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Greetings Troopers,

 

We know that Commandos have been very concerned with the changes to their class since Game Update 1.2. You may be interested in reading our most recent blog, "Class changes and balance in Game Update 1.3" by Senior Designer Austin Peckenpaugh. Here is what he had to say about Commandos:

 

Additionally in Game Update 1.3, we’ve made changes to improve the gameplay and quality of life of Commando/Mercenary damage-dealing specs. We’ve spent a lot of time playtesting and investigating the concerns of the community, and while Commando/Mercenary damage is largely on target, prior to Game Update 1.3, resource management made performance streaky and a little too unreliable.

 

We’ve made the following changes to the Commando/Mercenary for Game Update 1.3 to improve resource management and simplify stack upkeep for Gunnery/Arsenal specs:

 

Cell Charger/Terminal Velocity has been redesigned to passively restore 1 energy cell/vent 8 heat every 6 seconds.

Gravity Surge/Light ‘Em Up now additionally grants an extra stack of Charged Barrel/Tracer Lock and Charged Barrier/Power Barrier, if applicable, with each Grav Round/Tracer Missile fired.

Target Lock/Advanced Targeting has been redesigned. Now gives Full Auto/Unload and High Impact Bolt/Rail Shot 10% armor penetration per point.

 

Now Gravity Surge/Light ‘Em Up simultaneously increases the number of stacks built by each buff tied to Grav Round/Tracer Missile. This small change gets Commandos/Mercenaries into their core gameplay faster and more seamlessly. Additionally, we’ve improved the resource management game and have given Commandos/Mercenaries some armor penetration for better parity with Vanguard/Powertech Assault Specialist/Pyrotech skill trees.

 

We hope this gives a little insight into the changes in store for Commandos in 1.3. Thank you for your feedback!

 

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Greetings Troopers,

 

We know that Commandos have been very concerned with the changes to their class since Game Update 1.2. You may be interested in reading our most recent blog, "Class changes and balance in Game Update 1.3" by Senior Designer Austin Peckenpaugh. Here is what he had to say about Commandos:

 

 

 

We hope this gives a little insight into the changes in store for Commandos in 1.3. Thank you for your feedback!

 

 

The thing is, biggest complaints on forums havent been about ammo management. I never had ammo problems while playing gunnery commando, normal rotation with full auto and an extra hammer shot here and there was enough to keep ammo up. Biggest concerns have been about not having enough burst damage to kill players in pvp and problems with survibility and not having enough dps to contribute in pve. The ammo buff is more of an workaround to the old not properly working skill (where full auto did not generate extra ammo) and you solution to our problems is a slightly faster gain for 5% bonus for HiB and 5% bonus to defense while nerfing 4% of healling received. With the HiB CD being so long you were usually able to gain that 5% Charge barrel anyways so only dps buff is the 3% accuracy swap to 30% armor reduction to 2 attacks. Wich is nothing and will not make us any more viable in ranked wz's or endgame pve.

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