Commando Archive
Thread: What a commando wants... what a commando needs...
Ok so the spice girls lyrics wasn't the funniest thing to put as the subject
Its 4:30 am, dont judge me ![]()
LOVE
were the number 1 busted class STILL and alot of the bugs/exploits are griefer friendly
Particulerly the flamethrower ones.
DOT wounds shouldn't exist, maybe make the flamesingle1/2cone1/2 dish out MORE wounds then normal but the wounds from the DOT suck. Our primary wounder should actually be the HAR with a 40% (or there abouts) chance to wound. This would be considered a griefer friendly exploit.
Melee Damage. Why does our ranged flamethrower "swing" at targets?I thought we passed the "use our heavy weapons as bats" stage. This is more of an insult then a bug
however it does hurt riflemen alot (I feel for you guys, really, I avoid shooting riflemen with anything but the LP because of the insane damage)
Acid Rifle. Enough said.
Grenades. They aint workin, they ain't hittin. Make em ground-targeted, imploy terrain as collidable (no more shooting through hills) and let us toss grenades OVER hills and other obsticals. Lotta potential, little use. The AOE effect doesn't work right either.
Heavy Launchers. Same as Grenades, they aint workin. AOE effect isn't working and alot of them are hard to find and expensive to boot (then again, considering their power, I don't wanna see price drop. Less usage that way) AND GIVE US SOMETHING TO SHOOT WITH THESE THINGS! I getting bored blowing up giant frogs ![]()
Variety. Master commando is boreing (I know, I'm one) I'm thinking (hopeing) this will change when the class stops haveing major bugs. But I'd still like to see major changes. You guys have NO shortage of suggestions here! Unarmed maneuvers useable with weapons equiped, bonuses to cover, ability to hide from radar (actually I think COVER should do this...... Bonuses would apply to enemy chance to UNcover you by checking it with THEIR cover bonuses, Riflemen would, therefore, have a major advantage with this area since they ARE snippers.) Putting flame and acid throwers into the same tree and calling it liquified weaponry and add liquid nitrogen launcher to it! then add a tree for heavy firearms for spice and variety.
Meaning. Right now were anti-personnel, anti-armor, anti-userfriendly, and anti-social
we cause massive wounds in a short time, lots of grief, lots of frustration, and lots of giant newborns with the red faces screaming nerf with spiddle flying out of their mouths
This from both commandos AND non-commandos. Somehow you guys have made us rock at all of these, yet fail to perform these tasks reliably. Ivoni said it best when he said we need more depth and purpose for existence.
Reason. Reason applys to why exactly we gotta master marksman and unarmed. I know both are only logical when you think commando but neither have much to do with the proffession as is. Most people want to see this change. Moveing our current trees around (a big task I'll bet!) could solve this. Read Below.
I think commando is MEANT to be a battle-monster. But because we invest so much in combat and so much into our proffession (especially masters) we can't take up a craft or any other class except other combat classes... Not to a master's level, and not easily. Combat gets boreing after awhile and most of us WILL get bored of burning turtles and rebels if the class stays as is. We need FLAVOR! SPICE! VARIETY! Stuff to do in our spare time
Alot ofcommandos haveadded suggestions and I welcome any that you may have. Since its early I havnt had sleep and I'm sugar high I wanna put down basics of new trees just to drool over and dream about
(I have no life! CURSES!)
Field Tactics: This would keep our grenades. Many suggest adding SOME terrain negotiation but I'm starting to not agree. Field Tactics speaks of useing terrain to our advantage, not exploreing and navigating it. Instead we could petition for small bonuses to Cover and maybe throw in some unarmed specials (would kick ass if these could be done with a weapon equiped, but ONLY check your UNARMED damage/speed/accuracy/range etc.) We could also petition for Cover to be made the radar cloaking ability. (yeah yeah I know, any marks with rifleskill could learn to cover themselves from radar! but only when their prone and they cant move while doing so! obviously we should let bonuses effect both our ability to cover ourselves from observation AND our ability to SEE covered people. Alertness might add to the later aswell. Thus NO ONE would outmach the riflemen when it comes to hide and seek. As I only suggest cover bonuses in the field tactics line. I admit Riflemen need love too!)
