Rifleman Archive

Thread: Commandos now suffer fromt he 2.5 mod like we do! Does this make anyone else laugh?

Swiller
Fri Oct 10, 2003 9:33 pm
#53

"The point still remains. 2.0x dmg at melee range when specials for har/ft are _IN_ melee range. In all reality how much sense does that make? NONE. Yes this forces more commando's to wear armor but melee mobs can still drop a person in 2-3 hits with this new multiplier."


And you are complaining about this in the rifleman forum? We have learned to deal with the damage mod since release. Welcome to the club with the rest of the ranged classes. Adapt and overcome, you have the tools to do so as commandos.

Jawa-Sith-Lord
Fri Oct 10, 2003 9:42 pm
#54

Part of the problem here is that the combat tactics of Commando and Rifleman are very different. Commando's have completed the unarmed tree and are designed for close in fighting. Riflemen are designed for distance fighting. Many of the more articulate commandos (probably the old school or true dedicated folks) asked to have their weapons modified so that they wouldn't have the unfair advantage against riflemen. Those are apparently the Commandos that are listened to. Those are also the commandos that feel betrayed by many of the posts in this thread.

Because Commandos and Riflemen suffer the same drastic penalty, you would think they would be natural allies in having it reduced or removed. We can make arguments to the devs that bring in both our situations and get it fixed for both of us. Or, commandos can point out the differences in their class 'concept' and requirements (master unarmed) to argue for the requirement to be removed from them only.

Many of the responses on this thread, and others like it, may cause many commandos to decide that Riflemen are not a natural ally on this subject and make their own arguments. Arguments that may bear more fruit alone than with Riflemen as well.

Rather than revel in the shared pain of a new entrant to your house, you might want to try and find ways to escape it together. Some have tried, but it's hard to hear them over the laughter and glee.





Starsider: Stormwraith | Stormraven
Crazed Squirrel Productions for Movies



Spankling
Fri Oct 10, 2003 9:45 pm
#55





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?






Simple....because we had to spend the skill points on novice brawler and climb the unarmed tree to the top. If the Devs remove this requirement I would be happy to incur this penalty without complaint.



/bow Kaleborn


Always nice to hear a Rifleman with something positive to say with facts backing up his opinions. I personally feel the 250% mod is unfair to all and no class should be singled out. Applying it to stances would be a great fix (and make the tumble skills more useful again) and take some grief from us all. Its more than understandable that some animousity is present. Even though our community as a whole has been fully supporting you, there are servers chock full o flame dabblers that have been abusing the bug in PvP and probably talk a fair amount of smack after it. These wanna-bes are not true Commandos but merely the bandwagon players that like (or used to) our flamethrowers.

Theedage
Fri Oct 10, 2003 9:50 pm
#56

Blah blah, adapt and change, so easy for you people to say. Your weapons and specials are designed for long range ours are NOT. Not to mention that you guys have more defenses granted then we do, we have virtually nothing.

It's easy to say 'adapt and change' when you're a long range class. Look at the range modifiers on commando weapons, nearly all except hpbc + rl are less then 20m with a positive range modifier.

Take your heads out of your asses and do some research before you start saying adapt and change please.



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
MasterSynn
Fri Oct 10, 2003 10:00 pm
#57




Swiller wrote:

"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.





Great Swiller. Take things entirely out of context. Here are a few other quotes from that post:



  • First, I'd like to say that I'm #^*!#&! (unhappy) with changes being made to commandos without having any input.

  • Changes to the commando profession are discussed and implemented by the designers and not once in the last month have I been given the opportunity to pass along what the commandos actually want.

  • Reclassifying our weapons as ranged may seem logical but it greatly reduces the combat effectiveness of the profession without giving anything in return to balance the loss

  • balance and lack of communication are the problems

I have repeatedly posted that we are NOT asking for the melee weapon multiplier to be given back to us. As melee combatants, we are only asking to have the penalty not apply to us. I give good reasons for this in a post above, not the least of which is that OUR specials only work at 16m.


The main issues of my post were that the DEVs are not working with correspondents and that changes need to be balanced. You don't have to agree with our request but have the courtesy to get the facts straight.




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Swiller
Fri Oct 10, 2003 10:06 pm
#58

"And what's with "Welcome back to how the rest of the ranged classes play the game no more god mode for you"? You are certainly proving my point. If you have problems with the Rifleman profession, why don't you work to get it fixed instead of complaining about every one else's?"


Not a commando myself, want to see your profession exploited head to the nightsister versus smc witches, blame dabblers. Welcome back to the game, have you tried pvp lately? All the ranged classes have penalties, why should you not?


MasterSynn
Fri Oct 10, 2003 10:10 pm
#59




Kaleborn wrote:

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.





