Commando Archive

Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*

LordSeckmoth
Mon Feb 23, 2004 11:11 pm
#1

Okay all, this is gonna be a little idea page, something we can all work on for the future. Now I know we all want the HAR replaced; so what do we replace it with? For arguements sake let's say we now have a free tree to work with; what sort assault weapon are we going for? Let's pump out the big ideas here, lay out crafting ideas, stats, special attacks, HAM costs, etc. Esentially build an entire weapon from ground up, that way we have BIG ideas to get started on, and even though it might take some time... better now than later


*Side note: Still working on mine hehe, but I hate to throw my ideas for these things in right away as well, because then it seems to muddy the waters sometimes
Halmet
Tue Feb 24, 2004 12:05 am
#2

Well one of the first things that comes to mind is to merge the HAR tree into the flamethrower tree because it is, in essence, just a flamer clone. Then give the LP its own tree with specials and mods.



Master Commando
Naritus

Nothing to see here. Move along citizen.
Utsanomiko
Tue Feb 24, 2004 12:47 am
#3

Second! LOL

Anywho, I'll kick things off by pointing out that there is quite a bountiful amount of heavy weapons in Star Wars art books and guides; Concussion rifles, rail guns, grenade mortars, flechette launchers, etc etc. At the very least a new weapon should be in line with what is already a well-established field of technology. Even if an acid-damage clone of the flamer has some usefulness to Commandos, it's an... "acid"... rifle. Yeah. You might as well stick a Wand of Frost into its bayonet mount. I couldn't honestly care less if it just dissapeard from the game entirely. And throwing it into the flamethrower tree just makes flamethrowers seem even more bland. It's bad enough there's only really 2 specials in Commado, then we'd end up with just the same gun over and over in the Flamer tree, with only differences in damage types ("Hmm, I could use my flamethrower, or my acid-thrower, or my electric-thrower, or my pink fluff-thrower, or my Wand of Frost...").

It's more important to think a bit more about what Commando needs to fill out its abilities and then find a Star Wars-like weapon type to fit the niche. I mean, Flamethrowers are good damage for anything w/o alot of armor or heat resists, Heavy Support Weapons do alot of damage to things they can hit, grenades... are flashy, so it depends on what type of roles or abilities there is left to cover (and what needs to be expanded upon/fixed for the others).

A rather complicated idea which I think would make things much more interesting and useful is making the T-21 an actual light repeating blaster and replacing HAR with some kind of Light Support skill tree. The T-21 from the films has always been described as a fast and powerful support gun, used to cover squad members as they get into position. If that;s not a Commando gun, I don't know what is. The least messy solution I've heard several people support is to simply take the current T-21s and replace their models and names with a 'new' model and name (I do beleive 4-LOM had an interesting-looking blaster rifle in The Empire Strikes Back, and it would certainly fit with the current T21's role as a slow 'sniper rifle'), and then use the T-21 model for a fast and high-powered Commando gun.

Might not work out in-practice, for all I know it's impossible to change the model and default name of pre-existing items (example of the best-case scenario would be that a rifle origianlly called a "T-21 165-350 by so-and-so" with a T-21 model and listed as "Variation of: T-21" would end up with a new rifle model and "Variation of: Hunting Rifle" or somesuch default name). but I serriously think it'd not only fix the currently poor and innapropriate role of the T-21 but give Commandos a very Star Warsy gun with very useful abilities.

I'll read up a bit more on what's being worked on and considered for Commando later. So far I've been too busy with Armorsmith to spend some of my extra 700,000 Heavy Weapons xp and get more than 2/1/3/0 Commando.



