WWAUT - Burning Down The Chart

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JoelFig

FNG / Fresh Meat
Apr 25, 2015
571
0
0
Some thoughts on the commando tree.

Backup:
Should the improved version apply to dual 9mm then I dare say our secondary will do as a makeshift bullpup, which will open up possibilities when not running 2 rifles(for say, the new demo grenade launcher as an offperk). Not useless as it so frequently gets called.

Leadership:
The thought behind this, a choice between team support skills, was spot on and reload speed is not too shabby, but I think a golden opportunity was missed by not making the new skill a "callout" version of the commando health bar spotting. For whatever zeds the commando sees, his teammates can see its health as well. This would be optimal in public games with limited communication and would really emphasize the commando's role as the eyes of the team. It would certainly be more in line with revealing stalkers.

Single fire vs Autofire:
Now usually I'm against plain damage upgrades. For example, I'd rather autofire reduced recoil/spread("spray" mode) while the single fire gave penetration("more bang for your buck" mode). But if you're going to have damage improvements based on firing mode then I'm glad they are on the same tier so it becomes a matter of preference.

Edit: It goes without saying that the 20% damage from autofire/single fire could simply be transferred as a perk passive under my suggestion.
 
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Deathgrip22

FNG / Fresh Meat
Feb 27, 2015
699
0
0
Locational damage makes the game more realistic, immersive and awesome. It's really hard to go wrong there.

Think of a game that has not even "headshots" and just "hits" and its counterpart: "Femural artery bleeding hit", "Left knee cap crippling hit",...

Each and every step you take towards detailed hitting is always a win. Thank you for that TWI.

Completely agree. FP/SC while benefit from this added complexity.
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
So, now we got to choose between Impact and Tactical Reload.

Well, I can imagine that Impact will probably used a little more, because it's particulary nice against/for :
- attacking gorefast when their head is moving up and down and you do not have the firepower to kill them before they hit you,
- Stopping Siren,
- Stopping Husk.

Kinda like the AR medic gun.

So, it's a nice way to compensate for not having enough firepower to kill the Siren/Husk before they attack you. And it's great if you are having an hard time with hitting HS.

And, if you're level 25 and use your Zed time skill to reload faster, then you have one more reason tu use Impact.
 
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Benoboy67

Member
Sep 27, 2014
64
0
6
Implementing resistance and weak points on zeds is a huge +1 in my book, also loving the microwave gun. Great job TWI! Can't wait for the update :)
 

FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
they should increase the "single shot" skill from commando from 20% to maybe 30%. So more people would use it.
 

Armisael

FNG / Fresh Meat
Apr 21, 2015
91
0
0
With the stated skill tree, you'd have to be stupid (or lazy) to not use single-fire until you can upgrade from the varmint (at which point you obviously switch to auto-fire).

I hope you like combatant-style skills, because it looks like we're just going to keep getting more.
 

S.N.A.F.U.

FNG / Fresh Meat
Jan 9, 2013
190
1
0
In the absence of official evidence, this will serve as an approximation of a Fleshpound after exposure to the Microwave Gun:
 

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Rocker Fox

FNG / Fresh Meat
Sep 13, 2011
670
7
0
Canadia
Since big guys are tough, microvawe gun won't transform them into this. Maybe when they're near death, but still I doubt it will be possible.

I feel like it would cause him to bloat up in some places but in most of the areas it's just going to crackle cause a ton of sparks and such considering a large chunk of him is made out of metal.

I'm imagining his death will look something like the death of dynamo from The Running Man.
 
Aug 10, 2014
275
21
18
I bet being turned into a boiling blood balloon must really hurt. good thing we are shooting up zeds instead of people. i want microwave some Sirens. now it's our turn to make their heads go pop!

Also these new vulnerabilities, can we shoot the Skrake's chainsaw to break it's motor to reduce it's attack damage? i can see that would expand the possibilities for balancing and dealing with them. (And shoot husk's fuel tanks to take out a group of zeds?)
 

Belzer

FNG / Fresh Meat
Apr 21, 2015
23
0
0
.............. "Another thing I am pleased to announce is that the Microwave gun is now online" ...............

Shame on you! You have no clue how excited you got me, just to be let down, thinking the Microwave gun had been launched into the live version of the game! :<
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
The Commando has seen a more major shuffle of his tree which you will find below:

Level 5 Skills - Tier renamed to Supply
  • Large mags has moved to replace the old night vision skill choice
  • Backup is now a Level 5 skill
  • Backup bonus damage has been increased to 60%
Level 10 Skills - Tier renamed Weapon Handling
  • Impact and Tactical Reload moved here
Level 15 Skills - Tier renamed Awareness
  • Leadership has been added - This skill makes your team reload 10% faster
  • Callout is now at level 15
Level 20 Skills
  • Single Fire skill has been moved here



This is an attempt to give Commando meaningful choices between his skills rather than just a singular optimal load out that will be taken regardless of choices which is what he currently has.

