Commando Archive

Thread: Some commando suggestions :)

MikeSty
Fri Sep 12, 2003 7:15 pm
#1

Alllllllllrriiiiiiiiighhhhhhhhttttty!

I've FINALLY made commando. I didn't powergame, nor did I choose commando because of the patch. I've been trying to get it for over a month and I've worked my ass off. I've found that waving a flamethrower around is as fun as hell, and I'm ditching other crap left and right so I can get quality skills.

However, I'm kind of dissapointed about how neglected the tree is. Seriously, was commando added in the last five minutes of beta? Pre-fix damage was absurd... for rocket launchers. Some things still baffle me, so, I 'd like to get my feelings across...

SKILLS AND TREES:
Lots of good changes should be made here. The first thing I think... is to merge the flamethrower and acid rifle trees. Think about what I'm saying here. They're very much related. They are both close range weapons that use liquid fuel. One just ignites and the other burns holes. Just combine them into one tree. This tree would be named the "Close Quarter Combat" tree. I assume the master of this tree should be named Close Quarter Specialist... or something of the sort (making an inference to the fact that they specialize with these weapons.. yadda yadda..).
Some balancing issues for the acid rifle are needed I hear. Evening the damage would be a good thing. I think that the acid rifle should have a bit more range than the flamethrower (can't shoot fire too far... acid you can ), but in turn, the flamethrower should be a tad faster (think of the acid rifle as a big squirt gun with acid). The DOTS should be fixed as well. Acid doesn't just wipe off right away... Although in water it might. Possibly a new DOT?



~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

MikeSty
Fri Sep 12, 2003 7:17 pm
#2

ARGH! I'm not NEARLY finished! Let me repost



~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

DarthEhrgeiz
Fri Sep 12, 2003 7:31 pm
#3

Just to answer one of your questions yes commando was added about 5 min before the end of beta, it got no testing and that is why we had nothing for 3 months.



Ehrgeiz Zwiehander
MikeSty
Fri Sep 12, 2003 8:06 pm
#4

Alllllllllrriiiiiiiiighhhhhhhhttttty!

I've FINALLY made commando. I didn't powergame, nor did I choose commando because of the patch. I've been trying to get it for over a month and I've worked my ass off. I've found that waving a flamethrower around is as fun as hell, and I'm ditching other crap left and right so I can get quality skills.

However, I'm kind of dissapointed about how neglected the tree is. Seriously, was commando added in the last five minutes of beta? Pre-fix damage was absurd... for rocket launchers. Some things still baffle me, so, I 'd like to get my feelings across...

SKILLS AND TREES:
Lots of good changes should be made here. The first thing I think... is to merge the flamethrower and acid rifle trees. Think about what I'm saying here. They're very much related. They are both close range weapons that use liquid fuel. One just ignites and the other burns holes. Just combine them into one tree. This tree would be named the "Close Quarter Combat" tree. I assume the master of this tree should be named Close Quarter Specialist... or something of the sort (making an inference to the fact that they specialize with these weapons.. yadda yadda..).

Some balancing issues for the acid rifle are needed I hear. Evening the damage would be a good thing. I think that the acid rifle should have a bit more range than the flamethrower (can't shoot fire too far... acid you can ), but in turn, the flamethrower should be a tad faster (think of the acid rifle as a big squirt gun with acid). The DOTS should be fixed as well. Acid doesn't just wipe off right away... Although in water it will . Possibly a new DOT? "You have been contaminated" .. or acid.. ated.. I'm not sure what the hell you call it, but you understand, don't you?

I hear there are issues with acid rifle graphics but I have no idea what these are. I do have a problem with that dopey flame ball the flamethrower shoots. I've never seen a flamethrower do that.. exceptfrom Mario.. but he's not a flamethrower.. he's a plumber (he's got toilet cleaning 3 too!)...

Moving on ... I'll go to the launcher pistol. The launcher pistol is a badass weapon. It doesn't burn holes or light yer 'do on fire. It's not really fast and it doesn't pack damage. But it makes huge ass explosions, and it's just a kickass pistol. Who doesn't want one?!?! The launcher pistol is the neglected stepchild of the commando weapons. You pick up no LP skills! NONE! We all know of the MC vs MP/NC shizzilio... that'scruddy! I suggest a new tree be made JUST for this fun gun! What should the tree contain? Obviously, LP speed/accuracy boosts... but what kind of specials?

