Commando Archive

Thread: The Commando Wars: A New Hope

HiyaEiseiKaishi
Mon Jul 21, 2003 9:39 pm
#1

Hello all you commandos and commando hopefulls, if your reading this you probably already know that commandos are gimped to high hell. And though all the bugs are pretty bad, the skill tree itself is so bad that they can't really fix it! Here is what i propose..


Field Tactics: Keep this as the gernade line. Need to fix it to where gernades do much more damage and a nice sized AoE (Area of Effect for those who don't know). BUT, i'd like them to add in a special for each gernade. Take, say the Glop Gernade, let us have a special that will make the glop gernade (and that gernade only preferably) have a snare or a root effect.


Heavy Weapons Support: Make this an accuracy, aiming, and speed line (accuracy while moving too) for ranged weapons. Rename it Heavy Weapon Markmanship.


FlameThrower Specialization: This is a bit narrow, need to change it up to incorperate more weapon types. I read on this board somewhere a great idea. It was to change it to all the heavy weapons with chaotic fire, meaning damage that sprays, squirts and such. The Flame Thrower and Acid Rifle are prime examples. And for the specials...Tier 1) a higher then normal damage DoT, single target. Tier 2) A shot aimed at their feet to knock them over and keep them at idle range.Tier 3) Certs to more powerful chaotic fire heavy weapons. Tier 4) a massive AoE DoT. Rename Chaotic Fire Heavy Weapons.


Acid Rifle Specialization: Once again, a bit narrow. Change this to weapons with linear fire, like the launcher pistol and beam rifle. For the specials...Tier 1) higher then normal damage attack. Tier 2) An attack that damages and has a good chance of making the target dizzy. Tier 3) Certs for more powerful linear fire weapons. Tier 4) an attack that damages all three HAM pools. Rename Linear Fire Heavy Weapons.


Master Commando: give a few more bonuses and that last gernade spec.


Any suggestions? Some of the specials are pretty rough (i lost focus at the end of the night ) and such, but i like it. your input?


Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Know thine self and know thine enemy, and you hold the key to victory"

StarNick
Mon Jul 21, 2003 9:48 pm
#2

Yesh reading the commando boards are depressing =/ but im still sticking with the commando class..


anyways, i do agree somewhat that the skill tree for commando has to be tweaked a bit maybe even have a few knockdown attacks..NOW that be helpful...




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--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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HiyaEiseiKaishi
Mon Jul 21, 2003 10:23 pm
#3

yes StarNick, thats why i added a knockdown and a dizzy attack, to hopefully keep the enemy at bay long and in ideal range so u don't have to switch to unarmed or pistol.


That aside, i had an idea. many people want the commando to be anti-armor, aye? so heres what i propose, an adition to my own new skill tree...


Field Tactics: the same as in my first post.


Heavy Weapons Markmanship (formally support): Same as before, but add a bonus damageto armor (much like in scout, the hunting tree, that has "creature knowledge". so, itd be "Armor knowledge"...sorta). Also, a new special thing would be nice (similar to dodge, counterattack and cover for pistol, carbine and rifle respectivly) but i can't think of what. i'll leave that to you guys, or the devs.


Heavy Weapons Chaotic Fire (formally flamethrower): same as before, but add your meele defence and defence vs. things (knockdown, stun, etc.) also, spread certs out more evenly, since there are things for Tier 3 other then them.


Heavy Weapons Linear Fire (formally acid rifle): same as before, but add your ranged defence things and what ever Defence Vs. things that don't go in Chaotic. Spread out the certs here too.


What do you guys think?This should allow a commando to subside mostly on his heavy weapons, using knockdown and dizzy to keep the enemy at bay and out of meele range, using some nice DoTs to take them down and some good damage to finish them off. plus, in groups, you'll be the master of AoE with both AoE DoTs and AoE gernades. All in all, i like it, so post your feelings, and perhaps the devs will notice and use this!



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Know thine self and know thine enemy, and you hold the key to victory"

SilentSlicer
Mon Jul 21, 2003 10:39 pm
#4

I agree completely with Hiya.
WeaponsExpert
Mon Jul 21, 2003 10:39 pm
#5

I think this is a fantabulous idea
Jedi_Lord
Tue Jul 22, 2003 4:22 am
#6

I think they should move the ability to create thrown munitions to the field tactics area as well. It is too expensive and unpracticle the way it is now when we are the only ones that are certified to use them.




