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Combat Upgrade and Commando (So far)

Weapons

Flame throwers automatically do a flame cone AoE attack with every shot.
DoTs are not given to commandos as innate abilities. DoTs come as effects on heavy weapons and grenades.
Placement of certs are not final, but represent their prospective level
Grenades will not have 500 use stacks on live, but will be significantly higher than current 5-stack grenades
You should only see weapon certs in the skill trees that can be crafted by smiths. Loot/quest weapons will most likely not show up in the trees.
Commandos will definitely get a master box weapon./There is at least one weapon that is not listed on the skill tree.
Our grenades have a fairly medium range and a 20 meter or so radius - they flat out rock!
No more disposable Hvy Weapons aside from grenades, they ALL are now new and viable (cool looking) weaponry that can be equiped

Link to commando weapons: Clicky

Specials and Abilities

The commando specials are built into the weapon. This means when you start to stack commando weapon certs (that give you special attacks via the weapon itself) with special moves from say Rifleman or Bounty Hunter or Carbineer you get some really potent attacks.
Our weapons make other professions "our own" - they enhance them and make them stronger for our profession, even marksman specials. Our weapons define us!
Commandos seem to be very potent with AoE attacks
We do not get recovery specials (aside from knockdown recovery)
We get generic melee mods for our knucklers in the Explosives tree
We get more melee defenses than ranged - but we get +45 Heavy Weapons defense which works only if we have a heavy weapon equipped
We are certed for Assault Armour
Any ranged special that you own can be used with any ranged weapon you are certed for.


Templates

Commandos will be having an edge in the "unknown factor" during combat - all our weapons enhance specials
We "power-up" the damage capabilities of any specials that we "further enhance" specials when used with our weapons. Not so much an enhancer profession - as all professions do that, but our weapons give us an unique advantage.
We get a "5" in offensive power, a "3" in defensive power, and a "1" in crowd control
New skillpoint cost is 121 skillpoints, affording us enhanced flexibility at virtual no cost to our profession (ie its not a nerf - we’re getting far more versatility and flexibility than what we have now)
Commando Trees are now named: Explosives, Heavy Beam Weapons, Heavy Incendiary Weapons, Heavy Acid Weapons
We have the freedom to "shop" for our specials
TKM/MC won’t be a gimped template - TKM gives us tanking power as well as natural armour-like mitigation (without armour penalities), hence we’ll have enhanced toughness at the cost of lesser damaging specials
A MC/Ranged template may not have as strong defenses, but will have more damaging specials as we can shop for higher level specials
Regardless, each template will have its own strengths and weaknesses, commandos will always have great offensive power and good defenses regardless - its up to you to define how more defensive or offensive, or role you want your commando to be!