Commando Archive
Thread: What to do with our Brawler *Unarmed* Tree?
Now that the State of The Profession Address is out there, one thing with conflicting ideas has popped up; as I expected it to. The fact that we have to go Unarmed to become Commando's *and from what I hear from Brawlers, this is the worst and hardest to do* where we should try and go with it.
Some current ideas *these come from your hands more than mine guys*:
- Get rid of the tree entirely
- Change the Tree over to something else *Tacwraith suggestedEngineering; I have non-Commando friends that think Explore 4 (When they think of Commando's they think of RotJ on Endor), etc.*
- Add moves for Commando's to use *Say in the Field Tree; Tal-N suggested a Combat Knife for us*
These are just a few, but I want to keep the issues nice and neat in their own corners. That way I can send a Dev to a Post for a specific issue, and it doesn't have HW, HAR, LP, Unarmed all in it to ead through. Now personally I like the idea of having our own Brawling moves.... but this is about all of you out there. More Ideas add them with a - *makes it easier to list hehe* and let's get thinking ![]()
Thanks for your effort, and for trying to get organized. This can be a beast.
I personaly would like it completely removed. I do not want any extra unarmed moves, or to use a knife. I am going to do massive damage with my heavy weapons, why take out a knife or go unarmed? Besides, from my perspective, it is a horrible grind which is unnecessay and just eats up point, which I would LOVE to use elsewhere.
I find myself torn on this issue as well. There is, however, one thing I am certain of. Commandos SHOULD have a skill-point sink if the Unarmed requirement is removed. Imagine this combo if the Unarmed skill-sink were removed...
Master Marksman
Master Scout
Master Bounty Hunter
Novice Commando with Flamethrower 4 (would get the certs for other heavy weapons from being a Novice Commando)
and if my math is correct (don't have skill tables in front of me, as I'm at work
), they would still have 13 points left over. Not enough for a new tree, but could advance further in the Commando profession (possibly the grenade certs if they are working well). In addition, if all you needed to make a Commando were to master Marksman, then there would be flamethrowers EVERYWHERE (like there aren't already
).
As far as the "we should have that skill already" argument, it's all well and good to try to make the profession "make sense", but if that were the case, BH's would have the ability to track people like Rangers do, Armor/weaponsmiths would be able to have high-level vendors without having to take any Merchant skills, etc...
I don't have any answers per se, and I'm not trying to refute anyone elses ideas, but this is how I see it. As I think someone else stated, if we were to change the Unarmed requirement to something else, there goes alot of people that picked Commando/Smuggler or Commando/TKA because they compliment each other as well as having similar prerequisites. ![]()
Should get a special that allows you to butt someone in the head and knock them out, lol.
Well I don't mind having to take the unarmed tree if they give us a knockdown atField Tactics box1 ofCommando. Not a ranged knockdown but a knockdown in melee range in 16m or under. It could knockdown a single target at Novice with a 50% chance to stun,blind and dizzy. Thiscould be called Heavyweaponbutt1.Heavyweaponbutt1 could get a damage modifier of x.5(half of the weaponsdamage)and would have a time modifier of x1(the weapons speed). The special move cost could have x.5 to health, x.75 to action, x.5 to mind and have a to hit mod of +50.
Then only at master you could get an area knockdown that only works whileat 16m or under.It could be called HeavyweaponbuttArea1 and have a small cone radiusof16m. HeavyweaponbuttArea1 could have a 75% chance to stun,blind and dizzy its target with a 15% chance to do the same to the others in the cone. HeavyweaponbuttArea1 could get a damage modifier of x.75(75% of the weapons damage) and could have a time modifier of x.75(75% of the weapons speed). The special move cost could have x.75 to health, x1 to action, x.75 to mind and have a to hit mod of +75.
If they are going to make us be within melee range(16m) to use specialsfor the HAr and Flamethrowerthen by God I wantsome compensation for having to go up the unarmed tree to get to commando.
The best I can say is pick up some Tera Kasi if you don't want it wasted.
I hated grinding it and never use it, but I completely understand why it's there. If you'rea Commando, then you are, were in the military or had military type training, which included basic soldiering....you definatley got unarmed training before anyone trusted you with a Rocket Launcher, lol.
Everyone **edit** about the unarmed requirement as being useless. I like it and its not useless, in my opinion.
Let me ask a respectful question: how do you survive as a commando right now with the X2.5 dam mod?
Follow up: how do you plan on surviving with the reduced- but not eliminated- dam mod and NO PETS over cl lvl 10?
Unarmed is how we deal with melee opponents. My guess is the deves just chose this from the brawler skill tree semi-randomly after realizing in Beta that Eng 4 for commandos blows. But it makes sense. As an elite combat class we should be proficient in hand to hand (or some other melee profession). Its part of what being a commando is all about!
So all this talk about dropping it is pointless. It doesn't make logical sense to remove itand more importantly it will be far too hard for the devs to code a removal.
So, we should focus on how to bring in specials relating to unarmed into our advanced trees. Excellent suggestions have already been posted in the State of the Commando Proffession post.
in any case, any kind of KD, even in melee, inside our own trees, is stepping into tka specialty move, which will make the tka fume.
The only thing I can think of for commando as 'unarmed' is to give us a 'center of being' type ability... we unequip weapon, click this Commando CoB and we will 'parry' or 'block' incoming attacks ONLY (we will not punch back)... allowing us to survive close quarters combat with creatures and to stand up to melee classes for longer periods of time than a 'normal' ranged class would.