Feedback for Commando Fixes

Feedback for Commando Fixes
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
  • Commando Heavy Weapons cannot get pupped, take tissues/shards, or damage slice

    Allow these weapons to have the same potential of damage like all other classes

  • Riddle armor is a 10 stack skill but unrealistic due to Commando Speed to stack along with "It Burns" or "Burn Down!", also a poor armor break

    A non-stack skill that armor breaks associated for Commando - something similar for like a ranged swordsman type armor breake

  • Overkill Shot has a 10s load time with no additional damage or usefulness

    Either reduicing the load time for this skill or finding a way to make a 10s use time worth the skill's use

  • Stand Fast does have the 60% resist but at 20s dura and 15 minute cooldown, it's useless as well - a stance or native damage reduction would be better. Using Synthsteak would be more effective

    Perhaps a stance would be better suited or something that would balance instead of reduction of damage every 15 minutes?

  • Grenades or consumable commando weapons have no pro/con use since it's a 10 speed weapon with no debuffs or reasonable damage i.e. dot stacking, blinding, snaring, concussion, etc. - Grenade cooldown is 30 seconds

    Any changes to make grenades actually worth the time to craft - maybe a high risk, high reward where if the thrower is within range, you would be damaged
Justification
Some feedback ideas for fixing/updating commando (Which are already stated in Phase planning) that are recommended from
Motivation
Current state of Commando only really has use with the DoTs that they provide
  • Commando Heavy Weapons cannot get pupped, take tissues/shards, or damage slice

  • Riddle armor is a 10 stack skill but unrealistic due to Commando Speed to stack along with "It Burns" or "Burn Down!", also a poor armor break

  • Overkill Shot has a 10s load time with no additional damage or usefulness

  • Stand Fast does have the 60% resist but at 20s dura and 15 minute cooldown, it's useless as well - a stance or native damage reduction would be better. Using Synthsteak would be more effective

  • Grenades or consumable commando weapons have no pro/con use since it's a 10 speed weapon with no debuffs or reasonable damage i.e. dot stacking, blinding, snaring, concussion, etc. - Grenade cooldown is 30 seconds
 
Really based and great ideas. Time to show Commando some love, real tough love. I like them a lot, you have my vote.

Yours truly,
Maximilian Lyyr.
joker-smoke_80x60.gif
 
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  • Commando Heavy Weapons cannot get pupped, take tissues/shards, or damage slice

  • Riddle armor is a 10 stack skill but unrealistic due to Commando Speed to stack along with "It Burns" or "Burn Down!", also a poor armor break

  • Overkill Shot has a 10s load time with no additional damage or usefulness

  • Stand Fast does have the 60% resist but at 20s dura and 15 minute cooldown, it's useless as well - a stance or native damage reduction would be better. Using Synthsteak would be more effective

  • Grenades or consumable commando weapons have no pro/con use since it's a 10 speed weapon with no debuffs or reasonable damage i.e. dot stacking, blinding, snaring, concussion, etc. - Grenade cooldown is 30 seconds
Great suggestions! Also - make grenades in stacks of 50 or more so it makes sense to tier 4 speed slice. Insane to expect such an expensive slice for 10 grenades.
 
  • Commando Heavy Weapons cannot get pupped, take tissues/shards, or damage slice

  • Riddle armor is a 10 stack skill but unrealistic due to Commando Speed to stack along with "It Burns" or "Burn Down!", also a poor armor break

  • Overkill Shot has a 10s load time with no additional damage or usefulness

  • Stand Fast does have the 60% resist but at 20s dura and 15 minute cooldown, it's useless as well - a stance or native damage reduction would be better. Using Synthsteak would be more effective

  • Grenades or consumable commando weapons have no pro/con use since it's a 10 speed weapon with no debuffs or reasonable damage i.e. dot stacking, blinding, snaring, concussion, etc. - Grenade cooldown is 30 seconds
I'd like to add a thought or two for commando as well.
1. the pre tree should not be brawler/unarmed.it should tie it into scout/traps. (big bada Boom)
2. it needs at least 2 more master skills. an AOE and a single target attack.
3. Stand Fast gets turned into an 25% constant armor buff (maybe higher if you don't run a shield) that gets put onto group member's in groups.
4. Higher Terrain navigation
5. a group KD while using rocket launcher IV skill (MASTER ONLY).
i actually disagree with your first statement

we have to think about prereqs because a few points makes entire builds possible

the unarmed tree is great because it gives access to smug or teras kasi (not that someone should run tkmando lol) i actually run smugmando so uh lol

I assume you are meaning the trapping tree so its not even good for mando into bh lol (mandoranger? unironically sounds like an efficient way to farm creature resources)
 
  • Commando Heavy Weapons cannot get pupped, take tissues/shards, or damage slice

  • Riddle armor is a 10 stack skill but unrealistic due to Commando Speed to stack along with "It Burns" or "Burn Down!", also a poor armor break

  • Overkill Shot has a 10s load time with no additional damage or usefulness

  • Stand Fast does have the 60% resist but at 20s dura and 15 minute cooldown, it's useless as well - a stance or native damage reduction would be better. Using Synthsteak would be more effective

