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1.4 Commandos.....Thoughts?

STAR WARS: The Old Republic > English > Classes > Trooper > Commando
1.4 Commandos.....Thoughts?

TheMB's Avatar


TheMB
09.27.2012 , 02:00 PM | #1
Well 1.4 is here now so what does everyone think to the changes to this class (although minor) PvP and PvE wise?
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ChicagoBearsFan's Avatar


ChicagoBearsFan
09.27.2012 , 02:31 PM | #2
Love the interrupt.. hate the cryo grenade nerf. 20m would been an acceptable nerf, but for a ranged commando 10m is next to useless. In Huttball we have almost no way of stalling a ball carrier anymore. (You can pop Tech overide then CC real quick but then dmg from others just lets them loose again) so what are we to do? Heal spec can throw a Kolto bomb that slows them 50% but if they have speed increased they are usually out of range before you can target them with it.

I'm a heal spec commando and so far I love the new skills/changes. But nerfing our only practical stun was a bad call.

Luceon's Avatar


Luceon
09.27.2012 , 02:42 PM | #3
The interrupt is certainly nice, I have already made good use of it so far (PVE). I do absolutely hate the lose of my knock back with stock strike though, the root is almost completely worthless. Even if I use it then use concussion charge the root runs out just as the target touches back on the ground .... worthless. On top of that, how am I supposed to fight if I root someone (for 2-4 wasteful seconds) and am expected to run away. By the time I run out of range the root is gone and they are after me again. The nerf to cryo grenade distance is a bad call, I didn't use it to create distance but to keep it. Again, why would I want to stick someone right next to me that forces me to move and not be able to cast my attacks? As for the instant AMP with the buffs for high impact round well, it is alright. I never used to bother with off healing but now I just might pop an AMP every now and then. I still wish they would have made it for MP instead of AMP since AMP already has a short cast time and is certainly weaker. I am not a combat medic so I cannot comment much on the changes there.
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DashaAdair's Avatar


DashaAdair
09.27.2012 , 03:37 PM | #4
Good news, the interrupt is great.

Bad news:

Cryo grenade change is a terrible idea. We are a ranged class predicated on the concept of standoff and being a base of fire. We cannot maintain standoff for any period of time now nor can we shape the battle from our normal firing position. We are now overrun without the ability to control. I also don't have a control option for snipers now unless we are all within 10m. This design, development, and testing was completely ineffective.

Knockback: I ran two commandos through multiple warzones last night and finally quit. At no time did I want and could use a root. I was either rooted/snared so a root was pointless, but a knockback would have helped. There were several times I could have used root to an effect in huttball, but I would have rather had a knockback to get the better effect of knocking them off the catwalks. Again, poor thought process, poor design, poor development, and ineffective testing.

I am giddy with anger.

oaceen's Avatar


oaceen
09.28.2012 , 12:07 AM | #5
really wish they would just make it a 4s daze that breaks immediately on damage on damage or something

the knock back "did too much resolve to make it useful" but the root is completely useless



nerf to cryo is kind of annoying, but i used it as a pseudo-interrupt for the most part, so it doesn't affect my playstyle too much


overall though, my thoughts are: WE FINALLY GET AN INTERRUPT!!!!!shiftone!!1
then i feel really sad that i'm excited about something we should have had since the beginning

which are roughly my thoughts when we finally got an in-combat rezz

LaniAkavir's Avatar


LaniAkavir
09.28.2012 , 02:47 AM | #6
PVE-wise I love the changes for Combat Medics.

Cryo Grenade 10m or 30m doesn't really matter, I only use it when some adds are on my back.

The reduction on skill points for Potent Medicine allowed me to acquire 4% alacrity and 2% heal done.
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DarkSideTOR's Avatar


DarkSideTOR
09.28.2012 , 04:44 AM | #7
Here's my thoughts, the nerf to sweltering heat was retarded. They gave us nothing in the way of defense as dps Commandos, they nerfed the one viable tree we had for PVP as DPS spec, by reducing the snare to 30%. There's no way to maintain distance between us and melee now. Instead we get a root and snare increase in Gunnery and... nothing else to help that tree for PVP. You are still forced to be a turret and you're still susceptible to interrupts in Gunnery so what was the point I ask?

Just come out and say you have no idea how to balance the class for PVP at ALL.

xxIncubixx's Avatar


xxIncubixx
09.28.2012 , 05:58 AM | #8
commando is still pretty underwhelming, to easily shut down, and assault specialist is still gimped compared to vanguard version, not much changed... the root is pointless, i dont get it why they did that change lol

balance is not so bad, bettewen the other classes, its just that commando/mercenary suck hard on everything possible period.

Eillack's Avatar


Eillack
09.28.2012 , 06:03 AM | #9
I miss the originaly Trooper Class / Commando. At least back then a Commando actually had a purpose.

I focussed almost all my points on Combat Med after 1.4 because it is laughable to be anything other than a half-*** medic in SW:TOR
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Wanchope's Avatar


Wanchope
09.28.2012 , 12:55 PM | #10
As a long time combat medic, I'm pretty happy with the changes. I don't care too much about a 10m vs 30m cyro nade. I pretty much only use them on mele anyhow. The interrupt is a big welcome. I'm not sure the new trauma probe ability is going to really ever get used (by me) effectively, but it is nice to have. All the people who complain about trauma prob being inefficient are technically (mathematically) correct, but I love being able to heal in two place at once and am willing to pay the price in ammo to do it. Its really helpful in PvP at least.