STATE OF THE COMMANDO ADDRESS
Okay now I want to keep where we are currently, and some ideas of where we want to head here, so the post is going to be split farther down. This way we can send one post over to the Dev's and see what we can get fixed. *They love to have it organized; must be the programming blood. * So as you all have been waiting for, and I'm sure the Dev's need, the post.
CURRENT BUGS:
- HAR accuracy bonus does not stack
*Basically even as a Master, when in normal fighting situations, we hit 2-3/10 shots*
- HAR speed bonus does not stack
*Not only is it a problem hitting, we have a long wait between misses. The special moves have a varied, but EXTREMELY long wait time, so again the HAR becomes useless*
Now this is something that has to be fixed ASAP. It's almost the same as having a weapon without a working cert, sound familiar? From what I've tested around on and read about, these seem to be the only bugs we have, that are actually bugs. Though I haven't had a chance to actually test the blast radius personally, I get conflicting reports on it from in-game people I have asked. Some say they see it work, some say no . . . could I get an overall confirmation on this one?
GAME PLAY ISSUES:
- HAR
*The HAR, as the overall Commando consensus goes, is the FT's weaker younger brother. It's only plus is, that it works against creatures that have low Acid resists, when the target has high heat resist. But with the Flamethrower being able to cause normal burn damage no matter the resist, it is still a secondary weapon, no matter how people try and look at it. I have more ideas on how to make Commando's an overall damaging Profession; as I feel we are supposed to be with the range of damage types we have at our disposal, but that will be later. What I want to discuss on the HAR, is how to make its overall usability better, a few ideas here:
> HAR's own type of burn attack, some sort of Acid/Chemical burn, to make it more unique.
> Special Ranged Attacks for the HAR. This would make it the Rifle it's supposed to be, not another FT knock off.
> Combine this with the FT tree if above will not happen, freeing up a tree for another use, maybe a Rapid Fire Weapon.
> AP 2 for the Acid Rifle. It's a Heavy version of the others that all have AP1, but we don't need competition with our own Heavy Weapons Tree. There is a reason for it to exist.
Add more as you feel for the HAR; your input is key to the process.
-Heavy Weapons
* Right now our heavy weapons are well . . . I'd say decent to be optimistic about it. The thing is they seem to lack the punch they are made to do, we have to stop and kneel to fire them, so we become vulnerable each shot. Besides they are way too expensive per shot, to make them viable in many situations, making it hard for Commando's to gain access or afford them. Ideas for the HW's we have:*
> Increase damage of the HW's we have. I personally wouldn't mind a speed hit, more than we have now, for a greater punch than we have. But the speed thing is me.
> Change the requirements to create the weapons. Right now it is still hard for people to collect the right resources to create a decent amount of these weapons.
> Increase the number of shots to each weapon, or make ammo kits, so that it is not so expensive to use. Also running out mid combat, with limited inventory to carry another weapon or five is not a good situation. A crate of ammo might help with this.
> Make all the HW's AP3, they are Heavy after all.
Right now I'm keeping myself limited to a few select of my ideas, but again your input is a great asset. Go with what you feel here; I am here to help us all make Commando better, and I am your voice.
-Grenades
* Versatile with damage types? Yes. Useable in actual situations? No. The grenades need an overhaul to become something viable within the game. Issues from range, expenses, number of grenades in a stack, etc. run it dead. So let's go for ideas again here:*
> Increase range for the grenades to be accurate. We blow ourselves up more than the enemy.
> Increase the actual accuracy of the grenades. We're the experts’ we these things, and miss way too often, especially since it's just a big explosion of some type . . . not many can dodge an explosion right on top of them.
> See tacwraith's post http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=35240 on some side effects that could be added. I wanna read the description of the grenades to stay true to them, but it seems to be right on target. Let's discuss side effects that could be added.
> Add more uses per stack of grenades. They are too hard to come by, well good ones anyway, to be used five per stack. Especially when we have a chance of that entire stack not hitting anything, or worse just us.
