Every profession has a purpose in this game. A commando when buffed can rule almost anything in pve with exception to creatures like krayts that are obviously multiperson. Additionally other loot creatures have been protected from commandos with high heat resists. All professions seem to have reasons why they need other professions. With all that understood, I think a lot of us are confused on the purpose for our profession. Because of that confusion we cannot see our weaknesses as game required dependencies. I think this confusion is evident when there are so many threads arguing about the meaning of commando and what a commando should be and be able to do. Can you please help us to understand a little better our place in the galaxy?
This refers to the tactics used in combat situations, and it is something we are working on, to get to you as soon as possible. We are currently working with your Correspondant to focus on areas that you see as "problematic" with your profession, and the rest will be addressed as soon as we can get the Combat Balance out and integrated with all of SWG.
*Or it would go something like that*
You can trust me when I say the Dev's are hard at work trying to get us the Combat Balance and are working with Garvin on pin pointing our top issues. Once these issues are resolved *IE: A better HAR, Heavy Weapons and Grenades that are Accuracte and Cost Effective, etc.* we will have a better place in the whole of the "Tactical" area of SWG.
That first response seems EXACTLY like something TH would post, lol.
Yes, it does
BUT we've been going round and round via email and in the forums and that tells me that we need another angle to the discussion. St Gabe has put together a great start to an analysis on combat roles and how to better define them. When we finish out working out what possible and also whats probable, we'll post on it more.
Kurt "Thunderheart" Stangl Community Relations Manager
That first response seems EXACTLY like something TH would post, lol.
Yes, it does
BUT we've been going round and round via email and in the forums and that tells me that we need another angle to the discussion. St Gabe has put together a great start to an analysis on combat roles and how to better define them. When we finish out working out what possible and also whats probable, we'll post on it more.
Sush as....
p.s. Yea, holy smokes he posted!
Message Edited by thepunisher286 on 04-22-200404:02 PM
That first response seems EXACTLY like something TH would post, lol.
Yes, it does
BUT we've been going round and round via email and in the forums and that tells me that we need another angle to the discussion. St Gabe has put together a great start to an analysis on combat roles and how to better define them. When we finish out working out what possible and also whats probable, we'll post on it more.
Lurker...geesh...how are we gonna say bad things about you if you are going to lurk...
I just wanted to throw my 2 cents in as well..."What is a Commando?" Thats the million credit question without a good answer...What it was orginally meant to be is long gone...what it is today is something more like a "Heavy Weapon Specialist with bad eye sight and arthritis using 2nd hand equipment that has lost it's kick..."
What we need to determine is where our role SHOULD be and then strive to reach that goal...whether it be solo or group support...more PvE or PvP...Close or Long Range fighting...etc...
What is a Commando? It should be what WE want it to be...not what other's think it should be...If popular concensus in our Community is that we want a revamp, then first we need to figure out What we weant to be, then push in that direction...
So instead of asking TH and me what a Comando is...You tell us...What do you want a Commando to be? It's my goal to take those ideas and make them happen...
Message Edited by garvin on 04-22-200404:50 PM
Garvin Lansdowne Retired Commando Correspondent - Current Blue Glowie Master Commando / TKM || Architect / Shipwright / Master Droidsmith ShadowStyrkeGuild.com: A WoW Guild Website
I think the role of the Commando profession should be to deal with
armored vehicles; right now we only have AT-ST but the AT-AT is coming and I hope more armored vehicles too
turrets; we already have turrets and Commandos are very useful to destroy them, but he should be even more required ! Seeing Teras Kasi or Pistoleer destroying turrets is nonsense
usually BIG targets; either PvE or PvP, a commando should be the profession that deals great damage to big and slow targets : Krayt Dragons, Rancors, Pets, etc...
What a Commando should not fight: everything else. A Commando should not be better in PvP than every other Combat Profession. He should have HUGE accuracy penalty if he moves. He should have huge accuracy penalty when his "player" target moves.
Except for the grenades which should be usefull against groups of players, I think that the Commando should not be feared by any other players.
I hope that other Commandos understand my point of view.
----- Pendant des centaines de générations, l'ordre Jedi a su défendre et garder la paix et la justice dans l'ancienne république. Bien avant les jours sombres et l'avénement de l'Empire. ----- Le Jedi Fou
What a Commando should not fight: everything else. A Commando should not be better in PvP than every other Combat Profession. He should have HUGE accuracy penalty if he moves. He should have huge accuracy penalty when his "player" target moves.
Except for the grenades which should be usefull against groups of players, I think that the Commando should not be feared by any other players.
I hope that other Commandos understand my point of view.
Blashphemy! We've already got a huge f****ing accuracy problem. What your saying: You don't want commando to change.
Evelas - Jedi, Magnan - template pending "I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
I can see your point of view, but here is mine, as a Master Commando...
Dunk's Vision of the Commando:
When I hear the word Commando, I immediately think of a Special Forces Military Operative. One who can go just about anywhere, including behind enemy lines and inflict massive damage, to structures, vehicles and even in one on one fights to other players. A Commando should be able to more than hold his own in either Solo or Group PvP and PvE.
Commandos should not be relegated to demolitions work only. If you want to place that job upon us, then Commando as a Class needs to cease and a new class called Military Engineer, or some such needs to take its place.
Even in terms of skill point investment, we should be only slightly below the Bounty Hunter on the Food Chain, as a Bounty Hunter is just in fact an even more skilled Commando, or you could say a Commando with an extra "Bag of Tricks".
