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Commando 1.2 changes (suggestion/request)


HuricaneONE

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TL;DR: Make commando look/feel/sound more like the way it is portrayed at 1:25 in the below video

 

I have a 50 commando that I never play anymore. Gunnery got real boring real fast and assault specialist mando has nowhere near the mobility of my pyrotech (railshot/HIB are proc'd by instant activate abilities with VG/pyrotech as opposed to channeled abilities for mando/merc). But thats besides the point, I chose commando at level 10 because I wanted to shoot lasers from my assault cannon at a super high rate of fire. I feel like most people that chose sorc's in the beginning did so because they wanted to shoot lightning out of their hands, and a lot of it. Well I chose commando because I wanted to shoot lasers outta my lightning cannon, and a lot of them.

 

This video is really what inspired my choice of commando.

 

At about 1:25 up until the guy is pwnt by Malgus, he looked and SOUNDED awesome.

 

http://www.swtor.com/media/trailers/hope-cinematic-trailer

 

Full Auto is on 15 sec CD and sounds plain silly. Remove grav round for all I care, I honestly prefer that, I still can't believe that my main ability on that toon is shooting this big lightning bolt at people, ridiculous. I don't have any specific suggestions as to how the class should be built. But aesthetically, the class should look and SOUND way more like the way the commando trooper is portrayed in the above video. Way more bad *** then this silly little lightning bolt I keep shooting at people.

 

I really don't care if they just nerf grav and leave the class to die completely, I have two more 50's, and I can always play assault specialist if I feel like playin my mando. But since I heard of a "bounty hunter nerf" I figured it is going to be about gunnery/arsenal. I also read (from another poster in another thread, not official) that they were going to be completely rebuilding some skill trees, again I assume arsenal/gunnery will be among them. So if they're going to completely rebuild those trees (as opposed to just nerfing grav round), then I figure you may as well base the new trees on the ability that actually makes the commando look like a star wars commando, Full Auto. And while your at it, make full auto look and sound more like the way it does in that video, please.

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I agree as far as the videos are concerned. In the Progression and Hope videos Commandos look bada**. In game, not so much. I think more than anything the "special effects", or lack thereof in game, is what makes this class feel ehhh. I love my Merc. He feels like a Star Wars Bounty Hunter. Commando feels... lacking.

 

1. As has been stated many times, why do we have assault cannons with 2+ barrels that shoot ONE laser?

 

2. We use assault cannons that pack about the same punch as a BB gun. My Gunslinger's and Merc's pistols pack tons more punch. Assault cannon vs. pistols... in sci-fi I wonder which one devastates more? In SWTOR its pistols I guess.

 

3. Sound effects as you said are lacking. Where are the Commando sound effects?

 

4. Full auto is just lackluster. I dont mind the lightning attacks, would prefer the animations to be more "assault cannons" and less lightning and fire. I think its funny when my Vanguard fires lightning from his rifle. Or better yet, mortar shots.

 

All in all, Bounty Hunter "feels" like a Bounty Hunter. All their specials have animations that correspond to an iconic Bounty Hunter (flamethrower, missiles, laser pistols, carbonite). Commando feels like a last minute and badly thought-out class as far as animations go.

Edited by Garic_Wildstar
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The grav round mechanic ****ed up commandos...have hammer shot apply the vortexes raise grav round damage and put it on a cooldown..also let hammer shot Proc CoF so I'm not tied to *********** grav rounds anymore.

 

Troll or clueless?

 

The constant question raised by the internet.

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Troll or clueless?

 

The constant question raised by the internet.

 

Just tired of grav round..whatever that makes me I'm good with it..the animation sucks and the mechanic pigeon holes me into 1 play style that is feast or famine depending in the level of competition...380k and 50+ kills to 175/25...my abilities don't fluctuate that much but my effectiveness sure does.

 

Of course you expect better groups to be able to check you.. but when CM spec I can still help if my group is overmatched...gunnery gets crippled...and my options to change it up and try different tactics are what exactly ??

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Fine, change the animations etc, rework the tree, but tying it all to HS would just gimp our damage unbelievably while making ammo completely irrelevant.

 

 

Personally I want the demo round/GR debuff stacking bug fixed, no more +125% demos please.

 

Change the sound effect for HIB. Change the animation and sound for grav and charged bolts.

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Fine, change the animations etc, rework the tree, but tying it all to HS would just gimp our damage unbelievably while making ammo completely irrelevant.

 

 

Personally I want the demo round/GR debuff stacking bug fixed, no more +125% demos please.

 

Change the sound effect for HIB. Change the animation and sound for grav and charged bolts.

