Commando Archive
Thread: Commando Revamp Submission
Commando Revamp, my suggestion
Modify it, repost it, tear it apart, build it up, /vote for it, /bump it...whatever. It's my opinion and I'm stickin' to it.
Overview
The commando is the individual that is specially trained to dish out damage on a massive scale. He or she may have other abilities to help in defense or medicine, but the focus of his/her commando training is damage, raw unadulterated destruction. The equipment used is not normally usable by others without the essential training required to understand and safely operate it. Therefore, the commando has exclusive access to weapons that no other profession would dare attempt to use. These weapons are not precise, accurate mechanisms that can target a specific eyeball on the target. They are meant to bathe the region around the target in a curtain of death.
Salient Details
- Modify the existing launcher pistol weapon to be a new "launcher"-style weapon that cannot be used with other weapon specials. Make it have accuracy bonuses in short-medium range.
- Create a launcher rifle that is also a "launcher"-style weapon like the launcher pistol that is more accurate at longer ranges.
- Create power-ups specifically for Launcher Style weapons that provide bonuses to damage and add a particular damage type to the weapon.
- Modify existing accuracy and speed modifiers to be more accurate at the low skill level, and faster at the high skill level.
- Create a Flame Area Command for the Flamethrower that is an omni directional attack to all targets within 8m.
- Remove the Heavy Acid Rifle.
- Add melee damage mitigation to the Commando Tree.
Skill Tree Changes (changes, additions, or moves are highlighted)
Novice Commando: To provide the basic skills necessary to gain Heavy Weapons xp without creating imbalance in combination with other professions (Just get novice commando for access to launcher pistol/rifle)
- +30 launcher accuracy (in addition to the general ranged accuracy from marksman ranged support)
- Launcher Pistol Certification
- Launcher Rifle Certification
- Flamethrower Certification
- Fragmentation Grenade Certification
- +5 melee & ranged defense
Field Tactics: To provide tactical defense and experience in the thrown weapons. Encourage investment in the bottom of the tree, with extra benefits for completing.
Level 1:
- +30 Thrown Weapon Accuracy
- +5 Thrown Weapon Speed
- Cryoban Grenade Certification
- Ranged Damage mitigation 1
Level 2:
- +25 Thrown Weapon Accuracy
- +10 Thrown Weapon Speed
- Glop Grenade Certification
- Melee Damage mitigation 1
Level 3:
- +20 Thrown Weapon Accuracy
- +15 Thrown Weapon Speed
- Imperial Detonator Certification
- Ranged Damage mitigation 2
Level 4:
- +15 Thrown Weapon Accuracy
- +20 Thrown Weapon Speed
- Thermal Detonator Certification
- Melee Damage mitigation 2
Heavy Support: The use of disposable use weapons that generate massive amounts of armor piercing damage of a particular type. The skilled commando knows which weapon to use to create maximum damage on his/her target.
Level 1:
- Heavy Rocket Launcher Certification
- +35 Heavy Weapon Accuracy
- +10 Heavy Weapon Speed
Level 2:
- Heavy Particle Beam Certification
- +30 Heavy Weapon Accuracy
- +15 Heavy Weapon Speed
Level 3:
- Heavy Acid Beam Certification
- +25 Heavy Weapon Accuracy
- +20 Heavy Weapon Speed
Level 4:
- Heavy Lightning Beam Certification
- +20 Heavy Weapon Accuracy
- +25 Heavy Weapon Speed
Chemical Weapons Tree: The Flamethrower (and if not retired, the Heavy Acid Rifle). A weapon that uniquely defines the Commando. Due to it's high damage yield and non-consumable status, it needs to be isolated from other professions that could be too powerful.
Level 1:
- +35 Flame Accuracy
- +5 Flame Speed
- Flame Single 1
Level 2:
- +30 Flame Accuracy
- +10 Flame Speed
- Flame Cone 1
Level 3:
- +25 Flame Accuracy
- +15 Flame Speed
- Flame Single 2
Level 4:
- +20 Flame Accuracy
- +20 Flame Speed
- Flame Cone 2
Assault Training: The skills that specialize in the use of the Commando's launcher pistol and rifle, as well as defense while using them.
Level 1:
- +25 Launcher Accuracy
- +5 Launcher Speed
- +5 melee and ranged defense
Level 2:
- +20 Launcher Accuracy
- +10 Launcher Speed
- +5 melee and ranged defense
Level 3:
- +15 Launcher Accuracy
- +15 Launcher Speed
- +5 melee and ranged defense
Level 4:
- +10 Launcher Accuracy
- +20 Launcher Speed
- +5 melee and ranged defense
Master Commando: The Commando has mastered everything there is to know about his profession. He can read ranged and melee tactical situation like none other, and can do things with he weapons no one else is capable of.
- Melee Damage Mitigation 3
- Ranged Damage Mitigation 3
- Flame Area (x2.5 damage, x3 HAM cost, +100 accuracy, x2 speed, 8 meter range, 360 degrees OnFire effect)
- +25 Flame Speed
- Proton Grenade Certification
Wish List:
- Keep the flamethrower at AP0, but apply the general ranged accuracy we get from Marksman Ranged Support tree.
- Remove the Heavy Acid Rifle. If not removed it could be merged with the Flamer in the Chemical Weapons Tree I outlined above
- Change Grenades to be 25 per pack. Standardize the range at 0/32/50(+100/+20/-50) for all grenades regardless of type.
- Revert back to general Heavy Weapon modifiers like in beta. Standardize all consumable Heavy Weapons to be AP2 (preferably AP3). Standardize all consumable Heavy Weapons to have 60 charges.
