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Bioware you should change the class describtion for Commandos


Meshimashi

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"Trained in advanced assult tactics and weaponry, Commandos charge into battle with massive assult cannons, overwhelming their enemies with brute firepower"

 

 

No, no and no. I don't charge into to any battle I get jumped and killed and if lucky I manage to escape because another Jedi jump the Sith that jumped me.

 

"overwhelming their enemies with brute firepower" I don't overwhelm anyone with my "brute firepower" infact my "brute firepower" gets interrupted and during the time I'm interrupted I get killed.

 

I thought it was a matter of items first and now I got full battlemaster except the off-hand, the only thing that changed was that I now got the chance to actually survive long enough to knock Sith players off a edge, into a fire or acid.

 

Class info: "Trained in advanced knockback tactics and stupidity, Commandos run away from battle with massive interruptible assult cannons, Trying to overwhelm their enemies with brute knockback power"

 

ah sounds about right!

 

 

Alright now for the serious part.

Am I expected to die if someone comes for me? is that the combat role for commandos in PvP? because yeah I can kill people if they aint targeting me but hell can't everyone? The only reason I still do PvP is because it's something fun to do with guildies but still commandos need some serious improvements PvP-wise. Was doing a warzone with a guildie the other day we were in Novare Coast protecting a panel. 2 commandos. A Sith Assassin apears and try to kill my friend we both start attacking this Assassin by the end of the fight we won but my friend barely made it I had to stop dpsing and heal him twice just so he wouldnt be a goner. now for the twist, lets say there were two assassins protecting the panel and a commando comes along they would rip him apart in matter of seconds no doubt he would litteraly be dead within seconds.

 

So before you release the rated warzones bioware you either change the description for Commandos so noone else have to experience how bad commandos are at PvP or you fix this huge gap you have made betwin commandos and pretty much every other class.

 

I know alot of whining but what the hell am I supose to do, I like my commando but why is he SOOO bad...

 

Another sidenote: Don't want any tip on how I should play my character or how bad I am. This thread is to be shared with others feeling the same about their commandos and perhaps a heads up for bioware.

 

Thank you.

Edited by Meshimashi
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If bioware wanted to eliminate the commando population at least their succeeding at one thing. Secondly the massive gap that seperates commandos form the rest of the classes is the fact there is no mobility or any defense against melee at all(amongst other issues). Perhaps Bioware should put in their description "Don't bother with Commando this class sucks, go for Vanguard" because all i see in my server pvp is vanguards and the other typical favorite, Maurader.

 

If Bioware succeeded at anything, its pissing people off.

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I haven't seen any noticeable difference in survivability since 1.2. Our survivability vs melee or other classes with short interrupts has always been bad. That normally would be fine, except we're not exceptionally good against anyone, either.

 

The problem I've always had with the class in PVP has been that the reliance on other players to interrupt healers while you focus them, train melee off you, and protect you, has always been immense. The class is simply more of a support role as gunnery than anything else, which it shouldn't be as a (nearly) pure DPS spec.

 

Combat Medic has been my go to spec for PVP for some time because of this. Prior to the nerfs, we were undoubtedly the kings of PVP healing. We're still solid, but I feel like scoundrel is better overall now.

 

PVE - I'm in a good spot. Doing 1400-1500 parsed with mostly rakata and some columi in Denova.

 

EDIT- I should mention that as far as PVE is concerned, I feel the class description is accurate. For PVP, the class definitely needs tweaks.

Edited by valhak
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I haven't seen any noticeable difference in survivability since 1.2. Our survivability vs melee or other classes with short interrupts has always been bad. That normally would be fine, except we're not exceptionally good against anyone, either.

 

The problem I've always had with the class in PVP has been that the reliance on other players to interrupt healers while you focus them, train melee off you, and protect you, has always been immense. The class is simply more of a support role as gunnery than anything else, which it shouldn't be as a (nearly) pure DPS spec.

 

Combat Medic has been my go to spec for PVP for some time because of this. Prior to the nerfs, we were undoubtedly the kings of PVP healing. We're still solid, but I feel like scoundrel is better overall now.

 

PVE - I'm in a good spot. Doing 1400-1500 parsed with mostly rakata and some columi in Denova.