-----------
DEV'S SPOUSE: "Not getting anything for my birthday or anniversaries is very disappointing. You could at least buy me flowers or a card."
DEV: "The response I'm getting is that you'd rather wait for the possibility of original gifts."
Raanan
Tue Feb 24, 2004 2:20 am
#4

My only problem with the idea of a rapid fire assualt rifle is game mechanics. Can SWG even handle that many calculations in a second? What I mean is this. When you attack several calculations take place to determine whether you hit as well the damage you do and whether any effect associated with the attack sticks and what damage or duration is associated with it. Also,if I'm not mistaken, there were technical issues involved with the devs placing a speed cap on pistols as well as them not wanting pistols to be the equivalent of a fully automatic assualt rifle. It's for these reasons I think a slower speed weapon is the answer to what we are looking for in a new weapon. Personally, I would like the new weapon to be a firmly established star wars weapon in order to give commandos a more star wars feel as the flamethrower and especially the acid rifle don't particularly do that. To that end, I'm going to leave the suggestions for the replacement weapon up to others who know more about the star wars universe than just what you learn from the 5 films. These are just some things I thought people should consider.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
JohboBocal
Tue Feb 24, 2004 2:23 am
#5

I'll try to go more in depth later (its past 1:00AM), but I would really like us to have a weapon (I guess rifle) that has its own specials, that can be used at long range. We have a FT that is used in melee range, and it could be good if HAR is fixed and placed in this same tree. We have disposables and grenades which I would like to see in the same tree. We have a pistol, which I would like to see get its own specials. Therefore a long range weapon seems to balance it off.


That's my idea, anyway.








Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
DecimusDrakar
Tue Feb 24, 2004 3:40 am
#6

I say an assault rifle would be good. Give it blast dmg, 400-500 dmg, 3.5-4.0 spd(base stats)...let's face it rockets and that are just too ineffective against at-st's and heavily armored opponents. this would also be a nice alternative to the FT in pvp. but please give it longer than 16m for specials.


-Revan-



OldJediKnight
Tue Feb 24, 2004 3:40 am
#7

I would like to see a heavy assault cannon, like the ones the Clone Trooper Commando's used in EP2.


Those Clones must have beendoing stun damage,, as the blaster bolts were blue, and stun is ion type damage which is very effective against Droids.


So here is my new Commando weapon: (stats for a master weaponsmith made, NON Krayt, NON sliced weapon using best resources)


Heavy Ion Cannon


Armour Piercing: Heavy


Damage Type: Stun


Min Damage: 400


MaxDamage: 800


Speed: 5.0


HAM cost: H100 A20 M20



Of course a Krayt Enhanced or good slice would make these extremely deadly, and the heavy AP would work well against AT-ST, Turrets, the new droids, and especiallyComposite Armour(which rendersus almost useless at present)


This makes alot of sense to me, as Ion Cannons are used to disable ships, droids, and vehicles throughout the Star Wars Movies, EU, and other games.


CrimsonKnight32
Tue Feb 24, 2004 5:31 am
#8

My idea of a cool new weapon would be a Grenade Launcher

Uses the present grenandes as ammuntion......

The ham cost would be the same as the grenade your using however the launcher would greatly increase the range you can use the grenade. I would say perhaps 40 m would be the max range but that can be debateable. Aslo the Laucher would give a damage modifier to all the grenandes. Not much of one since most of the crafted grenades already have decent dmg. Perhaps 35% to 50% dmg added.

Example would be......

With an Average C22 Grenade

300 - 1200 dmg

4.0 speed

52/52/30 Ham

With the Launcher

600- 1800

3.0 speed

52/52/30 Ham

With at least 2x the normal range of a grenade

A greatthing would be to have a weapon that can do several different damages with each type of grenades

just my two cents

Terrak Nightfox

Master Commado/Teras Kasi Master
MadDoc76
Tue Feb 24, 2004 5:47 am
#9

A Laser tripod Cannon/Rail Gun.
TechnoHic
Tue Feb 24, 2004 5:59 am
#10

FT already works like and looks like a grenade launcher when on regular fireIMO. I dont think we need blast damage but I like the idea of a rail gun...