- Modify Launcher Pistol to have range 0/25/64 (0/+20/-50).
- Create Launcher Rifle with range 0/45/64 (-50/+20/0), attack speed 3.5, AP0.
- Create Ammunition Power-ups for Launcher weapons (outlined below)
Acid Rounds Ammunition (Weaponsmith Munitions 1: chemical warhead, warhead stabilizing device, light warhead mechanism, metal, solid petrochem fuel)
- Damage Type: Acid
- Max Damage Modifier +150
- Min Damage Modifier +150
- Uses: 200
- Armor Piercing 1
- Blind Effect 5% chance
Freeze Rounds Ammunition (Weaponsmith Munitions 2: chemical warhead, warhead stabilizing device, light warhead mechanism, metal, solid petrochem fuel, reactive gas)
- Damage Type: Cold
- Max Damage Modifier +150
- Min Damage Modifier +150
- Uses: 200
- Armor Piercing 1
- Stun Effect 5% chance
Shock Rounds Ammunition (Weaponsmith Munitions 3: warhead stabilizing device, light warhead mechanism, metal, solid petrochem fuel, known radioactive)
- Damage Type: Shock
- Max Damage Modifier +150
- Min Damage Modifier +150
- Uses: 200
- Armor Piercing 1
- Dizzy Effect 5% chance
Explosive Rounds Ammunition (Weaponsmith Munitions 1: warhead stabilizing device, light warhead mechanism, rare metal, solid petrochem fuel)
- Damage Type: Stun
- Max Damage Modifier +150
- Min Damage Modifier +150
- Uses: 200
- Armor Piercing 1
- Knockdown Effect 5% chance
garvin wrote:
While your suggestions are good, the revamp is going to make some of this a mute point...
The Devs expect that everyone will play a 250 skill point template (or close to that)...No longer will I be a 250 pt Commando/TKM/Medic, but rather I'll be a 250 pt Commando with qualities/abilities from TKM and Medic..
BravenIrish wrote:
garvin wrote:
While your suggestions are good, the revamp is going to make some of this a mute point...
The Devs expect that everyone will play a 250 skill point template (or close to that)...No longer will I be a 250 pt Commando/TKM/Medic, but rather I'll be a 250 pt Commando with qualities/abilities from TKM and Medic..
But...wouldnt the Teras Kasi Coresspondent say "Teras Kasi Master with qualities/abilities from Commando and Medic"? Which BTW is exactally what my live build is now...even though I'm Master Commando. I wonder if you will have to pick a prime profession...naw...
What kind of Tomfoolery has gone on behind those SOE doors!!?
Slainte'
Some TK's will say just that..."I'm a TKM who benefits from certain Commando qualities and abilities..."
The game is going to move away from saying "I'm a TKM/M.Fencer" to saying "I'm a TKM with M.Fencer bonuses..."
Like I am getting good at saying...it will make MUCH more sense when they share the docs...
Message Edited by garvin on 09-03-2004 02:39 PM
garvin wrote:
BravenIrish wrote:
garvin wrote:While your suggestions are good, the revamp is going to make some of this a mute point...The Devs expect that everyone will play a 250 skill point template (or close to that)...No longer will I be a 250 pt Commando/TKM/Medic, but rather I'll be a 250 pt Commando with qualities/abilities from TKM and Medic..But...wouldnt the Teras Kasi Coresspondent say "Teras Kasi Master with qualities/abilities from Commando and Medic"? Which BTW is exactally what my live build is now...even though I'm Master Commando. I wonder if you will have to pick a prime profession...naw...What kind of Tomfoolery has gone on behind those SOE doors!!?Slainte'Some TK's will say just that..."I'm a TKM who benefits from certain Commando qualities and abilities..."
The game is going to move away from saying "I'm a TKM/M.Fencer" to saying "I'm a TKM with M.Fencer bonuses..."
Like I am getting good at saying...it will make MUCH more sense when they share the docs...
Message Edited by garvin on 09-03-2004 02:39 PM
So is this suggesting that you can master one profession ONLY? Perhaps they are changing the system so that some skills/abilities rest in only the master box for each profession, and you will have to select which one you will master, then you will be able to take lower level skill trees from other professions, but not the masters box for that profession?
RIEN
Master Commando - Corbantis
Latenighter wrote:
So is this suggesting that you can master one profession ONLY? Perhaps they are changing the system so that some skills/abilities rest in only the master box for each profession, and you will have to select which one you will master, then you will be able to take lower level skill trees from other professions, but not the masters box for that profession?
RIEN
Master Commando - Corbantis
Not at all...and sorry to give you that impression...
In the new system you will definitely be rewarded for master 1 or more professions, but it's still no required...
When I say that a player will be "Profession A with bonuses from Profession B, C, D, E) you can pretty much put any profession names in there...it all depends on who you want to be in game and how you want to play...if you want to play as a Commando, then that will be your focus....if you would rather lean more on your TKM, then you can use what you dabble to enhance that, even if it's a Master of another profession...The kewl thing is, the more you dabble, the better you get...
I'm probably already saying WAY more then I really should be and I'm worried that I might be confusing people with the details I'm forced to leave out...I just want to caution folks from jumping to conclusions...Just trust me when I say that once the Revamp hits we will all need to rethink the pros and cons of being a Commando...We'll also definitely need to re-write our Top 5 issues as several of them will be covered...Even our Commando FAQ will need to be completely re-written....We'll still have everything we currently have now, we'll just be better and certain other things like Accuracy, Speed, Damage, etc will be working differently with a few other surprises thrown in there...