 

EDIT- I should mention that as far as PVE is concerned, I feel the class description is accurate. For PVP, the class definitely needs tweaks.

 

That was a well thought out honest post that didn't exaggerate our failings but also didn't sweep them under the rug. Well done.

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When I hear word "Commando", i imagine jack of all trades, someone who can shoot people, knife them, is a demolition expert and can handle vehicles, and also is a stealth specialist. Like Rambo, or commando from Command and Conquer series, or Shadow from Jagged Alliance. When I find out that he is just a turret, mimicing Sage playstyle, I was kinda dissapointed. That's the reason I switched to Assault from Gunnery, cause I seem to have more tricks that way. Edited by Shadenuat
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I haven't seen any noticeable difference in survivability since 1.2. Our survivability vs melee or other classes with short interrupts has always been bad. That normally would be fine, except we're not exceptionally good against anyone, either.

You mean you didnt notice the difference in the expertise? That you get hit harder now? Good for you. And really blind.

 

PVE - I'm in a good spot. Doing 1400-1500 parsed with mostly rakata and some columi in Denova.

1500 DPS. I would love to see logs from this (more than one), because this seems WAY off from what i saw so far.

 

EDIT- I should mention that as far as PVE is concerned, I feel the class description is accurate. For PVP, the class definitely needs tweaks.

For PVE we have the pure problem that Commandos are the worst DPS right now. Their bonus comes only from the armor reduction they give. Thats all. But on pure DPS numbers they are behind everyone else. And this is no balance, this is killing of a class. And bioware did well if this was their goal.

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Anyone who says gunnery commandos are fine in pvp has never tried a gunslinger or a sage.

 

Never tried any of those, but I am fine, and often finish in the two first pubs. We are not a class that is good in 1 vs 1 duels that's right (although I have no problems killings sorcerers and gunslingers if my CDs are up). But in taking and defending objectives we are rather good and that's a reason good enough to get quickly focused. One commando is enough to guard a turret, because he will somehow manage to survive while waiting for reinforcements to arrive. Now a lot of the survivability depends on where you place yourself. Since we are distance, the better is to not be visible in the center, but rather hide apart from the melee and discretely help our friends.

 

You also have to learn to use others skills than your 5 preferred. When you are interrupted, you lose the same time as your opponent, since he used one GCD to interrupt you => just switch to another skill. When you are low life against another low life mezz him, and heal yourself, or if he purges himself, cryo him and finish him. When you are about do die, use your last GCD to throw a sticky. Most of theses are never purged and if the guy tries to tag, the sticky will blow up several seconds after your death and interrupt him and all of the other taggers.

 

Flee 1 vs 1 encounters, and even if some marauder comes for you, keep an eye around: you probably won't be able to kill him, but it will take him some time to take you down. Try to bump him downside, and keep using your aoes on the packs, your friends will thank you later.

 

Last but not least, commandos are a very useful tool in huttball, since we can provide good support for defending our camp. Don't go skirmishing in the center or in some random place in the map like a lot do, you have way better to do. First objective, clean the platforms of your camp, no red guy must stay on it. But don't try to kill everyone because it takes way to long, just bump them downside and have same take the long walk to come back. Beware the jumpers. Avoid offering them a free ticket to advance into your camp, and if you ever get jumped, patientely wait four seconds before bumping them back. Often scan your spawing area, there are often fufus waiting there. And finally if all is cleared and your team mates have the ball you can begin to advance and support them. Even if you are gunnery, switch to the healer cell, and continuously heal your friends who has the ball. Healing is very complicated in huttball for every other classes since of the extreme mobility of most of the classes, but you can keep healing while moving and that's a real plus. Of course the enemy will focus you as an obvious healer, but first the dps you get is not for your friend, and you are in heavy armor so it's another way to help him making it to the goal, secondly, don't forget that your primarily objective is defending your camp, and dying is the quicker way to get back there.

Edited by Boufsa
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PVE - I'm in a good spot. Doing 1400-1500 parsed with mostly rakata and some columi in Denova.

 

I'm gonna have to call you out on this as well. That's at least 300-400 more than I can do in full Rakata Eliminator gear with a BH earpiece. But by all means, post a log and prove me wrong...you claim to have it parsed. Let's see those test results from the dummy.