Add more as you feel, I want input, lots of it . . . working with everyone is what I am here to do.
-Unarmed Requirement
*Now I don't really see the reason for this, outside of a Skill Point burn, and a very weak way out of the 2.5x damage multiplier. We would either be effective with a change of the tree requirement (though this would slam many with their current skills set JUST right) or I favor an addition of some Unarmed abilities to Commando*
> Add Special Abilities for Commandos. Something like military style Unarmed hits, brutish, slow, but damaging and debilitating.
This I haven't seen as much as many other issues, but I think with added Unarmed abilities with nice side effects, we would be happier with it. Things like gouging out an opponent’s eyes *dirty and brutish, but effective; Effect :Blind* and throat hits to stun and cause posture change *nothing brings you to your knees like a shot to your trachea*. What does everyone think of this, and anything to add here?
-Launcher Pistol
*The LP isn't bad overall, but it lacks our own finesse, something that makes it our very own. They only way to make it actually effective, is to become a Pistoleer too, so why make it a Commando Weapon at all? Yes we have Master Marksman, but that doesn't do a ton for it.*
> Add LP to one of the Tree's; it's own special moves, something that makes it a Commando Weapon.
If I forgot anything up here, just add it, I am trying not to miss any points at all, but again if I do just add it.
Okay now on to our future:
WISH LIST:
Okay here I am going to kind of combine ideas and a WISH LIST for the future. These can be additions, changes, or definition to our profession to make it feel right. Sort of the hodgepodge group of the Address.
-Rapid Fire Weapon
*Now if we can get something like the E-Web, it would be amazing, and add definition to the Profession. We can discuss logistics on this weapon, implementation of it, and find what is viable and what is not from a Development standpoint.*
-Damage Types
*Okay here comes the Devil's Advocate portion (equips Flame Retardant Suit incase) and I know it will either be hated or welcomed. But hear me out, it's just and idea hehe. Now we know it's a possibility that in the future, DoT's (Burns, Bleeds, etc.) will be reduced by the resistance to that type of damage. Now I can understand this and would not mind it . . . but here's why. Commandos’ have the ability to equip weapons with many different damage types, making them effective against a variety. Now if we had access to some sort of DoT, even if reduced in overall damage vs. 0% resist; that could be used by each weapon. Acid burns for the HAR, Blast Damage from our LP and RL, Burn from the FT, Nerve Damage from our Cryoban, etc. Now the Commando has a reason to spread out our weapon use, and still remain effective in Combat.*
-New Title Changes/Special Attack Titles/etc.
*Now I don't know about you, but what does, being good with a FT have to do with being a Grenadier? I would think this would be the grenades title . . . or similar hehe. Also Flame Single 1 just sounds boring, spice it up a bit, I'm sure we can all think of some good new names for all of the titles, moves, etc all.*
-HAR Graphics
*Nothing causes fear greater than that little puff of smoke and small, "tink" sound the HAR makes when firing. I know this is a wish, but I would think it could look a little cooler, any ideas on how to make it look? This is one I think should be changed, but not always great at the "cool look" aspect.*
-Field Repairs
*A Commando, I feel, is the overall field fighter. These are the guys, besides a BH, who can go into the wilds and come out the other side just as "pretty" as when they began. Now some sort of field repair could help this: It would be a temporary fix to armor or weapons, but at a higher risk and worse fix than a Master Armorsmith/Weaponsmith could do. But in a pinch if that armor is gonna bust the next shot you take, you can squeeze out an extra few hits from it.
Okay these are all things I have seen, read, or heard of that would fix/make better/make cooler; the overall look of the Commando. As I said above, I wanted to leave room for full expansion from all of you out there . . . because not any one of us can think of all scenarios and every idea floating around. That is why we work together; I am just another Commando out there, but I happen to have the loudest voice to scream . . . err . . . talk to the Devs with 
Let us all get together, and get cracking on Commando's overall aspects, I have a feeling that no matter how tough it gets; we will pull through. After all we are Commando's HOO-RAH!
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