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1.4 Commandos.....Thoughts?


TheMB

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Actually the root would be pretty awesome.....if we could use it at 30m. Would be great then. 4m? Just not very good.

 

this. or the root should have been given to commando assault specialist tree, there would make sense.

 

i still think commando should get a buff like lets say called... Digged in, after like 10 seconds of not moving , you would become immune to interrupts or something like that, if you moved the counter would restart again.

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this. or the root should have been given to commando assault specialist tree, there would make sense.

 

i still think commando should get a buff like lets say called... Digged in, after like 10 seconds of not moving , you would become immune to interrupts or something like that, if you moved the counter would restart again.

Considering we can't move if we want to do DPS that would make sense,

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I think the Commando still doesn't do enough damage. I have a 50 vanguard in battlemaster that out damages my Commando in full War Hero fully aug'd. I use the assault spec after using gunnery for a long time. Assault allows you to move a little more so I get a little more damage out of it. The problem, as far as assault goes, is u rarely proc HIB. Let's admit it, charged bolts is useless. It takes so long to cast that you always get interrupted and even if you do get it off it has a 55% chance of not proc'ing. You get more damage out of continuous hammer shot at that rate. What they need to do is make charged bolts instant and weaker. If not then make them run faster because the distance is useless. Not enough utility to stay at range from anyone really.
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Mixed...

 

The cooldown on the interrupt vs 6 or 8 seconds for other classes makes it still a half **edit** skill.

 

Removing sticky grenade from the AP cooldown was AWESOME though.

 

Actually, the only interrupts that are baseline 8 seconds are only usable from 4m away. Shadow's is 10m but has a 12s cooldown that you can spec down to 10 in the Infiltration tree. The only interrupt that's 6s is a Watchman Sent specced into it, and it still has the 4m limitation. Having a 30m range on it is more than worth the extra 4 seconds.

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i still think commando should get a buff like lets say called... Digged in, after like 10 seconds of not moving , you would become immune to interrupts or something like that, if you moved the counter would restart again.
That would probably discourage player movement and make the AC less dynamic to play. But I agree with the sentiment - commandos should be given some kind of "turret" functionality on par with Gunslingers. But notice Gunslingers are incented to move by passive talents that kick in when entering and exiting cover (insta-cast charged burst and ballistic dampers). It wouldn't take much imagination - for example there could be separate talents high up in each tree that buff Reactive Shield by shortening its cooldown, make its effects AoE, provide the cc immunity of a Gunslinger's Hunker Down, or the movement buff of a Tactics Vanguard's Hold the Line. That would lend more utility to each tree of the AC in PvP, whether they're holding a platform or carrying the ball. Also, I don't see why the commando's knockback can't have a talented root along with the extra 2 metres (again, on par with the Gunslinger). A few more seconds of breathing room could go a long way to making this AC more playable in PvP. The AC needs two things to save it imo, more group utility and a viable escape mechanic. Slightly more forgiving resource management wouldn't hurt either, but that's beside the point.
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I was a gunnery commando before 1.2 and abandoned it soon after. Now back with an Assault commando I'm actually really enjoying it.

 

The AP>Sticky grenade>Hib combo isn't the most damaging burst in the game but it leaves a mark. The fact that I can do it at 30m while on the run is awesome. The marauder you just pissed off will probably leap to you then (if you didn't Los him or run beyond 30m). Stock stike him, pop your defensive cooldowns and run while shooting, if you're lucky you can survive a few seconds till you can cryo him and knock him back out of range again. Follow up with your full auto, t

he Hib proc and the assault plastique if it's ready and you may 1 on 1 kill the commando killer.

 

I think the assault path is the key, people keep saying we're turrets but we're not, we can play in the sniper domain but focus on dots and AoE attacks rather than hard hitting 1on1 attacks.

Gunnery is dead and has been since 1.2, abandon it and the commando becomes a viable player again.

