Commando Archive

Thread: Restructuring of The Profession The Elite Soldier

Raptor2k1
Sat Jan 31, 2004 2:04 am
#1

Hmm, I almost forgot to wrap-up the details on the profession's abilities at master.


Master Commando


An all around competent and capable fighter capable of causing damage through a multitude of ways. At the master level the commando would get specials for each of his/her primary lines that were the most powerful available of that type (the type being the unique variant within the profession, note that these specials would not infringe on elite combat profession strengths at the master level, but would still be reasonable powerful, and server a different purpose.)


Master Heavy Weapons Specialist


At the master level, the heavy weapons specialist is the ultimate support profession, being able to change the states of large clusters of infantry in addition to being the best profession in the game at taking down 'hard targets'. These guys are your tank and bunker busters. At this level, their accuracy with heavy support weapons is good enough to reliably hit the target the weapon is intended for (ie. a rocket launcher won't hit troops reliably, but something like a shrapnel projectile designed to cause AE infantry damage with only light AP would hit home more often.) Through state-effecting grenades they can greatly influence the condition of enemy troops. Finally, through the use of E-Web mounted blaster cannon, they excell at supressing enemy advances and holding a fortified position; however, this is counter-balanced by the fact that they are rather vulnerable when alone (as a stand-alone profession.)



Thoughts, ideas, input?




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


GalacticNoob
Sat Jan 31, 2004 2:31 am
#2

sounds like your trying to mash all the combat classes into 1, i liked the way you said complement it with blah blah blah and teras kasi artist, completly ignoring the other 3 melee profesions



Larzz
I sell stuff....
ArkanIrami
Sat Jan 31, 2004 2:43 am
#3

Perhaps that's because the other melee professions aren't a prerequisite for commando....



Arkan Irami, Retired MSF Co-Leader
Raptor2k1
Sat Jan 31, 2004 2:54 am
#4

/shrug


I don't see why they wouldn't be as effective as TKA except for the fact that you'd have to invest a few more skill-points that could be allotted to something else to do so. Regardless, my emphasis was on balance among the ranged professions as commandos are predominantly a ranged class.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


ArkanIrami
Sat Jan 31, 2004 3:13 am
#5

I agree, there is little to no point in having an unarmed 4 prerequisite, except as a skill point sink. Having the flamethrower do melee damage does not make up for the fact that we get no unarmed moves or bonuses throughout the entire commando tree. As commandos, we should be equally at home at close and long range, able to inflict moderate if notgreat damage in basically any situation. The devs should either eliminate the unarmed requirement and establish commando as a purely ranged/support profession, or maybe add some more melee prerequisites, scrap the HAR and add a clinch or close range combat tree.



Arkan Irami, Retired MSF Co-Leader
Raptor2k1
Sat Jan 31, 2004 1:35 pm
#6




I've been thinking on this for a while, and in light of the new in-concept thread on profession stacking and interdependencies it's given me an idea. Why not make the commando the all-around good fighter that's designed to stack with other elite combat professions, yet is a decent stand-alone as well.


The key points here would be:


  • The creation of a new profession, The Heavy Weapons Specialist (prerequisite being the ranged support tree in marksman.)

  • The commando would be designed in such a way that ideally, should the player choose to be most effective in a specific area of combat, he/she would master commando, and then complement it with the mastery of rifleman, carbineer, pistoleer, heavy weapons specialist*, or teras kasi artist.

  • The commando would be fairly potent on its own, having decent skills in all of the areas of the other elite professions, yet not being overpowered in this skill.

  • This would create a broad variety of commandos, as even in modern commando teams the individuals on the team have varying roles - General purpose soldiers, demolitions experts, snipers, machine-gunners, gunman, and perhaps close-range specialists would be possible.

I know this might seem like a rather drastic develpment move, but I really feel it would help us fit the role of what a real commando is more. Given this would be a drastic restructuring of the profession, here's what I would propose for the skill trees as sort of a rough-draft idea.


Advanced Pistol Skills


This skillset would build off of what we learn in the marksman pistol tree, consisting of a few mods to accuracy and speed, but not nearly as many as in the pistoleer tree. In addition, a few specials would be added to compensate for the lack of pistoleer at this point. As our trademark pistol is the LP, this is where the LP specials we've been asking for would go. They would be decent attacks (but not overpowering in comparison to pistoleer attacks) that would function in unique ways, and maybe that would only work with the LP - such as the Lock-On, smoke-screen,or Rocket Barrage specials I've heard suggested.


Advanced Carbine Skills


This skillset would build off of what we learn in the marksmancarbine tree, consisting of a few mods to accuracy and speed, but not nearly as many as in thecarbineer tree. This is where the commando-specific repeater could be added, being an assault carbine of sorts, certification could be given at either novice or the first box of commando carbine skills. Like commando pistol tree, the specials would be decent, yet not overpowering, and offer a unique variation of the traditional carbine attacks, presumably with a focus on rapid-firing supression and/or raw DPS.


Advanced Rifle Skills


Here is where we could fix the HAR and make it act like a true rifle (or better yet, scrap it in favor of the concussion rifle, but I digress...) Basically do for the rifle tree what was done for the carbine and pistol trees. Specials would be focussed on long-delay single-shot attacks designed to hit hard and accurately, but without hitting a specific HAM pool as not to infringe on rifleman specialization.