AP3 of course


kinetic damage


500 damage flat for base attack


6 speed


HAM? I dunno


-50@ 10M


0 @ 30m


+5 @ 64m


Specials:


piercing shot: hits target and every other enemy in straight path in front of and behind enemy up to 64m, random bleed/DOT based on body part hit. standard 500 damage


percusion hit: sends target back 20m with KD, dizzy and stunn, no/minimal damage.


Thats just my base ideas but maybe someone can come up with better for a railgun. God I love rail guns. Or maybe like old turok games, a crebral bore. muahaha





CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
glixz
Tue Feb 24, 2004 9:07 am
#11

Personaly i would like to see the the Har put inthe flamer thwoer tree and they would use the same modes. They could call it the liquid mutions(or something like that since they both shot liquild under high presures) The har would do less damg then the ft(like it does now) but, given a armor priecing to makeit situational of when you would use each of the 2. We have anti atstand turret weapons already. We have close range anti-personal weapons. What we need is something with a little range. 1st idea light repeating blaster. It would be the fastest gun out there, faster then any pistol made with the same stuff. It would have a lower caped speed then any other weapon. You would get the cert at novice. the tree could have a few difernt specails. it beused like SAWs are in the US military. it would have posture down attacks and also a cone fire attack that could hit mutli targets at a time. Maybe at master it could have a a cone posture down attack that give a status to everyone hit, to make them miss more. Nother idea would bea weapon that isplaceonthe ground like a insterment. You could not move while firing this weapon. Maybe a heavy repaeting blaster. Just my 2 cents.






Groz Warr
Skeptic666
Tue Feb 24, 2004 9:25 am
#12

if they are going to give us a cool pistol it should be diffrent. I just dont want to see us get a pistol then have commandos work the pistol tree and get even more benefits with that gun. we will get yelled at yet again for having to much power and then that would get nerfed. We need to eithe rwork on the LPor give us a new wepon or brawler skills that are suited for only ocmmandos and can not be effected by any other trees!



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
CyberFett
Tue Feb 24, 2004 10:58 am
#13

Although I am new to the Commando Community these would be my suggestions for the Commando Skills Tree


Tree #1 - Field Tactics: Fine with Thrown weapons, but fix the grenades to be more useful and add some unarmed skills and Mods , not anywhere near as good as TKA but some would be nice, as well as Defensive Mods.


Tree #2 - Heavy Weapons Support: Fine with the Rocket launchers and other Heavy Support weapons, but fix the accuracy and Damage of these. Come on, How the hell does a Master Commando miss with a Rocket Launcher, even if he did not get a direct hit, some damage would occur. Also a Grenade Launcher or Mortar type weapon would be nice in this tree.


Tree #3 - Heavy Weapons Specialization: Combine Flame Thrower and Heavy acid Rifle into this as well as the Launcher Pistol. Change it to just Plain Heavy weapons Skills and Mods (this will fix both the Skill mod attachments problem and also give the Launcher pistol some more skills and speed and accuracy Mods by changing it to a Heavy weapon and not a pistol)


Tree #4 - Ranged Weapon Specialization: This will be the tricky part. I do not know if you can do just general ranged XP for this tree and have it involve all ranged weapons (Rifles, Carbines, ect...). If not, I think this should be based on Carbine and not Rifle.


The reason being is that a Commando (IMO) is versitile, not just for Heavy Support, and can handle any type of combat situation. Unarmed (would be nice to have knives and unarmed but again may be too much to ask in the game mechanics), Ranged (Assault Rifles I would classify as Carbines and not Heavy Rifles), and Heavy Weapons (FT, HAR, LP, RL, ect.....)


When I think of a Commando in RL I think of Army Special Forces or Navy Seals, that is what I would like to see Commandos like in SWG. Very Versitile and Very Deadly. This would give them abilities in all the areas needed for this.


Once again I am a new Commando in game but I have been playing since launch. These are just my opinions.



General Vultan Blackstar

<DwV> Dark Warriors of Valor
Commanding Officer
Imperial Counter-Terrorist Unit
Imperial Headquarters (IHQ), Naboo
Page 1 of 15
Previous Next