 

I don't want it hammershot "centric" either but if some of the other skills applied buffs/debuffs at least I could try and change it up with some mobility etc..I don't really have an answer but the reality check I get when I'm not "covered" ... pugging sucks for commandos that try and solo.

Edited by Zekeiele
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Yea unfortunately Commando has become a "2 button" class. Sure there are arguments on both sides, but both arguments include those 2 buttons. Whether that is our fault as players for exploiting (overusing) a combo, or the devs' faults for overlooking how powerful it is, is up for debate. I use it myself, but would love to give up both if for nothing else than to break the "cookie cutter" mentality. Commando overall needs tweaking to give players a reason NOT to use Grav/Dem almost exclusively. Need... more... toys.
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I really don't care if they just nerf grav and leave the class to die completely, I have two more 50's, and I can always play assault specialist if I feel like playin my mando.

Assault isn't even that much better. You get an overly expensive DoT, your 31pt talent isn't dependent on stacks for decent damage (still longish CD), but if Charged Bolts gets interrupted, you're still stuck pretty bad. You can Full Auto and get a HiB 60% of the time, but you can't use Sticky Grenade like Gunnery can.

 

The biggest boon is that people might think your Charged Bolts is a fake out cast and not try to interrupt it.

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Make grav round uninterruptible, that's the only thing I want to see. Ofc knockbacks and stuns should still interrupt it, but not the usual kick/ranged interrupt mechanic. Sounds op? Think again. It won't change our ability to nuke from afar in any way, yet it will allow us to stand our ground 1v1, which is something we badly need.
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Make grav round uninterruptible, that's the only thing I want to see. Ofc knockbacks and stuns should still interrupt it, but not the usual kick/ranged interrupt mechanic. Sounds op? Think again. It won't change our ability to nuke from afar in any way, yet it will allow us to stand our ground 1v1, which is something we badly need.

 

i 100% agree being a ranged class without an interrupt just seams stupid.

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For 1.2 I'd like to see. Even though I feel this update our class will prolly be nerfed badly and almost be useless.

 

1. For Healers (I'm not one) a In combat rez. (Why something so simple over looked? Place it on the highest skill of the medic tree to unlock, Something simple!) It's not a OP skill.

 

2. For healers. Give a better and more powerful AOE heal, Allow a combat medic to be lead in a raid without a ton of extra work for no reason.

 

3. After the nerfing, An not allowing our Armor debuff to stack. I feel Demo round should do a ton more damage.

 

As for people asking for Grav round not being a channeled skill I'm ok with that I suppose but I never really minded it myself. Though after the nerf I bet it will do almost no damage. And it was never that OP compared to the other classes that has 10 other hard hitting skills.

 

Where as the tracer darts or whatever they have seemed 20 times more powerful then Grav round.

 

I'd personally like to see the commando stay roughly where it is. An just have some minor bugs with the class ironed out.

 

As for 1v1.. The commando will never be a 1v1 class at all, Not saying it can't be done we all get lucky and different skill grades for different people. But even with Grav round with no channel it lacks as a whole enough skills to chain CC and interupt like every other class has.

 

These are only my opinions and own thoughts about the game and the class. I in no way have facts or proof that anything I thought in the above post will happen or has said to happen. These statements are just where I feel the class MAYBE going and what I think COULD be done to help.

Edited by Naviss
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whats wrong with it?

 

First tick is missing so it does 2/3 of its damage and deals no immediate damage when applied. Very apparant when spamming flameburst as pt and going to a vanguard with the 100% apply talent. More annoying to me than the mortar volley bug which actually condenses the time between ticks at the end over the BH version.

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First tick is missing so it does 2/3 of its damage and deals no immediate damage when applied. Very apparant when spamming flameburst as pt and going to a vanguard with the 100% apply talent. More annoying to me than the mortar volley bug which actually condenses the time between ticks at the end over the BH version.

ah i see i guess i never noticed it before. They need to fix this **** asap.

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If Grav becomes less effective with more added to higher tier gunnery to compensate I'd like to see something like this,

 

Field Triage, also adds 33/66/100 chance for each tick of full auto to reduce the ammo cost of plasma grenade by 1.

 

Sticky grenade causes high impact bolt vulnerability.

 

Supercharge cells full auto bonus changed to 33 or 50% damage bonus.

 

Med Zone, also lowers cast time of Concussive round by 1/2 sec

 

Trauma Probe is cool, since its like an earth shield how about perhaps adding a damage version as well to mimick lightning shield.

 

for general changes reserve power cell isn't wowing anyone. I'd like to see it changed to a duration buff that lowers ammo cost of everything by say 1 ammo. Tech Override is also underwhelming in its current form as well as Adrenaline Rush. Ranged interrupt is also really basic funtionality.

Edited by Rotm
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