Commando Archive

Thread: Commando Revamp Submission

GTomlinson
Tue Aug 31, 2004 3:46 pm
#1


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:



  1. Keep the flamethrower at AP0, but apply the general ranged accuracy we get from Marksman Ranged Support tree.

  2. Remove the Heavy Acid Rifle. If not removed it could be merged with the Flamer in the Chemical Weapons Tree I outlined above

  3. Change Grenades to be 25 per pack. Standardize the range at 0/32/50(+100/+20/-50) for all grenades regardless of type.

  4. 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.

  5. Modify Launcher Pistol to have range 0/25/64 (0/+20/-50).

  6. Create Launcher Rifle with range 0/45/64 (-50/+20/0), attack speed 3.5, AP0.

  7. 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



_______________________________________________________
"What you have just said is the most insanely idiotic thing I have ever heard. At no point in your rambling incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. We award you no points and may God have mercy on your soul."
Aation
Tue Aug 31, 2004 6:11 pm
#2

some pretty neat ideas, I prefer someof theother revamp suggestions over this... but you definately have the right direction in mind for Commandos.



- Aation [Under The Sky So Blue]
StarNick
Tue Aug 31, 2004 6:18 pm
#3

The idea for the Launcher Pistol/Rifle i like, and has been said before...we want Commando to be powerful, but I think one of the reasons why the devs didnt want it to be very powerful at first was because it could easily be dabblable....by giving us our own mods and specials to the LP/LR is the best way to go, make us worthwhile to have invested all those skills...


However again, our flexibility as a profession will be lost as we cannot dabble into Pistoleer or Carbineer to enhance our skills...only for defense...


Its a tough choice...maybe we should have an open discussionon it...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

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

Pyro Games

GTomlinson
Wed Sep 01, 2004 9:12 am
#4

We could dabble with other pistoleer or carbineer, we'd just have to use their weapons to do it. Personally I'd rather dabble in TK for defense and status effects, since I've already got the unarmed brawler tree, or Medic for the heals. But fencer or pistoleer is also an option for defense and a mix of attack mods.


The piece I liked is the release from HAM costs. The only weapons that cost HAM are the Chemical weapons, since I didn't include attack specials with the launcher pistol/rifle tree. It marries us to the weaponsmith even more, since we'll need her powerups in order to get our damage bonuses and status effects, but in combat our HAM is used purely for taking damage instead of dealing it. In my mind this is more true to the spirit of the commando having the weapon do the work rather than some flashy technique that tires us out.



_______________________________________________________
"What you have just said is the most insanely idiotic thing I have ever heard. At no point in your rambling incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. We award you no points and may God have mercy on your soul."
Kalthas
Wed Sep 01, 2004 11:12 am
#5

Dude, I LOVE it! Esp the launcher pistol/rifle idea. Though i am a new commando so don't have much field experiance. I do think it would be nice to keep and modify the acid rifle, even if just to make it a clone of the FT. I like the look of the acid rifle and think that since it is already in-game it would be just as easy to merge the FT/AR trees so we have a little more of a choice when using non consumable wepons.



Kalthas
Master Slacker
Server- Bloodfin
Billreb
Wed Sep 01, 2004 11:16 am
#6

I really have to agree with the melee dmg mitagation since you have to be at/borderling melee range for our limited specials.



"The idea behind Olmec I have realized is two fold, Number 1 the relazation that sheer numbers can be beat with superior firepower. And number 2 the reckless disregard for personal safety yields results.

---Name Olmec Cantank (Charter Follower of The Celestial Order)

Wandering Poet and Gunslinger with a flame in his heart and a flamethrower on his side.
GTomlinson
Fri Sep 03, 2004 7:48 am
#7

Is the timing on this submission bad? Are we all waiting for the combat revamp to see what's been decided already? I figured this proposal would catch a lot more flak or opinion.What's your opinion, Garvin?



_______________________________________________________
"What you have just said is the most insanely idiotic thing I have ever heard. At no point in your rambling incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. We award you no points and may God have mercy on your soul."
garvin
Fri Sep 03, 2004 8:27 am
#8

While your suggestions are good, the revamp is going to make some of this a mute point...


Your revamp design is based on the idea that combat will work the same way as it does now after the Revamp, when actually, things are going to be VERY different...


For the longest time I've been pushing for a revamp, but after what I saw at the Summit, I think we need to put revamp ideas on hold until we hit the Sandbox and see how the new Combat implementation effects us.


I know it's frustrating to a lot of people that I can't yet share specifics of the Combat Revamp, but I have dropped some pretty huge hints...one of the biggest is that the way we dabble is seeing some major changes...No more Mutt Templates, but rather, pick something you like, then go out and improve it...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..


I know that doesn't really explain what I mean...but we are making great progress on the CR Docs...I'm strongly hoping that TH will be able to start posting them early next week in the In Concept forum...when he does, I'll better explain (with specifics) what I mean...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

BravenIrish
Fri Sep 03, 2004 2:20 pm
#9






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'




§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
garvin
Fri Sep 03, 2004 2:36 pm
#10






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 Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Latenighter
Fri Sep 03, 2004 3:16 pm
#11



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



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
garvin
Fri Sep 03, 2004 3:23 pm
#12






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...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Latenighter
Fri Sep 03, 2004 3:36 pm
#13

Thanks Garvin. I'm trying to read to much between the lines and I'm seeing things that aren't there. Thanks for the clarification.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
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