LP specials would be extremely cool. All specials given in the pistol tree in MARKSMAN (you mastered marksman.. remember? ) should be useable by a LP.. but NOT pistoleer skills! LAME! We in turn should get our own unique specials! Not box shots, not DOT's....

Remember that OTHER part you needed for commando? OTHER than master marksman? That WASTED unarmed tree.. that WASTE of 29 skillpoints!!

GIVE UNARMED A USE! The launcher pistol isn't a close range weapon. Anyone using explosived range weapons at that close deserves to go to hell. I request some sort of special knockdown. Come on.. picture commandos.. duke nukem.. busting in and smackin' down pigs and blowing them up. Pistol melee specials would be great. We should be able to use ALL of the unarmed attacks we get while the launcher pistol is equipped. Real men can use the thing with one hand. Maybe a special attack that allows us to combine a melee attack with a pistol attack.Key thing here.... use for unarmed!

Other LP specials would include something like doubletap. All four rockets at once.Blast weapons don't deserve DOT's (maybe health shot would be eliminated... but all others should stay [pointblank a/s, warningshot, threat, supress, body 1/2, rolls... etc]. Get the drift? LP is our special neglected friend. He deserves a tree of his own.

Then, we have the uber-damage limited use weapons. All weapons should have a high ideal range (max range).. because that's what they are. The rocket launcher should do some of the best damage around.. and should be HW IV or.. even.. MC.. I mean taking down an AT-ST with it is cool, but putting it in noob hands isn't! New weapons would probably go in this tree. Not much else to be said here by me.

Last tree. The "field tactics" tree. **edit** does this do? It allows you to throw crap. What is the point of grenades? K, they do high damage. K, they give combat XP. But if you have a grenade of goo and you throw it at some guy, shouldn't it slow him down? Same with cryobans (ice... ferreeeeeeeeeeeeezeeee). A cold DOT would be good too... like.. frostbite? Sweet. Thermal detonators. Heat/fire DOT. Coolness. I dunno about imp detonator or proton grenade though.

Getting more in depth with grenades. I honestly think it would be smart to have grenades be AREA weapons, yet ONLY doing DOT/Special damage to the target. Come on, you can't throw a grenade into a group of snoring dewbacks and only hit one. If you can... aiee...

Grenades should have special crafting. Standard HAM cost, standard speed (only defined by user skill), standard range (i'll get into this later..). Experimenting should go intotarget damage vs. area damage. Certain grenades would have bonuses. Frag grenades, imp detonators, and proton grenades should be focused towards general area damage. Cryo, thermal, and glop should have the DOTs/speed mod (slows down.. not sure what you call it)like stated before but only on the target. Then again, thermals really do go BOOM... maybe they will get a bonus. I got it! Move TD to master commando. Make this the only area DOT grenade. Then, in the grenade tree, make it.. "Glop, Imp, Cryo, Proton". Edit damages. Notice the rotation of Target DOT vs Area Blast? I think I may be missin' a nade...

Phew! That was a lot! But I'm not done with the field tactics tree! NO! What's next? I'll transit from nades to specials by starting off with.. nade specials!

Why have one nade throw? Why not have specials that use HAM cost? Why not! I picture two. There are two main ways to throw a grenade. Slow and far or quick and short. /underhandthrow and /overhandthrow . In the tree, include range power ups for the /overhand and speed for the /underhand. Maybe have it so that if you are not careful with /underhand (run towards the target or throw from too far), you .. hurt yourself? I don't feel like explaining how each one should work. If you're 15M from the guy, use /underhand. 30-60, /overhand. If yer 5m, pull out a flamethrower. Easy!

Continuing with specials again. However, these will not be nade specials. Look at this tree. This is the uber-cool super-hard-to-get combat XP tree. It's called "field tactics".I request MORE TACTICS! Special moves!

I'm so giddy I dunno where the heck I'm supposed to start. I'm seeing a knockdown. I'm seeing a melee knockdown attack (unarmed use! UNARMED USE PEOPLE!).. to be used with... CQB! I'm not sure what level this would be, but it would be a SWEET attack! It's a knockdown to use with the CQB's. Picture running up to the guy, blasting him, then doing /cqbmelee (or something of the sort.. yadda). Then imagine holding the gun to the side and doing a powerful kick to the chest which stuns the guy and knocks him flat on his ass. Flame away!