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Don't trust everything you read on the forums. Of course you can play a gunnery commando in pvp and greatly help your team. But your dps meter will always stay behind assault specialists, because dot specialities are much more easier to inflict alot dps. But you will lose alot burst power, and if there are some big healers foes, you will end up inflicting 500k+ damages on target that never died. Sure you will make alot of medals, but all in all, it serves nothing.

 

As for the gunnery commando spec, you need 31 points in it, because the demo round is a good finisher. And you have to learn a totally new gameplay, since only spamming grav rounds won't work there. First of all, the placement is very important. You are a distant, so don't stay in the middle and don't voluntarily go in the middle of the fight. Secondly, you will take interrupts, you will get jumped on, and have trouble facing most of the classes 1vs1 when they are well played. => Know your limits, play in group, sometimes healing a friend is the better way to stay 2 vs 1.

 

Especially in huttball, there is almost none better than us at defending our camp. It's our role. I have seen a lot of players skirmishing in the center or in some random points of the map, but they were clearly aside from the good strategy, which is:

- first of all, don't get jumped on. It means don't go attack a marauder having the ball head on, or you will give him a free shortcut to your goal. If you ever get jumped, don't instantly bump, he is immune, but rather wait 4 seconds and then bump.

- Don't use your cryo and stun when he is not in the fire, it will fill is resolution for no benefits.

- Your two bumps are your best friends. First try to bump all the foes, and only if it didn't work resort on taking them out.

- Even when your team is attacking, keep your platforms clean. Use your anti-fufu in the zone where they like waiting for the ball, cryo the gunslinger and then bump them, and avoid having sorcerers in position for grapping.

 

Of course this job is not as interesting as going for the goal, and you won't get as much medals as other classes. But if you play well and want your team to win you will greatly contribute to it while your comrades will hardly noticed your were there and have guarded their back.

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I think his numbers are more in line with combat medic, seeing as how he mentioned cm is his go to these days, and thats about what i do on average as a medic anymore. used to hit for big heals, now adays it feels like moderate heals that EAT ammo.

 

And can i get a melee attack that doesn't eat my ammo? What sense is that!?

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Never tried any of those, but I am fine, and often finish in the two first pubs. We are not a class that is good in 1 vs 1 duels that's right (although I have no problems killings sorcerers and gunslingers if my CDs are up). [...]

You also have to learn to use others skills than your 5 preferred. When you are interrupted, you lose the same time as your opponent, since he used one GCD to interrupt you

 

That's because apparently your enemies suck. There's no way any competent sorcerer would stay around enough to die. And the few gunnery commandos you see you eat alive... with the gunslinger just interrupt the GR from 30m and oh boy where did your dps go, followed with a smoke grenade... what? it sucks now that more damage comes from ranged rather than tech?

 

I had a 70ish commando before the lolfreevalor days. The commando sucks balls. Do yourself a favour, try a gunslinger for a bit, and then come back to inform us how fine the commando is as dps turret.

Edited by sensiblepoast
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Especially in huttball, there is almost none better than us at defending our camp. It's our role. I have seen a lot of players skirmishing in the center or in some random points of the map, but they were clearly aside from the good strategy, which is:

 

Grab your gunslinger, put it in the same position as the commando. He cannot be jumped on, he cannot be stunned with hunker, he can still push people away in two different ways, he can put meaningful dps from that privileged position and keep the mid clear. See which deals better with the double jumping guardians and other leaping vermin (like my 50 sentinel :D).

 

You're better off clearing the way for the ball carrier most of the time.

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That's because apparently your enemies suck. There's no way any competent sorcerer would stay around enough to die. And the few gunnery commandos you see you eat alive...

 

First of all most sorcerers suck. It was the popular class a moment ago, but the guys never really learned how to play it well. Secondly, as I said, I don't try to go 1 vs 1, so if I am in 1 vs 1 with a sorcerer it's him that has come at me, and be assured that If we are not in open field we both will use the obstacles, but still at the end, I am generally the winner

 

just interrupt the GR from 30m and oh boy where did your dps go.

