Commando Archive
Thread: Commando Assignment #2: Let's Get Criminal...
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jhh
Wed Aug 11, 2004 2:40 am
#1
garvin wrote:Assignment #2 is easy and will be used to give the Devs some inspiration to work with...If you could steal one weapon and/or one specials (they don't have to work together) from ANY profession, what would you take and why? You can even alter it a bit to be more "Commando"...Example:I would take the LLC from BH's because it would be nice to have another high powered non-consumable Heavy weapon of a different Damage type.I'd also take the Last Ditch special from Smugglers and alter it a bit to work with our FT...It is a powerful shot that takes a lot out of the user...Since we are usually on the front lines getting hit with hard with damage, it would be nice to have a special that allows us to go out in a BLAZE of glory...Feel free to offer more then one item or if you like, just one weapon or special...you don't have to offer both...
I would take the dizzy and KD from TKM and make them both into a single commando special move:
For the Master:
Special move: Groin kick.
Available at: Master Commando
Timer: 15s
Chance of KD: 75%
Chance of Dizzy: 50%
Chance of Stun: 50%
Range: Melee/point blank
Description: A savage kick to the groin area will often disorient your opponents and possibly cause them to fall down.
And a weaker variant for the novices:
Special move: Pistol whip.
Available at: Novice Commando or Support 1.
Timer: 15s
Chance of KD: 10%
Chance of Blind: 10%
Chance of Dizzy: 25%
Chance of Stun: 50%
Range: Melee/point blank
Description: Smashing your weapons stock into your opponents face may cause eye damage and disorientation. Dont do that, You'll put your eye out!
Also, here are some passive skill additions:
Skill addition: Melee damage mitigation 1 through 3.
Available at: Support 1 through master.
Adds skill: Melee Damage Mitigation One, Two, and Three.
Skill addition: KD Defense.
Available at: Support 1 through master.
Defense vs Knockdown: 75 (at master, feel free to adjust this)
Description: Because I spend more time on my back than a Hollywood Boulevard hooker.
All of the above justify our brawler unarmed skill requirements. The melee damage mitigation is there to make up for our extremely short ranged specials.
Message Edited by jhh on 08-11-2004 03:00 AM
Ajo79
Wed Aug 11, 2004 3:27 am
#2
I would also pick the LLC. Commandos should use the heaviest weapons.
As for special I would say Torsoshot from BH. Good health hitting special for the LP.
RazerWolf
Wed Aug 11, 2004 6:13 am
#4
I'd take a heavier version of the laser carbine and Suppression Fire 2. Modify the laser to +100 min and max damage, give it better acc at longer range. Perfect for our Repeating Blaster.
Restrik
Wed Aug 11, 2004 6:25 am
#5
RazerWolf wrote:
I'd take a heavier version of the laser carbine and Suppression Fire 2. Modify the laser to +100 min and max damage, give it better acc at longer range. Perfect for our Repeating Blaster.
i agree!, we need a long range weapon, I went up the carbineer line in BH and the special abilities line in carbineer (now i have all the knock downs) and I can run into a battle (NPC) and do damn good
Though, the problem with this though is of course, no good in solo PvP....*Shrug*
I don't agree with getting the LLC because again its just another Flamer with a different damage type, and if anything should be placed in a "heavy weapons" tree along with the flamer and (a fixed) HAR. (Whilethe LLC isfast, the specials don't do as much damage as the flamer at a higher ham cost )
Skeptic666
Wed Aug 11, 2004 8:40 am
#6
I would love to at least see a KD and Dizzy like +60 at master to those (i mean the resist of those) Becuase that is a total killer to us melee ranged profession.
As for wepons. Ide like a new one. Not one all ready here. Let the BH keep the LC they should have one big wepon They are BH! Or give them a sniper type wepon.
I would like to see some kind of Ice Wepon. Like a High Concentrate Freeze Beam or something. That will do cold damage and maybe slow down your enemy.
Or lets steal CMs or Scouts Terrain Neg. Ide like to be able to run up hill for gods sake. That can go in our Field Tactics line.
As for wepons a cold beam and a fix to our Har and HEavy weps and Grenades works for me.
Salco
Wed Aug 11, 2004 8:54 am
#8
I want to be able to us Stim B. Not make them, not be proficient with them...just use them. It seems logical to me that a commando would have at least a little first aid knowledge. So how about putting 5 points of Medical Capability in Field Tactics. Being able to heal yourself, no matter how little, is invaluable to me.
Skeptic666
Wed Aug 11, 2004 8:55 am
#9
man that would so rock then I Could drop novice medic and take something else 
Nerj
Wed Aug 11, 2004 8:57 am
#10
Mind Bleed 2with the HAR, it is a rifle after all.
AOE Stun/Dizzy/Bleeds/KD status with grenades.
Blind status with Flame Thrower.
Reusable RPG
Should also be able to use CoB with our weapons equiped, since it is a requirement for the profession
RoakyLamu
Wed Aug 11, 2004 9:00 am
#11
KD, dizzy and stun adding to proton grenades and Intimidate adding to thermal detonators 
Roak (Shock Trooper)
Roaky Lamu (Master Dancer)
[Rebel Elite] Empath Abbey, Dantooine
RoakyLamu
Wed Aug 11, 2004 9:02 am
#12
Nerj wrote:
Mind Bleed 2with the HAR, it is a rifle after all.
AOE Stun/Dizzy/Bleeds/KD status with grenades.
Blind status with Flame Thrower.
Reusable RPG
Should also be able to use CoB with our weapons equiped, since it is a requirement for the profession
Hehe, beat me to it 
[Rebel Elite]
garvin
Wed Aug 11, 2004 9:10 am
#13
Even if someone already posted something similar, I appreciate you posted it as well...The more something shows up, the more evident in might be that desire is high for that type of option...
RoakyLamu wrote:
Nerj wrote:
Mind Bleed 2with the HAR, it is a rifle after all.
AOE Stun/Dizzy/Bleeds/KD status with grenades.
Blind status with Flame Thrower.
Reusable RPG
Should also be able to use CoB with our weapons equiped, since it is a requirement for the profession
Hehe, beat me to it
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