I would like for us to have a slight modification to our Brawler line reqs. Instead of Unarmed, which does make sense as well, if we could fight unarmed and actually hurt something other than a kreetle, is to instead change the unarmed req to One Handed and let us have a Commando Knife and the specials to go with it for up close, in your face fighting. There obviously needs to be some adjustments to our Heavy Weapons, such as an increase in Damage output or a Drastic reduction in resources used to make our heavy weapons ( IE, Heavy Partical Beam Cannon, Rocket Launcher, etc), so we can afford to use them.
Perhaps Commandos, and even a few other classes, should suffer accuracy problems when wearing Heavy Type Armors. I personally do not wear armor, but I am usually with my guildmates or just sticking to critters I know I can handle solo when in both PvP and PvE fights.
I do know that Commandos should have an increase to both melee and ranged defense and place it at somewhere between 50 and 65%. I could live with that, and then coupled with some light armor with decent resists, we could still be an effective defensive force. Just not as good as any of the elite Brawler or Marksman profs.
Let us be the "Bad Arse" fighters we are supposed to be, in pratically any situation.
I think the role of the Commando profession should be to deal with
armored vehicles; right now we only have AT-ST but the AT-AT is coming and I hope more armored vehicles too
turrets; we already have turrets and Commandos are very useful to destroy them, but he should be even more required ! Seeing Teras Kasi or Pistoleer destroying turrets is nonsense
usually BIG targets; either PvE or PvP, a commando should be the profession that deals great damage to big and slow targets : Krayt Dragons, Rancors, Pets, etc...
What a Commando should not fight: everything else. A Commando should not be better in PvP than every other Combat Profession. He should have HUGE accuracy penalty if he moves. He should have huge accuracy penalty when his "player" target moves.
Except for the grenades which should be usefull against groups of players, I think that the Commando should not be feared by any other players.
I hope that other Commandos understand my point of view.
I can't agree with any Commando vision that makes "hard targets" our specialty and downplays the rest. Turrets, AT-STs, and large mobs simply don't come into play often enough in SWG to make a prime specialty worthwhile.
I can agree that hard targets should be a part of our specialty, but I'd prefer that the main strength of the profession is centered on more versatility. I see Commandos as "well trained and prepared soldiers", who's training and preparation make them able to function in a variety of combat situations.
I'll save a more detailed suggestion for later on when it counts more, but that's how I view "Commando" in a nutshell. I should also note that that's not to say that I think Commandos should rule all combat or anything... it'll have to have limitations and weaknesses like any other professions, but that's a more detailed discussion that's best saved for when our turn for development time is here.
I see Commando as being versatile. Ideally, I see two unique types of Commando. The Assault Commando and Support Commando. The Assault Commando would be good solo, but wouldn't provide much to a group that couldn't be got elsewhere. He'd be excellent in PVE, with Flamer, AP-HAR, Improved-LP and stacks of Grenades able to shred pretty much anything. The Support Commando meanwhile has his Disposable Weapons and Repeating Blaster and/or E-Web as his weapons. This Commando isn't brilliant soloing, with needing to stay still and fire from prone (think LMG gunner with bipod mounted gun), but can still handle himself. He comes to the fore instead in a Battlefield Squad. Give him some direction from a Squad Leader and a couple of melee tanks, and he can lay down a hail of suppression fire.
That sounds like what the Commando profession -should- be like, to me. It's a hybrid profession, there should be more than one way of playing it. Different styles of play, with different specialties and abilities. And of course, a Master would be the perfect versatility. A simple weapon and tactic swap and you can switch from one class to another. But meh, I'm dreaming.
_________________________________________________________ Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus
Brynneth - WoW, Argent Dawn TBC - WoW, Tichondrius
I am not a commando, Yet, but I do think I can add to this thread.
Most commandos, or special forces personnel have missions that are structured something like this.
-Go to target in a stealthy maner
-Kill,Kidnap,Blowup,Steal, sobotage target
-Exit stealthily (sp), or quickly
For the short amount of time a commando is fighting he is able to hold of (but not completely kill) moderate sized forces, usually leaving heavy casualties with few of there own.
In essence, a commando is a versital soldier who is hard to catch, but is only able to accomplish small amounts of important task before having to withdraw. While withdrawing, heavy casualties are delt to any persuers.
what this means to the game.
-low cost, VERY accurate light area attacks while moving. (helps the withdraw processes)
-High cost, High accuracy super heavy special(s) (or surprise attack) meant for first time fire, or the initial target.
- fast movement, even with heavy equipment.
Thes guys are the ones that hit a target and get out of there before anyone knows anything. They do all the dirty work, like assassination, kidnaping, blowing heavly fortified Structures (not neccisarily the tank killers). What ever that target is, a commando (grouped or ungrouped) should be able to take it out with ease.
as a group commandos should be able to take out at most 3 targets (full group) before having to go into a withdraw mode that reeks havick on all who follow. This mode should be sustainable over a LONG period of time, but do little over all damge. In this mode, they have great defensive capability. They are hard to hit, and once again following is a gradual suicide.
downfall of any command should be getting caught in there stealth mode (no dot on radar, but a pc should be able to click directly on the person) or during the initial strike (the big assault leaves a window for shredding the commandos).
Commandos also typically have short turnarround time. So once they come out of withdraw mode (and are safe from PvE/PvP dangers) they heal quickly.
Also, stealth mode should increase melee accuaracy AND POWER. The knife is the ultimate way to kill and keep quite. switch unarmed to 1 handed is a great idea. or even add it to the list if possible. A few nice specials would be quick kill (knifing, kneck breaking), and Hide Corpse (puts the quickly