Welkom, gast!
General Commando Discussion |
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23-09-2011, 03:23 AM |
Bericht: #21
The_WUUSTER
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(23-09-2011 03:11 AM)XXXKruszakus schreef: Gunners should never have gotten the access to PP. It's just way too OP, even more so than dual LR shotguns. Well, gunners with the PP counter-balances their inability to fight snipers. They're still at a disadvantage, but now they have some chances. Super knives OP? Nah not really. Either they're OP or the regular knife is UP. Knifing used to be my main build, but then I realized that at high levels they fall short of pistol and sniper commandos. And if you die by a knifer, that is probably one of two reasons. The first one, and the most common, is that you were being teamed and the commando got lucky with a KS. The second one, is that you're not good enough with handling knifers. The TT poison is truly annoying. They should at least make CM-able, as it will take out 12 health, regardless of being healed or not. Also the poison makes the commando visible, so the tweak is both a buff and a nerf. Many times I sniped other commandos because they were unlucky enough to be hit by TT poison (luckily I haven't had that yet ).I support the idea of making abilities for pistols and shotguns... it'll promote more use and maybe a long-needed buff to the SRSG. |
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23-09-2011, 03:27 AM |
Bericht: #22
XXXKruszakus
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I love that poison from TT still damages you after you respawn...
Stray - Duck Hunting Montage |
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23-09-2011, 05:32 AM |
Bericht: #23
Mc4
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on the topic of tts, the most annoying thing about it is shooting the tt from outside the blast radius and still getting poisoned.
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23-09-2011, 06:03 AM |
Bericht: #24
MadnesWTF
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pistol ability
focus shot - grant ability for next 5 sec to land headsot with aditional dmg , decrease slightly atak speed . the headshot dmg will be little , like 10 . lvl 1 - work for 1 sec , add dmg 10 , - 40% ROF of any pistol . lvl2 - work for 2 sec , add dmg 11 , -35% ROF of any pistol . lvl3 - work for 3 sec , add dmg 12 , -30% ROF of any pistol . lvl4 - work for 4 sec , add dmg 13 , -25% ROF of any pistol . lvl5- work for 5 sec , add dmg 14 , -20% ROF of any pistol . reuse on all lvls should be 10 sec |
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23-09-2011, 07:48 AM |
Bericht: #25
no_super
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(23-09-2011 06:03 AM)MadnesWTF schreef: pistol ability man, that -ROF really makes that added headshot damage nullified. spend more time shooting, aiming at a tighter target or spend less time shooting, aiming at a much bigger target. ill take the 2nd choice. i would rather see some sort of reload buff or ammo buff for pistols in the form of an ability. for example: Insta-Clip! (passive ability) Gives chance to instantly reload your pistols. rank 1: 20% chance to instantly reload your pistol clips rank 2: 30% chance to instantly reload your pistol clips rank 3: 40% chance to instantly reload your pistol clips rank 4: 50% chance to instantly reload your pistol clips rank 5: 65% chance to instantly reload your pistol clips + 10% more ammo would that be OP? think about it, to get rank 5, commandos would have to sacrifice another very useful ability such as MT or TT, it would add diversity. |
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23-09-2011, 08:08 AM |
Bericht: #26
MadnesWTF
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blues think to add new ability aswell with increase max lvl
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23-09-2011, 09:03 AM |
Bericht: #27
Vidkun
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Commando doesn't need too much of a tweaking. There's only one problem with this class and it's the stealth ability, especially combined with high rate of fire of sniper rifles. It could be solved by simply:
a) Making all rifles into bolt action ones. b) Disallowing equipping of the sniper rifle along with the stealth ability, on the same way as you can't equip poison blade without knife. New abilities are always welcome, but without any fix for stealth mando's will be just as annoying and unwanted on most servers as they are now. |
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23-09-2011, 09:39 AM |
Bericht: #28
MadnesWTF
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a small idea of how to improve/fix MT
when you mark target soldier/guner its same as how its now . but when you mark commando there are 2 options a) - if he is in stealth , than cancel stealth and put it in cooldown , but doesnt mark him and show his location to all other teammates b) - if he is not in stealth than mark him and show his location to your teammates ,put stealth in cooldown . like this there will be some tactics how to reveal enemy commando , there will be a need of having lvl 5 MT , because its cooldown is faster than lvl 5 stealth , so you need 2 MT in row to show enemy commando for your team . also it will encourage more mandos to put lvl5 stealth , and not like how now some ppl walking around with lvl 1-3 , because faster reload mean high posibility to escape be marked for second time . |
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23-09-2011, 09:40 AM |
Bericht: #29
Zoom7
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(22-09-2011 07:41 AM)HATE schreef: Pistol abilities - Overall I would like to see every class get new abilities and raise the level cap. Why? Another 600k XP to reach the next Hero Point? Almost 4 million XP after lvl 30 to reach lvl 40 and get 5 extra HP? No one likes grinding. You should try to come up with other things that make the game interesting after lvl 30, not raise the level cap. The easiest solution is not always the best one. |
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23-09-2011, 12:34 PM |
Bericht: #30
HATE
Go to next important person...
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(23-09-2011 09:40 AM)Zoom7 schreef:(22-09-2011 07:41 AM)HATE schreef: Pistol abilities - Overall I would like to see every class get new abilities and raise the level cap. I would go into more detail about what things I would think needed to be done before the level cap was increased - but now is not the time for that. Overall - you are correct. There's a need for more things "to do" in heroes to make day - to - day play more interesting. However this is not a class specific need. EAsy Studio Lead Designer "X New thing will be awesome! Sadly X new thing will not be in the next patch ""Can I has attack squirrels now ?"
