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1.4 Commandos.....Thoughts?

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

ArchangelLBC's Avatar


ArchangelLBC
10.09.2012 , 09:58 PM | #31
Quote: Originally Posted by TUXs View Post
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.
In update 2.9 the game will simply uninstall itself for you.

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klham's Avatar


klham
10.10.2012 , 06:06 AM | #32
Quote: Originally Posted by xxIncubixx View Post
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.

Kerensk's Avatar


Kerensk
10.10.2012 , 11:00 PM | #33
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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Goretzu's Avatar


Goretzu
10.13.2012 , 04:20 AM | #34
Quote: Originally Posted by klham View Post
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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xxIncubixx's Avatar


xxIncubixx
10.13.2012 , 08:21 AM | #35
Quote: Originally Posted by Kerensk View Post
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

TalonVII's Avatar


TalonVII
10.13.2012 , 08:47 AM | #36
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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xxIncubixx's Avatar


xxIncubixx
10.13.2012 , 10:28 AM | #37
Quote: Originally Posted by TalonVII View Post
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.

MoobooMagoo's Avatar


MoobooMagoo
10.18.2012 , 04:28 PM | #38
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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iamef's Avatar


iamef
10.18.2012 , 08:03 PM | #39
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/showp...2&postcount=16

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antwillgreen's Avatar


antwillgreen
10.18.2012 , 08:05 PM | #40
Seems good with me, doing well, not sure whats really wrong besides missing the longer range of cryo nades
Ya you can guess what finger i'll be having up at your idea of what the "Real Star Wars" is.