I already said it, but I will say it twice: it's because you guys play pvp like pve and rely too much on the grav round. My grav round is interrupted? So bad, I still have 4 or 5 other skill I can use while waiting to be able to reuse it. Of course commando that get their grav round interrupted and stay a few second doing nothing like stupid guinea pig are easy targets, but I learnt how to adapt long ago, and since most of the gunslinger don't even know about the smoke grenade they are the easy target. The only gunslinger I know that I can't win against plays on my side so I generally don't have to bother, and I won't be stupid enough to try to take him one on one.

 

 

Grab your gunslinger, put it in the same position as the commando. He cannot be jumped on, he cannot be stunned with hunker, he can still push people away in two different ways, he can put meaningful dps from that privileged position and keep the mid clear. See which deals better with the double jumping guardians and other leaping vermin (like my 50 sentinel :D)..

The gunslinger is way too static to play a good defense. He can bump only people that come near his hunker, otherwise its hunker serves nothing. I often clean my platform from these easyly: firtst a cryo to take off the hunker, and secondly a bump and they get lost. Of course he can clean the mid, but about going in the bus bumping all the foes, or detecting and erasing fufus that hide in your camp he can't do it.

 

Every class has its utility in huttball. Of course gunslinger play a nice defense too while I sometimes go scoring if the situation calls for it. But they can't do all the commando's job (and vice versa)

 

FYI I have rerolled a gunslinger, a sage and a JK, and loved playing huttball with these, but still the commando is better for playing defense, while the gunslinger is better at cleaning the center.

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First of all most sorcerers suck. It was the popular class a moment ago, but the guys never really learned how to play it well. Secondly, as I said, I don't try to go 1 vs 1, so if I am in 1 vs 1 with a sorcerer it's him that has come at me, and be assured that If we are not in open field we both will use the obstacles, but still at the end, I am generally the winner Sorcs are much better at forcing you into a fight and keeping you in a fight, if they dot and slow you, you cant jsut run away, you cant cure his dots or slows, so one of you have to go down. there are alot of good sorcs on my server that knows ho to use their utilities, which they have alot more of

 

 

I already said it, but I will say it twice: it's because you guys play pvp like pve and rely too much on the grav round. My grav round is interrupted? So bad, I still have 4 or 5 other skill I can use while waiting to be able to reuse it. Of course commando that get their grav round interrupted and stay a few second doing nothing like stupid guinea pig are easy targets, but I learnt how to adapt long ago, and since most of the gunslinger don't even know about the smoke grenade they are the easy target. The only gunslinger I know that I can't win against plays on my side so I generally don't have to bother, and I won't be stupid enough to try to take him one on one. what other 4-5 skills? hammershot is pretty much the only single target instaskills we have, and it does pathethic damage, all others are highly cost skills and aoe, most of them with timers. All other skills have inductions which makes it easy to interupt. Commandos are crap at defending and mostly serves at jumping targets, or an assassin simply stealths behind you and knocks you off making the path clear for his friends, you dont have any gapclosers so you have to run all the way around

 

 

 

The gunslinger is way too static to play a good defense. He can bump only people that come near his hunker, otherwise its hunker serves nothing. I often clean my platform from these easyly: firtst a cryo to take off the hunker, and secondly a bump and they get lost. Of course he can clean the mid, but about going in the bus bumping all the foes, or detecting and erasing fufus that hide in your camp he can't do it.commando gunnery is more static then a gunslinger, they have alot more skills they can use on the move that actually does damage, differance is, while their static, they cant be cc:ed or leaped to, true the AoE kb is nice, but i have more utility for it clearing the path for the ballcarrier on the last 3/4

¨

 

Or enemies on you server sucks

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¨

First of all most sorcerers suck. It was the popular class a moment ago, but the guys never really learned how to play it well. Secondly, as I said, I don't try to go 1 vs 1, so if I am in 1 vs 1 with a sorcerer it's him that has come at me, and be assured that If we are not in open field we both will use the obstacles, but still at the end, I am generally the winner Sorcs are much better at forcing you into a fight and keeping you in a fight, if they dot and slow you, you cant jsut run away, you cant cure his dots or slows, so one of you have to go down. there are alot of good sorcs on my server that knows ho to use their utilities, which they have alot more of

I don't mind being slowed, because I don't have to move (and it's rather bad idea unless you are near an obstacle). I don't mind their dots because I can dispel most of these. I don't mind their other powers because, my own powers do at least as much dps as theirs. I also benefits from the fact that bad players don't know how to play and good players take you lightly because they usually win against your class. If I use my doping/relic/shield while he himself tries to save his own, he will be the loser.