  • Grenades or consumable commando weapons have no pro/con use since it's a 10 speed weapon with no debuffs or reasonable damage i.e. dot stacking, blinding, snaring, concussion, etc. - Grenade cooldown is 30 seconds
A lot of really good points here. Grenades are aweful for pvp. More of a PvE thing and barely at that. Overkill shot cast timer doesn't compensate for lack of damage. Can easily cast 6 other skills and do more than 4x the damage in the same amount of time if not more. Stand fast could use it's cool down lowered. Even 3 minutes would feel better. Riddle arnor in my opinion is where you have to make a choice. Burn or break, I don't feel you should be able to do both. But if your gonna choose break I agree it should offer significantly more potential. I'd be ok with all the restrictions on commando weapons if they just remove the useless brawler requirements that offer 0 benefit to the build whatsoever. You could argue that you have access to tkm but even the all your getting is innate armor.
 
mando tkm doesnt work in cu period pretty much yea but smugmando
Yea but you shouldn't be pigeon holed into one thing just to make the best use of your points. Someone suggested scout. At least with that you can go bounty hunter or squad leader. Both offering skills that would go well with commando. At current time it just feels lacking.
 
Yea but you shouldn't be pigeon holed into one thing just to make the best use of your points. Someone suggested scout. At least with that you can go bounty hunter or squad leader. Both offering skills that would go well with commando. At current time it just feels lacking.
It's lacking because this isn't the CU version of Commando, really. I don't believe CU commando had dots except for with a flame thrower. All other heavy weapon types applied a state and had a 5m damage radius. The only one I remember is knockdown with rocket launchers. I imagine the other states were similar to their corresponding dot effects in the NGE.

I'd like the state effects returned and generally agree with you on grenades. I'd prefer them to be craftable and have their speed at least reduced to 5s. I would like the NGE kill meter Cluster Bomb reintroduced as a craftable as well.

From pre-cu I like that commando RL had blast damage making them suitable for attacking structures and vehicles. This coincides with current intent behind demolition shot. Perhaps a toggle able stance that increases damage to droids and structures while decreasing damage to creatures. This way the whole gamut of abilities would be affected instead of just a single attack.

I somewhat agree with not having tk as a pre-req, given all commando abilities outside grenades require a ranged weapon. I'm good with scout as a replacement, but perhaps another marksman line would be suitable as well.
 
Most of my comments are to not re-invent the wheel. The DoTs are the best part of Commando here and they're more useful when a you have a commando group with respective Energy, Kinetic/Fire, Cold, Electric, and Acid damage since they have their own DoTs.

When Commando comes to full fruition, I believe the brawler requirement will be necessary for balance.

The idea for a native 25% damage reduction sounds pretty cool as well - I'll take about anything other than Stand Fast as it's more effective to just buy synthsteak as a commando currently.

I know Halo had mentioned bringing back Devastation which is basically a special Commando critical from my understanding.

Demolition Shot and DoTs are probably the best thing going for commando currently and shouldn't need to be changed. Just it's damage reduction and the skills mentioned so they make sense. A ranged armor break on par with swordsman would be nifty as well as long as it doesn't disrupt Swordsman for options in groups.
 
Most of my comments are to not re-invent the wheel. The DoTs are the best part of Commando here and they're more useful when a you have a commando group with respective Energy, Kinetic/Fire, Cold, Electric, and Acid damage since they have their own DoTs.

When Commando comes to full fruition, I believe the brawler requirement will be necessary for balance.

The idea for a native 25% damage reduction sounds pretty cool as well - I'll take about anything other than Stand Fast as it's more effective to just buy synthsteak as a commando currently.

I know Halo had mentioned bringing back Devastation which is basically a special Commando critical from my understanding.

Demolition Shot and DoTs are probably the best thing going for commando currently and shouldn't need to be changed. Just it's damage reduction and the skills mentioned so they make sense. A ranged armor break on par with swordsman would be nifty as well as long as it doesn't disrupt Swordsman for options in groups.
DoTs are boring and currently inconsequential. Commando needs to be more than an NGE dot spammer. CU commando had utility as well as damage. Returning dots to NGE form is just lazy imo. Keeping a dot for flame thrower (@35m) and returning states to other heavy weapons allows for more diverse gameplay options as opposed to cookie-cutter dot spammers.
 
DoTs are boring and currently inconsequential. Commando needs to be more than an NGE dot spammer. CU commando had utility as well as damage. Returning dots to NGE form is just lazy imo. Keeping a dot for flame thrower (@35m) and returning states to other heavy weapons allows for more diverse gameplay options as opposed to cookie-cutter dot spammers.

I have to disagree that the DoTs are inconsequential. A single DoT stacked at 10 turns into 500 damage every 3 seconds.

If you have a group of five commandos in a PvE group with all max stacked dots, that's 2500 damage every 3 seconds.

Not great in PvP but arguably one of the most useful consistent DPS users in PVE currently
 
  • Commando Heavy Weapons cannot get pupped, take tissues/shards, or damage slice

Also worth noting that with how elemental damage is currently in addition to heavy weapons being forced into having element makes them even worse for pvp and the only way to attempt to work around it is to have weapon smiths actually try to make the worst possible elemental chambers
 
Also worth noting that with how elemental damage is currently in addition to heavy weapons being forced into having element makes them even worse for pvp and the only way to attempt to work around it is to have weapon smiths actually try to make the worst possible elemental chambers
The only full kinetic heavy weapon is the shotgun you can get at restuss.
 
Commando professions are getting a rework in 1.1 i do believe dots need a power boost, Grenades need a rework and heavy weapons needed to be added to the loot table. Until there is more of a road map published or until changed happen on the Test server please keep the ideas coming.