Another great special would be something similar to the rifleman special, take cover. However, it would look more like /tumbletoprone. The point would be to leap as far as you could to protect yourself from something. Dodge nades, flamethrowers, etc with this special. Heavy action cost - not meant to be used a lot. It would come in handy during kamikaze/saboteur attacks where you need to drop that detonator in his pants. You're gonna want to lunge really far really fast. This is it. No idea for a name or command, but this is a great field tactic.

Lastly, some squad leader like bonuses would be in place. Some things like burst run efficiency, terrain negotiation, etc. A commando is a badass buff guy in great shape. With a launcher equipped he should fly like the wind. Unarmed bonuses in this tree would be in place. I'd particularly go with unarmed damage/speed/accuracy against lairs/bases/whatever, to be used in tandem with CQB weapons. Then this would call for a CQB melee attack that isn't a knockdown.

This would be good for the first box of the field tactics tree. Box 2 is the evade. Three is the knockdown. Four... something cool.. you decide...

I've finished the body.

TITLES
.. suck...

Field Tactics= Field Tactician, Expert Commando, Battlefield Expert, Savage.. (something beefy.. but Expert commando would fit since this is the super special uber tree )
Heavy Weapon Support = Heavy Weapons Expert (big bad guns bro)
LP Expert = ... umm... I can't think of anything!
CQB expert = Something that infers the CQB aspect of this tree.

Other crap:
Allow certain bandoliers and grenade belts to hold.. well.. grenades. Allow them to be created with socket-like bonus spaces.. more nade holders. Allow bandoliers to also hold additional charges (rockets, particle charges, acid.... canisters.. and lightning.. thingies ) to guns, that you would buy (take almost full resources of the initial use gun, but custom charge amounts.. and allow them to be dropped on as powerups.. and limit the base amount at a time.. **edit** I need to **edit**)... yeah..

So.. I've taken my time into this. Comments/questions would really be appreciated. Apologies for the swearing or whatever else that you didn't like. The end.




~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

MikeSty
Sat Sep 13, 2003 8:10 am
#5

/shamelessplug

Props to anyone who reads it all



~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

MikeSty
Sat Sep 13, 2003 1:36 pm
#6

Another idea for an LP attack - a multi target shot. You've got four rockets. Why not ease up on the trigger and fan them?

So for LP specials -

Box 1 - Launcher Pistol Whip (melee knockdown)
Box 2 - Quad Blast (fires all four rockets at once for doubletap like effect)
Box 3 - One hand melee combo (allows you to use all unarmed attacks learned when achieving commando, as well as LP whip, while also linking to another attack which can include any LP shot [quad blast and the box four one...], with the exception of the combo itself. Essentially it links two attacks into a compact timeframe)
Box 4 - Launcher Pistol Pan Shot (ranged area attack)

And.. yeah.. I really like to talk




~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

MasterShanghai
Sat Sep 13, 2003 1:50 pm
#7

**edit** that was long, sounds interesting tho



Shockir

MikeSty
Sat Sep 13, 2003 2:16 pm
#8

Thanks man. Couldn't feel my fingers all night after that...

I thought about the Field Tactics special moves.. and .. here goes

Box 1 - /evade (a very large version of tumbletoprone. Fits in box one to make up for the crappy nade throwing ability ofthe commando ); /underhandthrow

Box 2 - /cqcmelee (not sure on the name, but it's that close quarter weapons melee kick I was referring to)

Box 3 - /tackle .. okay I'm not gonna use parenthesis because this one is all new. Currently, /tackle is an emote. So is /taunt. However with novice brawler, when /taunt is used on an enemy.. it does something. This should be the same case with tackle and Field Tactics IV. Tackling is a badass attack that works with any gun equipped. The actual animation looks like tumble to prone. What it does is essentially tackles the target, forcing him to go prone. Ithas a bonus when in motion (all about phyiscs yo), but it only works within five meters or so. The attack is pretty badass, as it does many things. It:

A: Does Damage to the target - and does more when you have a running start - and lots more while burst running.
B: Has a chance of stunning or dizzying the target
C: Forces the target into a prone position and keeps them that way for a small period of time. This allows you to get back up and hit them at least once.