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That would probably discourage player movement and make the AC less dynamic to play. But I agree with the sentiment - commandos should be given some kind of "turret" functionality on par with Gunslingers. But notice Gunslingers are incented to move by passive talents that kick in when entering and exiting cover (insta-cast charged burst and ballistic dampers). It wouldn't take much imagination - for example there could be separate talents high up in each tree that buff Reactive Shield by shortening its cooldown, make its effects AoE, provide the cc immunity of a Gunslinger's Hunker Down, or the movement buff of a Tactics Vanguard's Hold the Line. That would lend more utility to each tree of the AC in PvP, whether they're holding a platform or carrying the ball. Also, I don't see why the commando's knockback can't have a talented root along with the extra 2 metres (again, on par with the Gunslinger). A few more seconds of breathing room could go a long way to making this AC more playable in PvP. The AC needs two things to save it imo, more group utility and a viable escape mechanic. Slightly more forgiving resource management wouldn't hurt either, but that's beside the point.

 

 

 

I think gunnery needs to be reworked like this, there needs to be some pay off for being so stationary.

 

As a mid-level gunnery commando in PvP I literally cannot do anything against someone that has 1/2 a clue, I've played every AC (although not every spec) to at least mid-levels in PvP and gunnery is the worst I've found (and it's got worse).

 

A L10 Gunslinger or Sniper is much more powerful in PvP.

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I was a gunnery commando before 1.2 and abandoned it soon after. Now back with an Assault commando I'm actually really enjoying it.

 

The AP>Sticky grenade>Hib combo isn't the most damaging burst in the game but it leaves a mark. The fact that I can do it at 30m while on the run is awesome. The marauder you just pissed off will probably leap to you then (if you didn't Los him or run beyond 30m). Stock stike him, pop your defensive cooldowns and run while shooting, if you're lucky you can survive a few seconds till you can cryo him and knock him back out of range again. Follow up with your full auto, t

he Hib proc and the assault plastique if it's ready and you may 1 on 1 kill the commando killer.

 

I think the assault path is the key, people keep saying we're turrets but we're not, we can play in the sniper domain but focus on dots and AoE attacks rather than hard hitting 1on1 attacks.

Gunnery is dead and has been since 1.2, abandon it and the commando becomes a viable player again.

 

problem is if you want to play assault, vanguard is simply miles ahead, there isnt any way around this

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This is very true.

 

Though if you work a Shied Vanguard right, you may not deal a lot of damage, but damn can you sit there taking a beating for the team.

 

But this is very correct, an assault VANGUARD is WAY better than a commando considering he has way better defensive abilities.

 

Honestly the commando needs better dps abilities if he's not going to be a medic. it should be

 

Commandos are medics or with the heavy cannon basically a modern day machine gunner laying down heavy fire and the Vanguard should be the close encounter, eat your heart out you are not getting through my defenses unless you are that good while i beat you to death with my rifle.

 

While the vanguard is exactly like i just said, the commando i see is SADLY lacking.

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This is very true.

 

Though if you work a Shied Vanguard right, you may not deal a lot of damage, but damn can you sit there taking a beating for the team.

 

But this is very correct, an assault VANGUARD is WAY better than a commando considering he has way better defensive abilities.

 

Honestly the commando needs better dps abilities if he's not going to be a medic. it should be

 

Commandos are medics or with the heavy cannon basically a modern day machine gunner laying down heavy fire and the Vanguard should be the close encounter, eat your heart out you are not getting through my defenses unless you are that good while i beat you to death with my rifle.

 

While the vanguard is exactly like i just said, the commando i see is SADLY lacking.

 

+1 commando, is to easily shut down, assault also since you need to use charged bolts, in the end it suffers the same exact problem as gunnery spec.

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I am healing speced and I can say that I hate the cryo grenade nerf. It isn't so bad pve because of the way aggro works, but in pvp it makes it really hard to successfully CC someone. I try to stay out of the middle of a fight but I have to be right up in there to get any use out of cryo grenades.

 

I do love the new skill tree addition, though. Having trauma probe proc when you attack an enemy is great for pvp and adds a good bit of survive ability since it doesn't share cooldown with the regular proc. It lets me actually use hammer shot for something, since using it to heal during pvp is suicide.