Heavy Range Support: Keep the Launchers. This particular line is actually quite good as it is. Anything added to it would have to increase the exp required for it.
Liquid Based Weaponry: These weapons are the Flamethrower, the Acidthrower (name changed cause acid rifle does NOT discribe this weapon accuratly!) and possibly Liquid Nitrogenthrower. <I really like that last one, CUDDOS to whoever thought it up... whatever that means (if its bad I dont mean it!). These weapons are alot harder to control reliably and require special skill. Yet they all run along the same basic principles of eachother. All are based on "throwing" liquid substances. And keep the accuracy/speed/specials (both damage and delay) the same. Instead of Flamesingle1 and 2 and yaddy yadda. Just have 4 specials that work with all of these liquid based weapons. Single1 Single2 Cone1 and Cone2.
Heavy Firearms Specialist: This would be the home for our weapons like the Launcher Pistol. We would also have something like a Heavy Carbine (think heavy machine gun) and maybe a Valcon Cannon, or Laser Gattling Cannon. The LP and HC would use accuracy and speed mods from the marks tree but not the mods from Pistoleer and Carbineer trees. These are, afterall, HEAVY weapons and run along the same (but not exact) principles, and should require (and give)heavy weapons exp. The VC or LGC or whatever would be an exception. This would be a weapon we can't move while its equiped (it sets up with a tripod, like some instruments) yet we could turn (if we aren't prone/covered) It would have a wide damage range (50-500ish) and fast speed (2.0) with no support mods from the marks tree, only from the commando tree. Most of the Heavy weapons should be based on those damage ranges (HC would be closer to 40-400 and LP would be 25-250) and speeds (1.0 LP and 1.5 HC) HC and LP would use some specials (no knockdowns or status changes or even bleed 2s, just specials from marksman tree.) from this line. Cover Fire 1 and 2(HC based special, adds intimidation to a single/multiple targets, and causes them to stop for 1-5 seconds due to hesitation. Would do less damage at 1 and normal damage at 2) and Target Lock 1 and 2(LP based special, puts you in a state that increases your accuracy and damage with the LP ONLY for 6 and 12 seconds, by 70%-95%, during which you cannot use any other specials) The VC or LGC would be based ENTIRELY on FAST RANGED DAMAGE, with no specials and up to 50% total speed and 65% total accuracy mods. This weapon would automatically strafe an area aroundthe target (every shot is a cone effect) and deffinately add some REAL flavor to the commando. Damages for these weapons would be ABOUT:
Launcher Pistol: 50-300
Heavy Carbine: 70-650
Heavy Chaingun (either Laser Gatling or Valcon Cannon): 80-800
Thats the "hit" damages (damages you'll actually see them do). In PvE that is.
Opinions? Suggestions?Questions?Whines? Post away!
Dude a chaingun... mmmm... that would be sweet, by the way, does anyone else wonder why our avatars pick up the flamethrower and fire it like a hunting rifle? I always thought watchin the movies and stuff that flamethrowers got fired from like waist height or somethin lol.
But a chaingun would be sweet...
very good post nightwolf
exactly what we need, exactly what i would like to see
I got stars! hehe.
Well I still can't sleep sooooooooooo more details
This for the liquid weapons.
Flamethrower: Drop the wounds from the Fire DOT. Make it do 1/3rd of the damage the victem actually takes from the attack. (its not doing this right now
its ignoreing resisted damage and just pelting the poor armor wearer with full damage). Keep the Fire DOT effecting only the health bar.