However, it has the counters:
A: Action Cost
B: Must be within 5 meters
C: You follow them down to the ground (however you can stand up right away and they can't )
D: Potential to miss - Say you attempt to tackle a pistoleer with good dodging skillls. Odds are, they'll just sidestep you. If you do miss, another potential occurs. Sometimes it results in a delay in posture change for you. Ifa miss occurs while burstrunning, there is a slim chance you will get the posture delay AND a dizzy/stun.

Box 4 - /cqbknockdown . This is another new one. All it is, is the CQB kick with a knockdown effect. The knockdown is of course longer than the tackle, rarely misses, and doesn't have a huge ham cost. However you can't have the LP equipped to do this.


I think too much, don't i?




~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

MasterShanghai
Sat Sep 13, 2003 2:35 pm
#9

you definetly think toooooo much, LOL. That field tactics thing really pisses me of. The stupid grenades are **edit**ing pointless. It needs some cool moves like tackle or something. Take cover would work good also, commandos are gonna be doing that whole section just for the defenses.


Shockir

MikeSty
Sat Sep 13, 2003 2:51 pm
#10

Ya, I mean, their field tactics. Give us some **edit** tactics to use in the **edit** field.

I've got more LP specials!

Novice Commando - LP Melee Attack (not a knockdown, just a quick melee hit)
Master Commando - LP Disarm (pushes the enemies gun aside with the LP in one hand and punches them with extreme might in the gut doing hecka-damage)

And I'll stop there.



~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

Amrien_Talfrey
Sat Sep 13, 2003 4:55 pm
#11

Mike, you're a friggin Genious... Let me Help! I'll do a quick scribble up of new trees... *activating GM class creation power*


Pistol Whip I




Amrien Talfrey.
Retired Colonel of the Imperial Navy.
Curator of the Theora Aquarium.
...currently training as a Teras Kasi and a Doctor.
Tanadak
Sat Sep 13, 2003 5:06 pm
#12

"I didn't powergame"


You didnt powergame, but you wrote too **edit** much. WTG tho. It was comprehensive, and you made some good points. What you wrote will probably all take effect, but think *baby steps*



'oxide~

Amrien_Talfrey
Sat Sep 13, 2003 5:22 pm
#13

hmmm... that was weird...


Anyway...


Pistol/Unarmed Tree: Pugilist (it means guy who hits things with fists)


Essentially some bonuses to Pistols in Melee, and some bonuses to Unarmed, here's my ideas for abilities


(Pugilist I) Bonuses to Unarmed, Dual Wield: Allows you to switch between unarmed attacks and pistol freely without switching weapons while a pistol is equipped.


(Pugilist II) Bonuses to Unarmed, Pistol Whip: Allows you to use your pistol in conjunction with your unarmed, a special that parrelels some damage attack from teras kasi, or perhaps is a KD attack with no damage and heavy costs.


(Pugilist III) Bonuses to Unarmed, Shot Strike: Allows for you to make a single melee attack and a ranged attack againest the two nearest combatants.


(Pugilist IV) Title: Gramaton Cleric, Bonuses to Unarmed, Gun Koda: allows a single melee attack with less damage to all those within melee and a single shot with your gun.


Acid Rifle/Flame Thrower Tree, Heavy Melee Weapons


Simply combine the two trees into one.


Launcher Pistol Tree, Launcher Pistol


(Launcher Pistol I) Bonuses to Pistol, Swarm Shot: A single ranged Area attack, essentially targeting a single enemy for normal damage, then all those around it forhalf the amount.


(Launcher Pistol II) Bonuses to Pistol, Double Tap: Fire all 4 missles at once, dealing loads of damage, but then making the reload take much longer.


(Launcher Pistol III) Bonuses to Pistol, Swarm Shot II: A single Ranged attack that hits one enemy for double damage, and those around it for normal.


(Launcher Pistol IV) Bonuses to Pistol, Flurry Fire: Targets a wide area and makes a single attack to everything within that area for a little more than normal damage.


That's all I have now. I think Grenades should be just outright ditched. replaced with perhaps one of these and Heavy Weapons




Amrien Talfrey.
Retired Colonel of the Imperial Navy.
Curator of the Theora Aquarium.
...currently training as a Teras Kasi and a Doctor.
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