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Thread: how about....
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tacwraith
Fri Jun 24, 2005 12:58 am
#14
No forcewhip you misunderstand.
Im saying remove all non-heavy weapon specific mods (aka unarmed mods in commando...w t f they doing there anyway?).
Replace with the +5 to all general mods in each commando box. total of +50 at the end. we still have the +heavy weapon mods.
Give commando the ability to USE melee specials WITH heavy weapons equipped. Just like the pistoleer KD attack, except that if I want to use swordman improved head hit with a rocket launcher.. i CAN. I just have to be in melee range, use the attack and the damage applied would be the equivalent of having a melee weapon with the launcher's stats equipped. tka combo attack with the particle beam cannon equipped? No problem!
This will enable commando to be much MUCH more flexible in its templates. Right now we just aoe utility add-ons to other proffs, with melee working with heavy weapons we can be the ONLY ranged proffession that can take advantage of melee attacks... oth melee proffessions taking commando would not get as much benefit AS a melee proffession because commando has no melee specials and the skillpoint requirement is a big big sink.
hkyplyr31
Sat Jul 23, 2005 11:39 am
#15
Euro looks and Jedi xp and replays yes
Like that will happen.......
I used to get a rush from near death that excitment will never happen again
SayKin
Sat Jul 23, 2005 11:42 am
#17
would solve problems such as AFK grinding and pvping when you arent a full template.
SayKin
Sat Jul 23, 2005 1:15 pm
#18
If they are afk and die they will clone after a while, a BH shows up. Kills him, he clones again after a while keeps using force powers and bh will probably keep coming and coming cause they keep using force powers such as infusion... They are risking to end up with millions of XP in negative...
Message Edited by SayKin on 07-23-2005 10:16 PM
Tidan-Monoko
Sun Jul 24, 2005 12:32 am
#19
xp loss from death will not solve afk greinders they make so much xp it dosnt matter...100k....make that in like 20 mins
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