Acidthrower: Keep the reduced damage. Fix the **edit** thing! Add a Acid DOT that does 1/6th of the damage the victem recieved from the initial hit. Have the Acid DOT hit only the Action bar. Add 10-20 wounds to a random pool per tic of the Acid DOT (rather then have it concentraited on the action bar and thus increaseing the general usefullness without makeing it extremely hateable). This would give us a usefull weapon for slowing the enemys return to the battlefield. And we can make general nussences of ourselves without pissing everyone off. BTW keep this AP0... It should be meant to damage the action and cause wounds to manifest on the target, not really meant for an armored target.
Nitrothrower (who wants to say liquid nitrogenthrower all the time?): Make it do Cold damage. Same damage level as the Acidthrower (if not slightly less). No DOT, AP1, and havethe specials only hit the Mind pool (havn't you heard of mind numbingly cold?). Since we would have NO heavy rifle, this would balance out and give us the ability to attack the mind pool more directly. Without giveing us the power to mind bleed and bolt like a weenie! I do understand that haveing this damage concentraited on a normally unhealable pool IS kind of overpowering but this is why I said Acidthrower damage IF NOT LESS. And Cold damage is among some of the more likely guarded damages (I think anyway)
The Liquid based weapons should have MAX range 32m (since we would have the heavy firearms for our ranged weapons we can go back to haveing short realistic ranges for these puppys) or maybe 48m (I can be flexible!). The specials would pretty much be exactly the same as they are now. Single/Cone 1 would be 3x weapon damage 3.0x weapon speed, Single/Cone 2 would be 6xweapon damage and 3.0x weapon speed (I'm guessing at these numbers if you hadn't noticed). As an extra, we can moveCone2 to expert, Single2 toadvanced, andadd Single3 and Cone3 to Master. These would do the same damage and speed as version 2 BUT would add uniquestatus effects for each weapon type.Blindness for Flamethower, Stunned for Acidthrower, and Immobilized for Nitrothrower. Would thesemake master more appealing?
Keep the same level of mods but compress them to Liquid Based Weaponry Accuracy/Speed.
I must be boreing by now. Oh well.
Reason these new weapons wouldn't be overpowered is because they are incredibly short ranged, not very accurate, and designed for support. I really would not mind seeing a 1.5x normal melee damage recieved while these weapons are equiped either (they are encumbersom, we really should consider avoiding the tank roll with these weapons and go for short ranged support) But then again that might be pushing the weaknesses because we WOULD be sitting on our thumbs for 15 seconds before we can heal or do anything else.
Haveing a Heavy Firearms line with weapons like the Launcher Pistol (meant for accuracy/light-medium damage) and Heavy Carbine (meant for support-fire/medium damage) and Chaingun (Immoble, full time support weapon) would give us range we desperately need, and would only make more sense for our required Marksman skills. Makeing these weapons fast hitters with wide damage ranges would fit the commando design because the high caliber lasers might hit you dead on or might barely graze your arm, we may be quite accurate with these weapons but were still pumping 3 or 4 times the bullets with every second. Details would be.
Launcher Pistol: High accuracy but light-medium damage, Target Lock 1 and Target Lock 2 would increase accuracy greatly while giveing a 1.5x current damage modifier. Unfortunately the Target system can only aim at the general target (A human sized object moveing left) and can't target specific parts on an object. Thus for 6 and 12 seconds you hit harder and more often but you can't use any specials. The accuracy would also ONLY apply to the Launcher Pistol. This would fit the discription of the dumbthing when you hold your mouse over the certification thing.
Heavy Carbine: Medium Accuracy Medium damage. Assult weapon designed for support-fire (like the carbineer skill tree, just with less fun moves) Cover Fire 1 and 2 sprays a volley of bullets in the enemys general direction, this can cause the enemy to become intimidated and immobilized, not wishing to persue their target. CoverFire1 would do half damage while CoverFire2 would do normal damage. Both would hita medium-wide radius of enemys around the target.