 

 

I already said it, but I will say it twice: it's because you guys play pvp like pve and rely too much on the grav round. My grav round is interrupted? So bad, I still have 4 or 5 other skill I can use while waiting to be able to reuse it. Of course commando that get their grav round interrupted and stay a few second doing nothing like stupid guinea pig are easy targets, but I learnt how to adapt long ago, and since most of the gunslinger don't even know about the smoke grenade they are the easy target. The only gunslinger I know that I can't win against plays on my side so I generally don't have to bother, and I won't be stupid enough to try to take him one on one. what other 4-5 skills? hammershot is pretty much the only single target instaskills we have, and it does pathethic damage, all others are highly cost skills and aoe, most of them with timers. All other skills have inductions which makes it easy to interupt. Commandos are crap at defending and mostly serves at jumping targets, or an assassin simply stealths behind you and knocks you off making the path clear for his friends, you dont have any gapclosers so you have to run all the way around

You must be joking. What aboud demo round? What about full auto? What about High Impact Bolt? FYI full auto is from far the best skill when comparing time and ammo to the dps inflicted. And High Impact Bolt is not so bad, it does nearly as much damage as a grav-round while costing only 1 ammo. With those three skills you have enough to complete your cycle if the ennemy is distant. And if he is near you there is much more to do, don't forget you also have cac abilities: Concussion Charge, Pulse Cannon, Stockstrike, they give you plenty of possibilities depending on the situation. You also have your grenades (sticky, cryo and plasma) that each have their own forces and weaknesses. Did you ever see that by combining Reserve Powercell and Tech Override you can insta-cast every skill you want without getting interrupted or spending amo? Pretty useful for throwing a plasma grenade (for example). In situations where all my powers are on cooldown but I still have ammo, I even resort to using explosives rounds that cost a lot amo for little effectiveness, but are still better than dying doing nothing. Hammer Shot is also sometimes useful when you have already used all your instants and need to keep moving.

 

You should also learn a bit of tactics, they don't have infinite interruptions and most classes can't interupt you twice in a row. Same thing with your other complaints, if you serve of jumping target, it only means you don't know how to place yourself, and almost every time I get knocked, I knew it was probable to happen. First of all you have to be reactive and bump as soon as you see a hollow of a stealth, and secondly, you have to learn to keep your knock breaker for really usefull occasion. FYI most of their knocks are just mezz, meaning they can't attack you without breaking it, which is very useless unless you panick and use your knock breaker as a lot newbies players do without thinking twice aboutit

 

 

 

The gunslinger is way too static to play a good defense. He can bump only people that come near his hunker, otherwise its hunker serves nothing. I often clean my platform from these easyly: firtst a cryo to take off the hunker, and secondly a bump and they get lost. Of course he can clean the mid, but about going in the bus bumping all the foes, or detecting and erasing fufus that hide in your camp he can't do it.commando gunnery is more static then a gunslinger, they have alot more skills they can use on the move that actually does damage, differance is, while their static, they cant be cc:ed or leaped to, true the AoE kb is nice, but i have more utility for it clearing the path for the ballcarrier on the last 3/4

I already explained what I thought about this. For your information I am War Hero and I know what I do, and the imp have learnt that they can't manage to do as they please as long as I am alive.

Or enemies on you server sucks

IMHO You are the one that sucks at playing a commando. Don't blame the class for your inability at playing it correctly.

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I rolled a commando (my 4th class and character, the others all at least BM) entirely because of all the whine. I just had to see it for myself. I kept asking myself, "self, how bad can it be?"

 

Anyway, I am no authority, yet. I have played her to level 34 (valor 34) thus far; however, I just can't see what all the complaining is about. Yes, the class is bad at one versus one. Yes, in mmo's all ranged dps are supposed to be bad at one versus one. And, at least in sub-50, it's not even thaaat bad. If I don't pretend to be a turret (I never do) then I can actually beat (poorly played) marauders and such one on one.