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Boo hoo Vanguard is 'better'. Wahhhh why do Gunslingers have an uninterruptible talent? Why don't I have defensive cooldowns like a Guardian? Jeez! I find it much harder to try to teach you folks how to play a Commando than it is to PvP with one. Here's my latest post, I just can't type the same thing over and over again: http://www.swtor.com/community/showpost.php?p=5296472&postcount=16

 

....

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I love assault commando. I can take most classes 1v1.... notable exceptions are probably sentinels (very good ones) and shadows (especially when they charge in at speed and force shroud through my AP opening).

 

Gunslingers? Piece of cake on most maps. They are turrets that flash warning lights at me when I need to break LOS. I duck out of LOS and kill them at ease, usually with little damage taken. (Sometimes they get desperate enough to throw orbital strike at me.... makes me LOL when that happens).

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I love assault commando. I can take most classes 1v1.... notable exceptions are probably sentinels (very good ones) and shadows (especially when they charge in at speed and force shroud through my AP opening).

 

Gunslingers? Piece of cake on most maps. They are turrets that flash warning lights at me when I need to break LOS. I duck out of LOS and kill them at ease, usually with little damage taken. (Sometimes they get desperate enough to throw orbital strike at me.... makes me LOL when that happens).

What's your build and rotation?

 

I have to admit I have doubts.

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I love assault commando. I can take most classes 1v1.... notable exceptions are probably sentinels (very good ones) and shadows (especially when they charge in at speed and force shroud through my AP opening).

 

Gunslingers? Piece of cake on most maps. They are turrets that flash warning lights at me when I need to break LOS. I duck out of LOS and kill them at ease, usually with little damage taken. (Sometimes they get desperate enough to throw orbital strike at me.... makes me LOL when that happens).

 

when u mean most classes, u mean other mercs i presume...

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What's your build and rotation?

 

I have to admit I have doubts.

I'm assault, and I generally stay alive by kiting and breaking LOS as needed.

 

The opening single target burst is basically what everyone does: IR -> AP -> SG -> HIB -> reserve powercell -> full auto -> HIB. Only thing of note slightly different from others.... I almost never stand still, so I never use charged bolt. I only use pulse cannon and mortar valley in very opportunistic situations (no one is hitting me but bad guys are clumped). I think its a waste of ammo. Id rather spam hammer shot. And I *only* use tech override in conjunction with concussion grenade as another immediate escape CC.

 

In general, when I am targeted by ranged channeled DPS, I play LOS with them. They have all the issues gunnery commandos have. If I'm hurt, I'll regularly duck out of sight and self heal. (I'm talented in the combat medic skill that cuts medical droid time.)

 

When I'm targeted by melee, it's all about kiting. You can't knock back many juggs after they jump, so cryo, stock strike, and move. AP/SG/IR while moving. If they use cc breaker, use tech override / concussion, and move > 10m away before opening fire. If they slow you, fine, you have a head start and can slow them too. And when they get real close, up goes reactive shield, etc, etc.

 

Like I said earlier, shadows and sentinels are two classes I have more difficulty with. They have too many defensive CDs that make it so I can't hurt them at the open, and then they can keep me locked down / from escaping with roots + added speed, etc. Oh, and powertechs are still problematic but less so after 1.4. Name of the game there is to do everything you can to keep range > 10m. If they grapple me, it's immediate cryo, and make a run for it. (And cleanse since you're inevitably on fire.)

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  • 3 weeks later...
As an returning commando I have to say that the nerf on cryo grenade was just another act of stupidity from BW. For vanguards I can understand but why nerf an ranged profession stun specially when gunslinger got to keep their long range stun even they are more powered and have better talents than a commando.
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As an returning commando I have to say that the nerf on cryo grenade was just another act of stupidity from BW. For vanguards I can understand but why nerf an ranged profession stun specially when gunslinger got to keep their long range stun even they are more powered and have better talents than a commando.

 

I think BW just nerfed Cryo on VG but forgot to change numbers on COmmando making him even more shi*y being unable to stun sorc, stunning you at 30m lol ;)

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