Rifleman Archive
Thread: Commandos now suffer fromt he 2.5 mod like we do! Does this make anyone else laugh?
Gazkan:
Unfortunately, i am a lowly commando, who cannot afford most of the charged shot weapons, or the heinously inaccurate grenades. Actually, I do use grenades, and... well, theyre heinously inaccurate and not all that good in any case.
The HAR is borked, worse than just about any other weapon in the game.... (it ITSELF is not worse than lower-level weapons, the degree to which it is messed up is worse)
and the charged shot weapons are 1-3k per shot, and developer designed to be "special case use only"
FT is the commando's staple, we really DONT have more weapons to choose from.
To put it in a little better perspective, the commando so gung-ho about the support weapons...... is in a PA which gives them to him for free. Quite a different story then.
Athein
Now... just how would you riflemen like it if your specials were within 16m, and you still took a 2.5x damage modifier.
Two words.. launcher pistol. I know it's not quite god mode pwnage like the flamethrower was.. but if you want to keep your millions (for what who knows), it's a **edit** good weapon with pistoleer skills, and I do think they need to improve the heavy acid rifle line to make it more with the flamethrower. A rl friend of mine is a master weaponsmith who makes those same commando weapons I mentioned above.. reason why they sell for that much is because theysell out. You can hardly keep them in stock... so it's not just people in crafter guilds that own them, your comrades are willing to pay big credits to use them. Maybe the reasource requirements should be lessened so they are in greater abundance. The power in the commando class was only in one line.. the flamethrower line, now it's spread out.While the patch may have removed command god mode somewhat itmade other weapons in your arsenal more useful. Yeah, it's a nerf.. a nerf that should have happened in 1 day rather than 1 month. Before it was near god mode.. fire AE dot. Now you may need a mountain krevol to hold the mobs in place while you AE flame away.
Would you prefer the damage done by the flamethrower be reduced to 40% of what it is now so your melee penalty can be removed? Tell your correspondant then.
Gazkan:
It's a decent weapon(the LP). About like a dx2, b/c of the AP0. However, please don't try to tell me I need to get pistoleer skills(specifically) to be effective as a commando.
Also, sure, they sell out, and no, this does not encompass all the players that buy them... but, many PAs also give out free money.
Boy I wish I had millions.
Athein
GalacticDarkMaster wrote:
God Ive been laughign for a good 10 mins now, I hopped ont he commando's board for funa nd read that they now take the 2.5 melee damage hit like we do! lol ha ha ha!
These kinds of asinine posts hurt the game for everyone. Good players seek to improve their own profession now whine about what others have. As Commando Correspondent, I'm working to get design and implementation issues fixed for our profession not piss all over Rifleman.
Each profession in this game was designed to be unique, even the combat professions. Rifleman have powerful ranged weapons, good kiting skills, and good specials like headshot that can be used at 64m. Commandos are shock troops. They are powerful at close range and especially devastating at 15 m or less, if they can hit you.
As a group, commandos saw the logic in changing our weapons to be seen as "ranged" by the game. This way, Riflemen and other ranged opponents would not suffer the x2.5 increase to damage done by commando weapons. This change was proposed and most of us felt that it was appropriate.
On the other hand, we now suffer the same 2.5 damage increase when we combat melee opponents with a commando weapon in hand that you suffer when holding a rifle. Unlike you, we were designed for close, melee range, combat. Our specials have 1/4 the range of yours. They do not target a specific HAM pool. We have higher weapon accuracy penalties and less accuracy bonuses. We get no bonuses to firing on the move and when we shoot on the move, the character continually pauses to take a shot. We have long recovery times for our specials.
In short, we are very different from Riflemen. Our combat is done up close. We are essentially melee combatants and should not receive the melee damage penalty. When your in a group with a commando and fighting a mob, where is the commando? I'd bet that he's always the one getting up close and personal with the mob.
If we are not melee combatants, then increase our accuracy bonuses, increase the range of our specials to 64m, give us shooting on the run bonuses and decrease the accuracy penalties of our weapons. Gee, then we'll just be Riflemen with flame throwers.
For those of you who want to discuss this rationally, feel free. I respect your opinions. Those of you who post immature responses like GalacticAssMaster, get a life. Some of us are adults with families and jobs who just want to enjoy a game. Unlike some, we don't still live in mom's basement, we have kissed a girl, and we know there are bigger things in life.
