Commando Archive

Thread: Commando Assignment: Verbatim Take Two

StarNick
Fri Sep 16, 2005 8:16 pm
#1

Ok folks, I got a great idea while responding to Anarchicgorilla's thread about AoE settings on our weapons. The idea is this:

For the second Commando Verbatim thread, lets collect your solutions to our Top Issues that are your take on either the solutions I listed there, or totally different. How do you think Commando should be fixed/expanded to fit its role of a Damage Dealer and/or its Combat Upgrade role? Ill list the topics below, and the link to the main thread with the further detailed information about the issues here.

Please copy/paste the Issue topic that you're posting your solution to. Make sure you're clear, concise, and readable! Since the ranger revamp is out and about on the in-development forum, now might be a good time to try and get the Dev's eyes on a myriad number of solutions stemming directly from you (as well as my general ones).

I will also go back to some past threads (such as Anarchicgorilla's thread, as well as Dakar's first impressions of a returning commando), but it would be really helpful to get all of this into one thread. Once I feel we've exhausted solutions...I'll put it together in an even bigger Verbatim thread to get some new ideas, old ideas, new perspectives, and just a whole lot ideas in general out there.

Commando Issue 1: The inability to produce damage within our own profession
How should we get our damage, and live up to our role of damage dealer? How does this apply to Issues 2-4? Would it be balanced if we got a boost in damage, and these other issues fully fixed too?

Commando Issue 2: Broken AOE
Will this ever be fixed? How should it be fixed? Limited or 100% AoE?

Commando Issue 3: Lack of diversity in our weapons
How should we bring a form of flexibility/variety to our weapons that define us?

Commando Issue 4: Grenades
Note: Im interested in hearing some of your solutions regarding this! We're a creative forum by heart, lay em on me!

Commando Issue 5: Power-ups and Cybernetic Arms
Should these work? Should we get our own power-ups?

Commando Issue 6: The Proton Rifle
Non-AoE or AoE? Elemental/Innate state or none? Ways to improve? etc

Commando Issue 7: The Crafting of Heavy Weapons
Solutions to making our weapons more affordable? Should they be?

Commando Issue 8: The Melee Component of Commando
Solutions of how to make our melee pre-reqs reflect in the profession!

Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Solutions to make this a reality and balanced? Is it balanced? Does it hinder our meshing with rifleman?

Commando Issue 10: Heavy Weapons and Area Specials
Should our own AoE override the Aoe of Specials, or should these specials work as normal?

Edit: Don't have to include the italic stuff underneath, they're for you!

Message Edited by StarNick on 09-17-2005 01:24 AM

Message Edited by StarNick on 09-27-2005 11:59 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

blacke
Fri Sep 16, 2005 10:21 pm
#2

Commando Issue 1: The inability to produce damage within our own profession
How should we get our damage, and live up to our role of damage dealer? How does this apply to Issues 2-4? Would it be balanced if we got a boost in damage, and these other issues fully fixed too?


I belive we would benefit from shifting the damage away from energy/kinetic to elemental on most of our weapons. Thinking about, why would a flamethrower give almost all generic energy damage when it spews out burning liquid, instead of giving mostly heat damage. I think somewhere withing 40-60% of damage should be elemental. This would actully give a 2 fold effect, increasing our damage potential in AoE and giving more a tactical situation since today almost noone cares about the elemental protection on armor.

Those weapons that wouldn't benefit from this would be the HPBC and proton rifle, not sure about the LP or RL. This could also be extended towards the grenades since some of them show same characteristic as our weapons when it comes to damage.

Of course, then the BH lighting rifles would most likely have to be adjusted for this as well, but that's something I can live with.






Tizzossk Dun'Daro -- Master Commando / Master Bounty Hunter / 0400 Carbiner -- Rebel Colonel
Katabhi -- future Pikewoman / Master CH

jmonty
Sat Sep 17, 2005 6:01 am
#3

Commando Issue 4: Grenades


(i wish i could play now,so i could try stuff out for myself.). just from browsing the forums, it seems that grenades need to be a little easier to craft, with more destructive power, larger stacks, and without a line of sight restriction.



