Commando Archive

Thread: Combat Upgrade and Commando The FAQ

StarNick
Sun Apr 03, 2005 10:59 am
#1

Combat Upgrade and Commando (So far)


Weapons



  • Flame throwers automatically do a flame cone AoE attack with every shot.

  • DoTs are not given to commandos as special attacks. DoTs come as effects on heavy weapons and grenades.

  • All Heavy Weapon mod weapons (Hvy Weapons) are certed to commandos

  • Master Commandos get the Plasma Flamethrower, Proton Grenade, and Proton Rifle as Master Weapons

  • Our grenades have a fairly medium range and a 20 meter or so radius - damage is unimpressive so I see this more a PvP tool

  • No more disposable Hvy Weapons aside from grenades, they ALL are now new and viable (cool looking) weaponry that can be equiped

  • Grenades are no longer "spammable" - Grenades have timers ranging from 10-60 seconds


  • Link to commando weapons: Clicky



    Specials and Abilities



    • The commando specials are built into the weapon. This means when you start to stack commando weapon certs (that give you special attacks via the weapon itself) with special moves from say Rifleman or Bounty Hunter or Carbineer you get some really potent attacks.

    • Our weapons make other professions "our own" - they enhance them and make them stronger for our profession, even marksman specials. Our weapons define us!

    • Commandos seem to be very potent with AoE attacks

    • We do not get recovery specials (aside from knockdown recovery)

    • We get generic melee mods for our knucklers in the Explosives tree

    • We get more melee defenses than ranged - but we get +45 Heavy Weapons defense which works only if we have a heavy weapon equipped

    • We are certed for Assault Armour

    • Any ranged special that you own can be used with any ranged weapon you are certed for.

    Templates



    • Commandos will be having an edge in the "unknown factor" during combat - all our weapons enhance specials

    • We "power-up" the damage capabilities of any specials that we "further enhance" specials when used with our weapons. Not so much an enhancer profession - as all professions do that, but our weapons give us an unique advantage.

    • We get a "5" in offensive power, a "3" in defensive power, and a "1" in crowd control

    • New skillpoint cost is 121 skillpoints, affording us enhanced flexibility at virtual no cost to our profession (ie its not a nerf - we’re getting far more versatility and flexibility than what we have now)

    • Commando Trees are now named: Explosives, Heavy Beam Weapons, Heavy Incendiary Weapons, Heavy Acid Weapons

    • We have the freedom to "shop" for our specials

    • TKM/MC won’t be a gimped template - TKM gives us tanking power as well as natural armour-like mitigation (without armour penalities), hence we’ll have enhanced toughness at the cost of lesser damaging specials

    • A MC/Ranged template may not have as strong defenses, but will have more damaging specials as we can shop for higher level specials

    • Regardless, each template will have its own strengths and weaknesses, commandos will always have great offensive power and good defenses regardless - its up to you to define how more defensive or offensive, or role you want your commando to be!


    This is not a commando bug/issue thread, but a compilation of what we know of our profession so far. It will be updated through-out testing (and maybe re-posted and re-vised), especially with unique template data once we get to that testing phase. If you feel I left something out, or want me to update with new information please post below! This is a community project. Once we get testing, Ill have threads up for commando bugs, concerns, and the sort that will be submitted to the devs!

    Message Edited by StarNick on 04-03-2005 02:32 PM

    Message Edited by StarNick on 04-06-2005 08:32 PM

    Message Edited by StarNick on 04-07-2005 08:12 PM

    Message Edited by StarNick on 04-26-2005 08:22 PM



    --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

Novock
Sun Apr 03, 2005 11:12 am
#2

Nice list Starnick keep up the good work. BTW any word on where the proton carbine will be landing in the skill tress? Commando maybe?



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

soal-farous
Sun Apr 03, 2005 11:23 am
#3

hurray for FAQs



-Soal-Farous Maccama, Gorath-
-Master Pistoleer, Master Bounty Hunter, Carbineer 0440-
"Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."
I have a catapult. Give me all the money, or I will fling an enormous rock at your head. - Latin Proverb.
Do You Need Some Soal?

StarNick
Sun Apr 03, 2005 11:24 am
#4

Its a FAQ - just without the questions . As for a proton carbine...eh...



--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

soal-farous
Sun Apr 03, 2005 11:26 am
#5

hey star, did a dev say why the flamer is in flames 3? and the HAR not in HAR 1 (i cant remember exactly where)



-Soal-Farous Maccama, Gorath-
-Master Pistoleer, Master Bounty Hunter, Carbineer 0440-
"Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."
I have a catapult. Give me all the money, or I will fling an enormous rock at your head. - Latin Proverb.
Do You Need Some Soal?

StarNick
Sun Apr 03, 2005 11:29 am
#6

Because of the power levels, if a FT was certed for a lower level...then it would have to be weaker. That though is something Im not exactly getting with the CU...


Even though there will be more weapons in use, what happened with the three different types of damage modes? I haven't seen those yet...and the way we're going, there will still be lower level stuff that won't be used...


Maybe they haven't been implented. But anyways, the FT will still be one of our more, potent weapons...



--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

SuperTrando
Sun Apr 03, 2005 1:50 pm
#7

Great list, keep up the good work!



Bria- Veeron
Test Center- Xanatoz
Starsider- Xanatoz
Hadriaan
Sun Apr 03, 2005 2:19 pm
#8

Just can't wait until it all gets cleaned up and hits live! Hey this is kind of off-topic but, any word on whether or not we'll still be able to relocate our combat skill points once the CURB hits live?



Proud Master Commando of 9 Months!
Vivica
Sun Apr 03, 2005 11:18 pm
#9

Im not sure if I like the idea of having low level weapons and high level weapons. All commando weapons should be useful not just the high level ones.


I hope they change their minds about this.






Timian
whiskey7
Sun Apr 03, 2005 11:47 pm
#10

will there be a cap on armor mitigation?

a Master Commando/Master Bounty Hunter will get 120% armor mitigation if there's no cap


so, like, run faster/ jump higher with your armor on



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RukkaSilverstorm
Mon Apr 04, 2005 2:17 am
#11

What is the migration to the CU going to entail exactly for Master Commandos? Are we going to remain Master Commandos?? Is our Heavy Weapons XP going to convert to combat XP for example?? Thanks is advance...



Rukka Silverstorm
Master Commando first and always!
Uhh...pardon me, but I've seemed to have set your head on fire...

"It is impossible to rightly govern the world without God and the Bible" -George Washington


Rebarty
Mon Apr 04, 2005 10:34 am
#12

Great.... I feel much better. I can not wait to PvP again and no lay dead in a few seconds and have other laugh at me like 12 year olds.



Rebarty Mir-mar Old Commando- Pre-CU, Pre-NGE
Mayor, Zion city of Light
Wyenn Mirmar, Dancing Fool
Jaeryk
Mon Apr 04, 2005 1:28 pm
#13






StarNick wrote:
"will there be a cap on armor mitigation?
a Master Commando/Master Bounty Hunter will get 120% armor mitigation if there's no cap"

I believe the armour mods are more like the range/melee mitigation levels we have now where they're not stackable. I can be wrong though...but it makes sense





Isn't there mitigation for accuracy and speed too? Sounds like they'll be impacted too, slower, less accurate with armor on and that being mitigated by your armor certs.
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