Chaingun: Low accuracy HIGH damage. This weapon at master commando would have a total of +50 accuracy. Haveing it equiped renders YOU immoble as it must be mounted on a tri-pod (no wookies can't hold it in their hands!). The position your in determines its range of effect, aswell as its accuracy modifiers. In a standing position, the radius around your target that will get hit would be higher but your accuracy lower, in prone the radius is lower but accuracy is higher. While this weapon is out, you take 5x melee damage. This is meant for a support weapon only (would especially be usefull with cover, and especially if cover removes your little dot from other peoples radar! think of the ambushes!) Needless to say a sick Durni could kick your ass at melee distance if you have this out ![]()
Do I get more stars? ![]()
-------------Grenades. They aint workin, they ain't hittin. Make em ground-targeted, imploy terrain as collidable (no more shooting through hills) and let us toss grenades OVER hills and other obsticals. Lotta potential, little use. The AOE effect doesn't work right either.-----------------------
I'd say you got issues there.... Grenades are working right dandy. In our bestine raid last night the imerials dropped like flies to two support commando's throwing imperial detonators around.
I've totalled over 12,000 damage from a few imperial detonators when grouped and fighting packs of mobs. I can't wait to see waht thermals and proton grenades can do!
R5-G8 wrote:
I'm scared that I know this. but 'What a girl wants, what a girl needs' was Christina Aguilera. Gladly the Spice Girls lyrics that are similar escape my mind right now...
Cool that means I'm not a loser! I can't remember the spice girls either ![]()
Don't be scared, its a catchy tune
-pukes- erm sorry... spices... yeah spices...
RC_William wrote:
-------------Grenades. They aint workin, they ain't hittin. Make em ground-targeted, imploy terrain as collidable (no more shooting through hills) and let us toss grenades OVER hills and other obsticals. Lotta potential, little use. The AOE effect doesn't work right either.-----------------------
I'd say you got issues there.... Grenades are working right dandy. In our bestine raid last night the imerials dropped like flies to two support commando's throwing imperial detonators around.
I've totalled over 12,000 damage from a few imperial detonators when grouped and fighting packs of mobs. I can't wait to see waht thermals and proton grenades can do!
Erm they not working cause protons and (I think) thermals arent tops on the weaponsmiths weapons-to-make-for-christmas list
Gairon wrote:
Dude a chaingun... mmmm... that would be sweet, by the way, does anyone else wonder why our avatars pick up the flamethrower and fire it like a hunting rifle? I always thought watchin the movies and stuff that flamethrowers got fired from like waist height or somethin lol.
But a chaingun would be sweet...
We do fire at the waist! for about 1 shot before we start aiming, yup lets petition to change the liquid weaponry guns to waist fire! maybe HC too
Some very good points, Nitewolf (some old and some new ones), but...
LOVE
were the number 1 busted class STILL
Nah. Not hardly. DE, BE and Squad Leader are more busted then we are. We're no longer the MOST busted class, but are probably still up there with riflemen and pikemen. I'm all for continuing to fix the commando considering 3/4ths of it are still not worthwhile, but we shouldn't have profession-related blinders on. Yes, only one of our skill trees is worthwhile..... but that still puts us ahead of certain other professions.
nightwolf180 wrote:
The Liquid based weapons should have MAX range 32m (since we would have the heavy firearms for our ranged weapons we can go back to haveing short realistic ranges for these puppys) or maybe 48m (I can be flexible!). The specials would pretty much be exactly the same as they are now. Single/Cone 1 would be 3x weapon damage 3.0x weapon speed, Single/Cone 2 would be 6xweapon damage and 3.0x weapon speed (I'm guessing at these numbers if you hadn't noticed). As an extra, we can moveCone2 to expert, Single2 toadvanced, andadd Single3 and Cone3 to Master. These would do the same damage and speed as version 2 BUT would add uniquestatus effects for each weapon type.Blindness for Flamethower, Stunned for Acidthrower, and Immobilized for Nitrothrower. Would thesemake master more appealing?
Keep the same level of mods but compress them to Liquid Based Weaponry Accuracy/Speed.
Actually...flamethrowers can go incredible distances...it's the "meters" that makes it unrealistic.