Commando Issue 8: The Melee Component of Commando


something needs to be done to make commando more, diversifiable, (is that a word?) giving us a few more viable ranged specials would make usmore effective without relying onanotherranged professions attacks. that, in turn, would make a melee profession more attractiveto a master commando.


perhaps they could come upwith a few unique attacks for the master commando box, maybe a binding attack, i dunno.


another thread suggested that the melee requirement be removed, in favor of a healing pre-req, but i'm not surehow i feel about that.


(giving us traps would becool!)




Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






KardenTyrell
Sat Sep 17, 2005 3:58 pm
#4

Copy and paste from a thread I once started here


Commando Issue 4: Grenades




In uniqueness,theweapons gained in the explosives linesaren't all that unique....when it comes to appliance. It is a AOE weapon with a limit. I'de like to suggest something new for grenades, something wich especially will shine out it's AOE appliances...and with a bit more control then before.


Grenade Targetting




A new targetting feature for grenades, wich enables you to target a specific area of where you'll throw a grenade. Whats special about this, is that you'll be able to hit targets, even if they have broken Line of sight with you directly. A way to flush them out.


Target zone

You will get a freeview camera...wich can travel 20 meters in any direction from your character...and in this mode, you're able to select with the left mouse button, the targetting area. This targetting area can be set without you need to be in direct line of sight, and when you choose, you throw the grenade in that landing area...at wich it will explode, and be able to hit someone, even he was hiding behind a wall (if you selected the right area).


The inner green circle represents the landing area, the outer green circle displays the area of effect(or in case of a bad drop, the overshooting zone, but that will be explained later)


Setting Charges


When you enter the middle green circle, you get the options to set a charge (like the Proton Grenade, and Imperial Detonator), into the location of the inner circle. When you do, you're able to set them off with a timer, or a remote detonator for the imperial detonator...wich has a limited range of 40 meters. Charges set in each others vecinity will explode simultaneously.


Though if an enemy goes too close to it, they can deactivate them with a little bit of effort.


Throwing Arc


The blue throwing arc display, makes an estimation of how your character will throw a grenade, and it shows (even if someone isbehind a wall, you're able to throw over it) a possible route of throwing. Though the harder the throw, the bigger chance of you overshooting the target area, and land in somewhere inside the outer circle.




- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
erli
Sat Sep 17, 2005 5:01 pm
#5




Commando Issue 1: The inability to produce damage within our own profession
Elemental Damage on All commando weapons should be equal to or greater than the Minimum Kinetic or Energy damage of the same weapon. If Commandos are the Mages of our world, elemental damage should play a larger role than it currently does. There should be a reason to wear Elementally layered Armor and Commandos should be one of the biggest of those reasons.


Commando Issue 2: Broken AOE
Fix AoE's 100%, leave a Heavy weapon or two without any AoE effect for situations where it is inappropriate.

Commando Issue 3: Lack of diversity in our weapons
Between AoE's, State effects, and Elemental damage types there should be enough variety between Commando weapons that each has its own specific use. There should be a reason in the Commando profession not to just use the highest Min/Max dmg. weapon available.

Commando Issue 4: Grenades
A ground target only reticle when grenades are equipped. You do not target creatures or objects directly when holding or deploying a grenade, you instead target the ground. Increase damage overall on grenades and balance it by less accurate targeting, AoE should be larger than normal Commando weapons but state effects should be less.

Commando Issue 5: Power-ups and Cybernetic Arms
Power ups yes, Cyber arms no.


Commando Issue 6: The Proton Rifle
Non-AoE, high elemental (cold?elec? both?), non State effect. Make a schematic for, even if a reward schematic.


Commando Issue 7: The Crafting of Heavy Weapons
Should be high cost/difficult to produce, few if any changes required here. If Commando weapons are viable and sell WS will make them.

Commando Issue 8: The Melee Component of Commando
Grant some sort of ability to help Commandos manage all the aggro they should be getting from the increased damage. AoE's pull lots of aggro + high damage pulls lots of aggro = Commando need to use their melee type abilities to help deal with all they aggro.