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23-09-2011, 12:35 PM |
Bericht: #31
HATE
Go to next important person...
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(23-09-2011 08:08 AM)MadnesWTF schreef: blues think to add new ability aswell with increase max lvl The only reason to raise max level (in my mind) is to provide more Hero Points that can be spent into new abilities. So yes - I agree. EAsy Studio Lead Designer "X New thing will be awesome! Sadly X new thing will not be in the next patch ""Can I has attack squirrels now ?"
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23-09-2011, 12:44 PM |
Bericht: #32
CoBanyi
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knifers needz a new weapon Q_Q
they only haz default knife, super/uber knife and stylish knife |
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23-09-2011, 12:50 PM |
Bericht: #33
HATE
Go to next important person...
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(23-09-2011 12:44 PM)CoBanyi schreef: knifers needz a new weapon Q_Q ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Worthless reply - I know.....but ![]() ![]() ![]() ![]() ![]()
EAsy Studio Lead Designer "X New thing will be awesome! Sadly X new thing will not be in the next patch ""Can I has attack squirrels now ?"
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23-09-2011, 12:55 PM |
Bericht: #34
Skanomodu
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(23-09-2011 12:50 PM)HATE schreef:My guess is that HATE´s really big smile means that there will be a new weapon.(23-09-2011 12:44 PM)CoBanyi schreef: knifers needz a new weapon Q_Q
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23-09-2011, 01:29 PM |
Bericht: #35
bhtest
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23-09-2011, 02:29 PM |
Bericht: #36
Drolix
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I've been thinking about a new commando ability : shared stealth that would work along the classic stealth.
Share stealth would apply your own stealth ability to the surrounding teamates. Activate the ability to grant stealth effect to surrounding teammates for a given amount of time. The stealth parameters (in particular area of effect)would be based on that commando own stealth level. Increasing the level of shared stealth would increase the area of effect,the duration and reduce cooldown. Since it forces the group to stay very close to each other, that makes the group very sensible to AOE damages. I gives a great advantage to groups that manage to attack together pro: - Good for : teamplay ability for the commandos cons: - PP groups - voice communication would add a crazy advantage |
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23-09-2011, 03:17 PM |
Bericht: #37
CrySpy
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(23-09-2011 02:41 AM)Frenchyfry schreef: Gunner with extremely accurate, high-damage pistol? I'm not taking a liking in that idea. True. No pp for gunner then. My over all point is to have seperate classes, two classes might be able to somewhat have the same role, but not all three of them. And for a lvl increase, some more abilities would be neat to have. The possibility of having 4 of 5(6 for mando) abilities maxed with a single point in one ability will provide less variety in the higher levels. It is not that much anyways, but it shouldn't be less. ![]() Forum rules! Forum FAQs! How to report! Epic win! Signature rules! User fixes! I am a community moderator, not an official EA representative |
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23-09-2011, 03:54 PM |
Bericht: #38
Colorful
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What about put a slow-effect on the poison blade ability, like with the keg - or decreased accuracy for the victim? Additionally to the existing effect.
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23-09-2011, 04:36 PM |
Bericht: #39
Wormrose
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A lot of these things have probably already been suggested, this is just my 2BFs:
In general: When I choose my abilities I want to feel this: I wish I had more Hero Points. Then I could use that ability, and that one, and that one... I don't mind if you increase the maximum level above 30 as long as you don't get any more Hero Points, but then I see little point in raising the level cap, so please just don't. I approve of releasing expensive and fun/silly widgets, but not new abilities (unless it replaces an old ability, PB I'm looking at you). I also think that you should increase the magazine and/or the accuracy of the midrange pistol, since it only deals decent damage at midrange anyway. Commando: PS: Make the damage boost percentage based. This will still make all rifles viable but the fast won't be a gatling gun anymore. PB: I don't know how this ability could be balanced. Maybe giving the knifer a small amount of health (fixed amount per stab), perhaps in addition to the poison damage, or making it a (poisonous) throwing dagger (only usuable with knife equipped)? Putting abilities on cooldown or interrupting them means that your target is a sitting duck whose only way to survive is to outdamage you, which I find very unlikely. I do not see why the pistol-using commandos need a buff. In my opinion the LR pistol is the best all-round weapon in the game. Along with these changes I've suggested changes for soldiers and gunners in their respective thread: Gunner Soldier ![]()
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23-09-2011, 05:01 PM |
Bericht: #40
Colorful
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(23-09-2011 04:36 PM)Wormrose schreef: ...PB: I don't know how this ability could be balanced. Maybe giving the knifer a small amount of health (fixed amount per stab), perhaps in addition to the poison damage The problem is not the commando's health per se, since the main issue is once the victim realises he is getting stabbed (suppose he reacts fast enough), he will either use a speed boost (commando/gunner) or BB (soldier). And when that happens, the commando will be kited around if he continues with knifing. Citaat:or making it a (poisonous) throwing dagger (only usuable with knife equipped)? Putting abilities on cooldown or interrupting them means that your target is a sitting duck whose only way to survive is to outdamage you, which I find very unlikely. I agree, an ability which can silence opponent's abilities in this game would be too OP, especially combined with deadly stabs which there is no way in escaping. Edit: I would love to see more abilities, but I'm concerned of it could lead to lack of space in the hotkey bars. On the other hand, it would be cool with passive abilities, for instance; small HP regen for soldier, +crit chance for gunners, +magazine size for commandos. |


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