Heavy Weapons


Our existing flamethrower certification would be found here, and would remain relatively unchanged/balanced for the upcoming combat review. I'd say it's balanced about as it should be now (2/13/04) assuming the rest of these changes made to balance out the rest of the profession.


Grenade Certifications and Stat Modifiers


Spread throughout the trees would be modifiers for terrain negotiation, various state defenses (reflecting our toughness acquired in the brawler unarmedtree), grenade certifications and accuracy/speed mods. Where have our consumables gone you ask? I'll cover that in a follow-up post.


The Balancing Factor


The primary balancing factor in all of this would be our inability to attack a specific HAM pool, which would remain the distinct advantageof the elite combat professions (in addition to having overall more accurate, faster and more powerful attacks.)



Follow Up Post: The Heavy Weapons Guy

Message Edited by Raptor2k1 on 02-14-2004 10:58 PM



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Raptor2k1
Sat Jan 31, 2004 1:53 pm
#7

The Heavy Weapons Specialist

Picking up the slack we leave in loosing some of our current heavy weapon skills, the heavy weapons guy would enter the picture, for those who want to specialize in nothing but shear mayhem. The logical prerequisite for this new profession would, of course, be the ranged support profession, as this class is primarily dedicated to supporting the primary combatants through the use of explosive and heavy weaponry.


Now, for their skill trees:


Novice


At this level the Heavy Weapons Specialist (HWS) would gain some basic tools of destruction, being the abilitis to plant basic charges, use a heavy particle beam cannon (tweaked in such a way as for it to be useful), and concussion grenades.


Demolitions


The demoltions skillset would focus on the ability to plant charges on mechanical objects (as they should be more prevalent by the time this profession comes about) as well as the ability to safely disarm enemy charges and mines (or plant his own.)


Grenades


The heavy weapons grenades would have less of a focus on damage, and a larger focus on area state changing effects designed to support the primary troops. For example the concussion grenades would specialise in AE stun at the lower levels, but as they become more potent and you climb the tree, the effects become more deadly, being able to blind (flashbangs), dizzy, and perhaps even knock down a large group of targets. Alternatively, the commandos could focus more on state-changing grenades and HWS would focus more on damage - being a support profession though I'd suspect this current set-up would make more sense.)


Heavy Support Weaponry


Basically, this line would consist of all of our current consumables, except upgraded to have a bit more 'oomph' and generally have increased effectiveness. Perhaps running off of the launcher and powerup for ammo idea would improve this area greatly as well. The support weapons in this tree would server a variety of purposes, from punching through armor to dispersing harmful effects across a large area (think of the potential damage a napalm warhead could do if it were to explode in mid-air.) Generally, this line would be fun for causing chaos.


Supression


Everyone loves the E-Web! So we'll put it here where it makes sense. This line would focus on the E-Web's incredible support potential and use of supressive techniques, and forced posture changes (not KD mind you, think supressive fire special attack under marksman type.) It's damage wouldn't be something you could ignore for long either, its drawback being it's set-up/take-down time and general immobility.



To conclude, this would set the roles more on par with what one would expect of the respective professions. In addition, this would free the commando up to be able to persue any one of potentially five complementary professions, creating diversity that makes sense even among masters of the commando profession, and allowing for increased specialization as per the users tastes. In addition, should the player decide not to specialise, it leaves them with a decent profession to hold their own with.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Raptor2k1
Sat Jan 31, 2004 5:25 pm
#8

Hmm, anyone else have thoughts on this idea? (keep in mind this is a very rough draft.)To me at least, it seems like a great way to appease both those who want to play a heavy support profession, and those who want to be versatile, and if reflects skill prerequisites too.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


thepunisher286
Sun Feb 01, 2004 11:37 am
#9

/agree 100%


if anyone ever sat down and looked at the templet... you will clearly see its a load of bologny! Even someof my dimwitted non-commando friends think the templet is all fubar


I dont care what anyone truely has to say, but the name commando and the current template do not match whatsoever
Raptor2k1
Sat Feb 14, 2004 5:34 pm
#10

Hmm, seeing as this has kinda fallen out of attention, I was wondering if anyone else had some feedback. Garvin, maddogs, anyone?


Anyways, just wanted to make sure that there's some positive construction threads floating around so people don't get the impression that we're all rather grumpy and irritable.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


CJPrtt
Sat Feb 14, 2004 11:38 pm
#11

I really like this idea...
nightwolf180
Sun Feb 15, 2004 6:29 pm
#12

It sounds alot like Bounty hunter could potentially be. You can master carbine or pistol and stack it with the BH line and bam you get uberness.



----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
Raptor2k1
Mon Feb 16, 2004 12:56 am
#13

To be honest, BH is closer to what we should be right now, and the profession was part of my inspiration for this. What makes the BH different is that they have the innate scouting abilities that allow them to stalk their prey (and they have very little room to expand on their skills) and take single-targets down efficently (or at least this is where I see the profession headed.)


BH's get spiffy things like humanoid traps, and whatnot to make this easier - their focus is on using a broad variety of skills to take down a target though - the commando's strength lies ina broad variety of weaponry and combat skills usedto adapt to virtually any situation that arises.


To further clarify distinctions:


BH = Scouting + Marksman skills used to take down single targets (IMO they probably are one of the best at reflecting their prerequisites right now.)


Commando = Marksman + Unarmed 4 making an emphasis on pure combat, with unarmed 4 factoring as innate melee defenses. Room is left to build upon the profession via mastery of another elite to become a specialized commando.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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