Commando Issue 9: Sniper Shot and the Plasma Flame thrower
IMO, since neither Commando nor Rifleman live up to the full "Damage 5" rating combining them is less than ideal. Should Flamethrowers and other Heavy weapons even be usable while Prone?


uselessn00b
Sun Sep 18, 2005 2:50 am
#6








My 2 cents

Commando Issue 1: The inability to produce damage within our own profession
Boost damage, particularly on the shorter range weaps,it's that simple. We have to get in close and personal to lay on the hurt. We already pay with the weapon encumbance.

Commando Issue 4: Grenades
Make them throwable and placeable, we don't get bomb droids or anti personnel mines, so let me put a nade down with a proximity trigger and let me throw them over walls too.

Commando Issue 5: Power-ups and Cybernetic Arms
Be happy to give these up if they gave us the other tools to work with

Commando Issue 6: The Proton Rifle
Make this a schematic ASAP, personally i'd take the AoE out completely, but you couldmake the choice available in crafting, ie. create an AoE or non AoE barrel component

Commando Issue 7: The Crafting of Heavy Weapons
Yes they should be more affordable, they should also have less ridiculous requirements for creation... Rocket launcher anyone??? Reduce the high number of enhancement components needed too, wasn't it something like 9 gorax shards for a RL, when theydon't drop in stacks like that?


Commando Issue 8: The Melee Component of Commando
With Ranger looking more like the profession Commando should be, take the unarmed prereq out and put scout in instead.


Commando Issue 9: Sniper Shot and the Plasma Flame thrower
This is a non issue IMHO, anyone willing and able to go prone in the zone this actually combo works in, deserves to lay down overwhelming damage especially considering the timer of SS. And given the caps on weaps now, can we really do that much more damageusing this???









My lack of faith... completely and utterly justified.
My subs, now being paid to Eve Online.
Mandalorian143
Sun Sep 18, 2005 5:15 am
#7

Commando Issue 1: The inability to produce damage within our own profession
How should we get our damage, and live up to our role of damage dealer? How does this apply to Issues 2-4? Would it be balanced if we got a boost in damage, and these other issues fully fixed too?


We should have a cap boost to the rifle cap at least, same with our SAC Cap. And yes, it would be balanced.

Commando Issue 2: Broken AOE
Will this ever be fixed? How should it be fixed? Limited or 100% AoE?


It should be fixed to 100% aoe. This would make us a true damage dealer.

Commando Issue 3: Lack of diversity in our weapons
How should we bring a form of flexibility/variety to our weapons that define us?


Well, as you see, we have AoE guns, that can get groups killed. And since AoE is kind of our special, we should have choices as to whether or not we can use it. So, add a gun like the Imperial Heavy Repeater to be a single target high damage gun like the PFT, just no AoE or DoT.

Commando Issue 4: Grenades
Note: Im interested in hearing some of your solutions regarding this! We're a creative forum by heart, lay em on me!


Just fix the timers and I feel they would be good.

Commando Issue 5: Power-ups and Cybernetic Arms
Should these work? Should we get our own power-ups?


Yes we should get powerups. There is no reason why we shouldnt, next to laziness.

Commando Issue 6: The Proton Rifle
Non-AoE or AoE? Elemental/Innate state or none? Ways to improve? etc


Non-AoE. Elemental, of course. And ways to improve would be to make it so a schematic drops. If a schematic drops for it, I wouldnt mind no elemental. The Proton Rifle is a weak inferior gun for Commandos when compared to the other profs weapons.

Commando Issue 7: The Crafting of Heavy Weapons
Solutions to making our weapons more affordable? Should they be?


Well, I dont think they should be easy to be made. They are made to be the biggest and best coolest guns, so they should be hard to make, and expencive, but they should be made to be worth it (See Issue 1)

Commando Issue 8: The Melee Component of Commando
Solutions of how to make our melee pre-reqs reflect in the profession!


Much like Smuggler has a bit of unarmed mods, give us that. Or, give us a "Combat Knife", kind of the size of a vibroblade, and give us like 2 specials for it and a few mods. Nothing that you run around with 24/7, but it is a backup weapon.

Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Solutions to make this a reality and balanced? Is it balanced? Does it hinder our meshing with rifleman?


a 5m range is a big problem. I think that the Flamer range should go to around 35m. That would be sufficient for me.