/applaud MasterSynn
Some of you need to remember who has been supporting you from the start. It was US who got FT changed to ranged....we actually asked for the nerf and were screwed for our support. Its downright shameful that some of you rub it in our faces when I sincerely doubt that hotfix would have been implemented without our request.
--To all the respectful Riflemen who haven't spit on us......no hard feelings. Don't take it personal when we defend ourselves against the ignorant among you.
Well now I don't want another forum fight. But you are asking for it Mastersynn, especially with your little Oct 10th update complaining on how your 250% damage bonus should be reinistated. Guess what you are not supposed to be soloing groups of reds with a pet.
That is on top of your damage multipliers for your specials. Don't give me the point whine either since 90% of comandos only have the flame tree. You want to complain about the 2.5 melee mod, you are barking up the wrong forum. We have the true worst damage verus melee, Holoclown said it was only 2.0 for you.
Also it is over looked that you had a 150% damage mod on pistoleers and 200% on carbineers. Welcome back to how the rest of the ranged classes play the game no more god mode for you.
/sigh Another poster who feels the need to flame a post he didn't bother to read. We are not calling for the reinstatement of the 2.5x modifier against you......we are the reason it left and we are happy about it. We are requesting that the Commando classes NOT have a melee vulnerability themselves. Seems kinda silly if you think about it...we had to master unarmed to get here and yet we are weak to melee?...
"Now, the AI will see the weapons as ranged and far fewer opponents will close with us. They will sit back and use ranged combat and we will return fire with much less effectiveness since we will no longer receive the 2.5x melee vs. ranged bonus."
Read your 5 star post from your correspondent. Welcome back to the way the game is meant to be played. Why do you need a 250% damage mod? We have a rifle and have a damage mod, why should a class with heavy weapons that are bulkier not recieve it also?
Use tactics.
And by the way, any person with a half-decent pet can take on red cons. I don't use pets at all however, I've seen "apprentice -insert profession here- " taking on red cons with said pet.
MasterSynn,
An appropriate response on your part to someone whoI'm CERTAIN doesn't represent the opinion, or maturity level, of most Riflemen. I can see many Commando's are justly angered bya fewfools' knee-jerk emotional outburst at this heavy hit you have taken to your class. I don't have all the details, but has this been recognized by the devs as a 'bug' or was this planned? I don't recall seeing any mention of it in the Patch Notes (hmph, I use that Patch Notes term rather loosely) =)
In any case, you've probably read other threads to the same effect: But rifleman have had alot of pent-up frustration over this nasty little game 'feature' for quite some time,in addition toall the other profession bugs we suffer like everyone else. Spillover was bound to occur. I'm still a very young Rifleman, and SWG player, myself. I don't know if the 2.5x was introduced after release as a 'nerf' or what. I can't recall ever seeing anything in my profession description, the manual or any readme's that said "You rifleman will take 2.5x dmg in melee". I'd probably still be ignorant of it if I didn't read the forums. So if we got bushwacked by this 'feature' the same way you did than I guess our pessimism is even more understandable.
I agree completely that adding this potentially debilitating weakness to your class that puts itself--and needs to be--on the front lines seems wholly arbitrary and unecessary. Personally I just don't see why they don't move it to a simple stance penalty affecting everybody who fights: If you're prone,it's 2.5x (something Rifleman need to be for certain specials--and accuracy!--so it rightly is a penalty we woulddealwith the most), kneeling get's you 1.5 etc... It just seems like a very heavy-handed way of forcing some kind of balance on combat.
Part of me agrees with many Rifleman that say "Keep it as our nerf-shield". Frankly, if a mob is getting close enough to do 2.5x to us, then "the Op is blown" so to speak and we should already be employing other options to vacate the area post-haste
. Bottom line is I again fully agree with you... 2.5x (warping mobs aside for the moment) has less impact on us as it does to you. You have my support in this (doesn't count for much since who am I, but whatever).
Haven't really decided yet if 2.5x dmg to Rifleman is an unreasonable penalty above and beyond our existing weaknesses compared to our strengths. All these bugs, new and old, make it difficult to truly guage.Class and combat balance is a very tricky issue, but hitting one profession (Commando or whoever) with this kind of huge sudden adjustment just isn't the right way to do it.
Wuuf the'Bika
Intrepid