Kaleborn, I just want to say thank you for a polite, articulate response. I didn't come here to win Riflemen over to "our cause", though any support is always appreciated. I started posting here in response to whatI feel are rude and provocative posts by the less mature Riflemen.


Honestly, I don't expect to see eye to eye with all Riflemen on issues. Hell, we commandos don't agree on many issues. I just feel that it's wrong to go around trying to trash every else's profession instead of fixing problems with your own.


Since I have some basic Rifleman skills, I'd like to see that profession improved myself. Commandos certainly won't get any better by trashing the Rifleman profession and neither will Riflemen improve by trashing commandos.


Anyway, I want all Riflemen to know that I'm not out to slam your profession, just the jerks who revel in causing trouble. To the polite people, like Kaleborn, thank you and I look forward to enjoying the Star Wars adventure with you.




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Spankling
Fri Oct 10, 2003 10:14 pm
#60

Swill...Commandos are not a true ranged profession. We are a HYBRID Melee/Ranged hence the unarmed spec. You have yet to make a single credible post as to why we deserve the 250% mod. If you don't address our brawler pre-req your argument is flawed from the start.


As to the PvE issue.....I'm surprised you haven't complained about CH. With a decent CH level any combat class can pretty much solo any mob or quest in the game (Krayyts and Gorax excluded). It seems you are complaining because we can kill things much quicker than you (only certain things in certain locations) but yet again you neglect to address the additional points we spent on Brawler AND the Master Marksman requirement you don't have. When they boost the skill requirement of your class to match ours you can complain we kill faster...not before.

Spankling
Fri Oct 10, 2003 10:17 pm
#61

Ack..that came across as an attack on your prof instead of the ignorant poster. No disrespect intended...my best friend is a Master Rifleman and I'm first in line to getting you guys up to 100%. I may not be done with that fool yet....so please don't take any of my future posts the wrong way.
Swiller
Fri Oct 10, 2003 10:19 pm
#62

Mastersyn let me edit my posts. You correspondents have been doing the devs job more than you should be. Alderon is our correspondent hero, like you must be to the commandos. I really could care less at this point from a gammer perspective.


Also the class bickering is getting everyone know where, but it is part of the game that is played in mmrpgs. No apologies from me because I believe in what I posted, but hats off to you for standing your ground.

zRhyno
Fri Oct 10, 2003 10:42 pm
#63

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.







tell me this. where in the name of jabba do we have good kiting skills? have you ever even SEEN a rifleman kiting something? i mean jeez, where was i when i was leveling to master? why didnt i just kite anything? learn something new everyday i guess..


for over a month now i have dealed with being 1 shotted by LLC BH's and flame wielding commandos AT 64meters using no specials. not every commando is as nice as you guys say you are. most commandos i come up against just LOVED killing me in 1 easy shot. i very RARELY saw even on the boards that commandos wanted their weapons changed from melee.


when i first came to the game, i wanted to be a commando. heck i even was a commando for a very short time, then i dropped it because i wanted to go up rifleman and a few other professions at the same time. if commandos are supposed to be heavy support. they are not meant to be the frontline personwhackers. they are used to take out heavy things,(thus, blast damage). but now it has come to where you are masters at killing heavy things(ATST's, turrets). a commando shouldnt be able to go and solo in combat, he should be support, yet when it comes down to it in battles, he is the only one doing the most extensive damage to anything. i have *yet* to see a commando use a rocket launcher, and im in skirmishes in bestine and AH all the time. the weapon of choice, no matter what the target is, is the flamethrower. it has devestating damage, and an even more powerful burn affect.


yes, i do think you guys should have the 2.5x melee multipler on your heavy weapons. why? because theyre heavy. they arnet meant to be swung around in melee combat. when you hold one, your movements are awkward, due to how heavy it is, but it still does devestating damage. just because it requires master unarmed doesnt mean that you should be invulnerable to melee. if anything, it means your able to drop your weapon when something gets right on you, and go at it with your hands, not a flamethrower in your hands, firing 1m away from you and not getting burnt yourself.







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Spankling
Fri Oct 10, 2003 10:49 pm
#64

zRhino ...are you aware that they also lowered our chances of hitting in the patch too?....It might be different if our specials hit all the time, but we miss enough to make using them at all very risky (long delay after each attempt during which we can do NOTHING!...no heal..no unequipping weapon...nada).


And I hate to beat a dead horse....but yet again I here the same argument with no mention of the brawler pre-req. If you would like to revise your opinion and restate it I'm all ears.

zRhyno
Fri Oct 10, 2003 10:54 pm
#65

hate to break it to you, but riflemen are the total and complete masters of missing the target, whether it be a bloated krayt ancient or a nuna.


what do you mean about no mention of hte brawler pre-req? maybe you should read the last paragraph of my post again? or are you talking about something else? if your talking about something else, please make it a little more clear.







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