I'm happy you are trying to fix him, but this attempt is missing the mark.

Level 5 skills - Backup vs Large Mags: Large Mags will always be taken. There is no choice here. Backup is not a viable option to take over large mags. It's a novelty choice if you purposefully want to gimp yourself and play with pistols instead of assault rifles.

Level 10 Skills - Tactical Reload vs Impact: Tactical Reload will always be taken. Tactical reload is a necessary skill. There's no choice here. The reload speed is too important to the class. If you are aiming for the head, which you will and should be as Commando, any target that can be affected by Impact will die instantly to near instantly. Knock back is useless if your target is already dead.

Level 20 Skills - Single Fire vs Autofire: Autofire will always be taken because Auto Fire is the same exact skill as Single Fire except it works while full auto. Anyone who has ever played an FPS before understands that in an FPS, you can leave a weapon on full auto and tap the fire button and it will function as a semi-auto weapon. Thus, Auto Fire = Single Fire that works in full auto.

There have been far better suggestions on how to fix Commando than what is actually being implemented. For example, backup could have been granted the additional bonus of increasing weapon swap speed. It'd still likely be an inferior skill when compared to Large Mags but it's possible it'd see use and be a decent alternative.

If these are the changes being made to Commando then you may as well leave him in his current state because he will effectively be played the same as he currently is in terms of perk choices.

As for the Level 15 choices:

Level 15 Skills - Tier renamed Awareness
  • Leadership has been added - This skill makes your team reload 10% faster
  • Callout is now at level 15
You might want to prevent Leadership from stacking. Two or more Commandos running Leadership could end up being silly. If this buff affects Commandos and Supports already using Tactical Reload it may end up eclipsing Call Out. You may want to consider making Commandos and Supports running Tactical Reload unable to receive this buff. Not entirely sure if that is necessary though. I'll have more comments on it after the patch releases and I can playtest it myself.
 
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Rattler

Grizzled Veteran
Dec 20, 2009
2,809
313
83
@Vintage - completely agree bro, the perk choice is still a no brainer.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
@Vintage - Lol.

I think maybe you've settled too far into a single, incredibly limited way of playing the class, if you really don't think all of those other options are viable.

Like, there's more ways to play Commando than just continuously hosing bullets in the general direction of everything you see, and reloading faster so you can resume hosing bullets sooner..

Personally, I'm way more interested in all the skills you think "nobody would ever pick". I'll get to stylishly swap back and forth between ALL of the weapons at my disposal knowing that none of them are "useless" thanks to the huge damage bonus on the formerly weak ones, then whip out the assault rifle and use it like a semi-auto sharpshooter weapon to take out priority targets, get super-efficient trash kills, or stumble enemies at crucial moments to keep myself AND teammates alive. Thanks to the combination of using precious assault rifle ammo sparingly / tactically and getting use out of the pistol's dirt cheap and plentiful ammo (and refilling my supplies of BOTH with every ammo box instead of wasting them getting ammo for just a single gun), along with judicious use of my knife, I'll be ROLLING in extra money, so I can get the top-tier guns out sooner or invest in some off-perk goodies... or just share the extra cash with teammates.


I mean hey, spraying bullets everywhere and turning zeds into swiss cheese is fun, too.. it's just not as classy. :cool:
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
@Vintage - Lol.

I think maybe you've settled too far into a single, incredibly limited way of playing the class, if you really don't think all of those other options are viable.

Like, there's more ways to play Commando than just continuously hosing bullets in the general direction of everything you see, and reloading faster so you can resume hosing bullets sooner..

Personally, I'm way more interested in all the skills you think "nobody would ever pick". I'll get to stylishly swap back and forth between ALL of the weapons at my disposal knowing that none of them are "useless" thanks to the huge damage bonus on the formerly weak ones, then whip out the assault rifle and use it like a semi-auto sharpshooter weapon to take out priority targets, get super-efficient trash kills, or stumble enemies at crucial moments to keep myself AND teammates alive. Thanks to the combination of using precious assault rifle ammo sparingly / tactically and getting use out of the pistol's dirt cheap and plentiful ammo (and refilling my supplies of BOTH with every ammo box instead of wasting them getting ammo for just a single gun), along with judicious use of my knife, I'll be ROLLING in extra money, so I can get the top-tier guns out sooner or invest in some off-perk goodies... or just share the extra cash with teammates.


I mean hey, spraying bullets everywhere and turning zeds into swiss cheese is fun, too.. it's just not as classy. :cool:

Keep in mind my post was made under the assumption that the player using Commando is effective at the class and able to control their aim and their rate of fire. As you improve as a player and begin to master Commando you will see that your assault rifles have enough ammo to last you the entire wave and you do not need your pistol much at all, much less your knife.

Nowhere in my post did I mention "spraying and praying". I stated clearly that a Commando should be aiming for the head and even on full auto they can tap single shots off and fire carefully.

If you can aim well you won't really be able to stumble anything because the only targets capable of being stumbled by a Commando happen to die with one to a few headshots at most.