 

In the end (if you can call it and end since I'm not even 50 yet), I wonder how much of the complaining comes from people who have ever played an rdps in another game. The commando doesn't feel any worse to me than my old sorc in warhammer, or my eldritch in Daoc, etc.

 

As a ranged dpser, the keys to killing, and staying alive to kill, are ALWAYS situational awareness, positioning, and deterrence. The first two are pretty straight forward, but the last can use some explaining, so here goes. Deterrence... a marauder jumps at you, interrupting your grav round. You don't hit grav round again and hope he doesn't interrupt it with a 4-second lockout to follow, you punt him (with a 4-second slow). This part, some people get. But them you STILL don't try to grav round him (or anyone else). Instead, since he is slowed, you move. Throw a sticky grenade, use a hammer shot, whatever you have that is usable on the move, but MOVE, and move away, and (heres the good part) find a spot to LOS him in the 12-15 seconds you have before he can jump again, or else get behind your team's lines so that if he does, he is in trouble.

 

In games like these, people of a certain mentality are drawn to melee dps. They LIKE to jump-in-and-kill. They don't like being kited, especially if you are using LoS. In the above example, when the marauder does reach you again--assuming he hasn't given up already--knock him back with a stockstrike, stun him and keep moving. By this point, most marauders will find a new, more stationary target, and tada! you can go back to blowing the snot out of people with grav round. Best of all is, in the time spent kiting, you are still doing damage, while the marauder is not.

 

Perhaps I will change my mind when I play at 50, assuming the server population allows play at 50 when I get there next week (lol, /sad face), but my current experience tells me the commando runs near-fine. The only thing they need, to my mind, is a tiny bit more utility. I can't for example understand why they seem to be the only class in the game without an interrupt?

 

Anyhow, your mileage may vary, but so far I've been topping charts my entire albeit short-lived career.

 

tl;dr?

learn to read.

 

regards,

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Gunnery commandos are by far worst pvp class , 1 marauder can kill 3 commandos lol im serious :(

 

Wah ah ah, very funny you are good man! As said before (read all the posts), the biggest problem of gunnery commando is that they try to play in pvp like they do in pve. But their opponents are way more clever than the usual mob, and there is a big gap between the casual pve gameplay (grav round, grav round, grav round, grav round, etc) and the pvp gameplay where they need to forget all they learnt in pve (if any) and re-learn a totally new gameplay from scratch, which involves tactics, placements, opponents classes knowledge and the use of far more skills that the two or three skills they use in pve.

 

Of course a well played marauder can take on three poorly played commando, but as for me I can also say that when I meet a poorly played marauder he is no match for me :p

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Wah ah ah, very funny you are good man! As said before (read all the posts), the biggest problem of gunnery commando is that they try to play in pvp like they do in pve. But their opponents are way more clever than the usual mob, and there is a big gap between the casual pve gameplay (grav round, grav round, grav round, grav round, etc) and the pvp gameplay where they need to forget all they learnt in pve (if any) and re-learn a totally new gameplay from scratch, which involves tactics, placements, opponents classes knowledge and the use of far more skills that the two or three skills they use in pve.

 

Of course a well played marauder can take on three poorly played commando, but as for me I can also say that when I meet a poorly played marauder he is no match for me :p

 

quoted for truth.

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Wah ah ah, very funny you are good man! As said before (read all the posts), the biggest problem of gunnery commando is that they try to play in pvp like they do in pve. But their opponents are way more clever than the usual mob, and there is a big gap between the casual pve gameplay (grav round, grav round, grav round, grav round, etc) and the pvp gameplay where they need to forget all they learnt in pve (if any) and re-learn a totally new gameplay from scratch, which involves tactics, placements, opponents classes knowledge and the use of far more skills that the two or three skills they use in pve.

 

Of course a well played marauder can take on three poorly played commando, but as for me I can also say that when I meet a poorly played marauder he is no match for me :p

 

How exactly does that work? how do you take down a similar gear/skilled melee class? The lacking of tools to be competative just shines when it comes to commando. "don't be a turret" well commando gunnery aint dealing that much damage if we don't actually stand still to either channel or cast something, my on the run abilities are, sticky bomb,stockstrike, hammershot. Anyway it doesnt matter anymore just respec'd assult specialist because the lack of mobility in Gunnery so far it working out much better.

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