously need a Counter..doesnt have to be around +100 like other elites..just maybe +50..just something..and perhaps even defense acuity to tie unarmed in..
Dont know if you said that...and i missed it...hehe...but i do believe without counters, Hybrids will never be as viable as the elite profs