Gunn Striker
*************************************
Master Smuggler/Commando
Spice/Slice Shop - Coronet, Corellia(364,-5412)
Nonaken
Tue Jul 22, 2003 4:25 am
#7

They would never change the entire skill tree, all the developers will most likely end up doing is add more accuracy/speed modifiers and adjust all the specials for heavy weapons so they are worth using.




-------------------------------------
Theseus
Tactician, Novice Pistoleer, Master Marksman
Sergeant of The Rebel Alliance
Naritus Server
"Leading those where no Womp Rat has gone before!"
HiyaEiseiKaishi
Tue Jul 22, 2003 10:54 am
#8

Just b/c it is unlikly dosen't mean we shouldn't try! Commando has potentiol, and this would bring that out, so c'mon guys, post here if u like the idea!



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Know thine self and know thine enemy, and you hold the key to victory"

Platinumstorm
Tue Jul 22, 2003 11:22 am
#9

Commandos should make their own weapons again if they choose. The classes besides being a commando are very limited right now. That increases the field a bit.
0Werebear0
Tue Jul 22, 2003 11:32 am
#10

How about some defense Eh?


Rifleman has a bunch of +block


Pistol has a bunch of +dodge.


They both have +s to Melee Defense and Ranged Defense.


Hell, Pistol has an entire line dedicated to melee defnese (granted, they gotta get up close)


Heavy Weapons takes 3x the melee damage when you are using them. Can we at least get a littledefensego to with such a huge penalty?

ShufIrathe
Wed Jul 23, 2003 12:31 am
#11

I don't really have a problem with the skill trees as they are right now for commando, as long as they fix the items we need to use to advance in those skill trees. I can see a rocket launcher, particle cannon, etc being somewhat inaccurate against something like a Gnort, but if you do happen to hit it there shouldn't be anything left exceptlittle tufts ofsmouldering fur. The heavy weapons should pretty much insta-kill any critter under a specific difficulty level, if you hit them.


The commando is strange because none of the skills a commando has builds on the novice professions, with that in mind we should be at least equal to the other elite combat professions. I can see the BH or pistoleer being supreme in 1v1 pvp, but we should be the big monster killers and crowd controllers. We should get smacked around like red headed step children if we go 1v1 against a similarly skilled bounty hunter, but that bounty hunter should be so much spam in a can if you're going up against turrets, big creatures, vehicles, etc.


Flamethrowers should seriously mess up anything close in. Personally I think they should do serious DOT type damage and only be usable over a short range. Also get rid of the 3x melee penalty for them.


Grenades should be very useful. Fast to throw, with an area effect. A frag grenade should do low damage to a small area. A thermal detonator should blast a large group of mobs into little tiny bite sized bits. Once again not as useful in 1v1, but really useful as crowd controllers.


Since the Acid rifle is our mainstay weapon we should get major bonus's very quickly with it. When you consider that a master pistoleer has 20 skill blocks to master the pistol and we only get four to master the acid rifle. We can't use any of our previous skills with it, so by the time we hit master with it we should be comparable to the other elite combat professions.


HiyaEiseiKaishi
Sat Jul 26, 2003 8:58 pm
#12

Platnium- i personally don't think commandos should crafter their own weapons. i would prefer that be left to weaponsmiths, just they need to be cheap and/or easy to make, or just come in LARGE stacks so we can stock up easily.


0Werebear0- read a bit more man! remember this.....


"Also, a new special thing would be nice (similar to dodge, counterattack and cover for pistol, carbine and rifle respectivly) but i can't think of what. i'll leave that to you guys, or the devs."


i wrote that in my second post, along with updates on a buncha defense things.


ShufIrathe- what about the little things? you're thinking as if commandos should die against personel, but what is a flamethrower for in RL? personel! You can't handicap the only hybrid thats ALL combat (yes, only one, smuggler has spice and slice, BH has the hunting stuff, etc.) and on the gernades, i think they should be more of a big thing to be used less often, but thats my pov i 'spose. oh, and yes, if they do keep the current skill tree (which i know the probably will) the flamethrower and acid rifle need to be brung up to snuff.



Hiya Eisei Kai'shi Clan Kryshi


Commando in Training


"Know thine self and know thine enemy, and you hold the key to victory"

AragothTheFencer
Sat Jul 26, 2003 9:28 pm
#13

i agree hiya with your proposel



Aragoth - Mixing it up
"Go back to Endor you stupid Wookiee"
"Wookiees don't live on Endor"
*in sarcastic tone* "Wookiees don't live on Endor"
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