Cyrus' Ludarin

Proud Mercenary Commando of 606 Days of 8/18/05
"Ladies and gentlemen, please welcome Reagan and Haig. Mr. Begin and friend Mrs. Thatcher and Paisley. Mr. Brezhnev and party, the ghost of McCarthy, the memories of Nixon, and now adding colour a group of anonymous latin american meat packing glitterati. Did they expect us to treat them with any respect?" - Pink Floyd: The Fletcher Memorial Home

jm_preiss
Sun Sep 18, 2005 9:31 am
#8

Commando Issue 1: The inability to produce damage within our own profession
Commando Issue 2: Broken AOE

I think that these two go hand in hand together. If we get fixed AoE of 100%, we will be scary when attacking groups. I also feel that that is the role of commando in this game. If you want to deal massive damage to a single target, take rifleman. Just by fixing AoE to 100% will allow us to function grandly on both the PvE and PvP battlefield.

Now, to make sure that the AoE isn't too overpowering, you could have a linear digression in AoE damage the further you are. I feel that the damage degradation should start at 25m, the maximum range on our master weapon, and should decrease until you reach 65m, the maximum range on any of our weapons. The only weapon that would not be affected by this would be the rocket launcher since it is firing a solid projectile, and we all know that rockets blow up just as big no matter how far they have to travel.


Commando Issue 3: Lack of diversity in our weapons

I think giving us a master level weapon for each of our weapons is in order. This would put us on par with other profession as far as selection of weapons at master goes. I also feel, and I am sure the community agrees with me, that we need some kind of heavy automatic weapon. Maybe some sort of Heavy Repeater would be in line because let's face it, commandos with Squad Assualt Weapons would just be awesome.

Maybe for this weapon, it would be non-AoE unless you had an AoE special. To compensate, this weapon would have to be fairly powerful in its own right, or insanely fast. I'll let someone else pick up on this becuase that's about as far as I have it designed in my head.


Commando Issue 4: Grenades

Ok, grenades should be important to a commando. Grenades are weapons that people fear to see on the battlefield of today. They can knock out whole squads of infantry if someone isn't paying attention, and hell, they can even knock out tanks.

I think that our grenades ned to be made more powerful. They should really have a fear factor associated with them. I also think that a 30m blast range is a bit absurd, maybe 10m, but 30m? I am thinking maybe damage numbers similar to that of Pre-CU would fit in fine because, as far as I know, the resources required to make grenades have not changed any.

Commando Issue 5: Power-ups and Cybernetic Arms

Power-ups. Commandos need their own power-ups. Something to make our heavy weapons even scarier. Maybe you could have AoE increase power-ups along with the normal ones. This would allow commandos who like to control portions of the battlefield even more flexibility.

Honestly, I never really have cared much for the cybernetic arms to begin with. I mean, arms that let a weapon shoot further than it is supposed to? Why not just add in range as a craftable modification? That would make more sense. If you can't tell, I don't have much love for the arms.

Commando Issue 6: The Proton Rifle

Ok, I don't have a Proton Rifle myself, but I would like to get one. I don't think that it should have elemental damage, but I do think that it should have some pretty heavy front loaded damage. It should be able to knock the snot out of one target. Oh yeah, this would mean that it would be non-AoE because if it had a lot of damage AND AoE, it would be overpowering.

Commando Issue 7: The Crafting of Heavy Weapons

Now, if issue one and two are addressed, the whole crafting issue will probably be dealt with on the master level weapons, but the lower weapons DO need to have their resource cost reduced. They need to be brought on par with other weapons of their CL. Look at it this way, the rocket launcher, last time I checked, requires a master box weapon to craft it. Now, isn't the rocket launcher a low level weapon? How does this make any sense then?

Commando Issue 8: The Melee Component of Commando

Reading the commando forum, I have seen the urge for us to have a bayonet. I think that this would be a grand idea. I know I would love to have a vibrobayonet on the end of my PFT for whenever someone feels cocky enough to close with me. I should be able to smash him with the butt of my weapon, and then stab him with the bayonet while he is on the ground. +1 LCF* for that.

Commando Issue 9: Sniper Shot and the Plasma Flame thrower

Sniper shot with the Flamer. I can understand the problem here, and honestly, I don't like the idea of sniping someone with a flamethrower; however, that could just be me. If we get a master level HPBC, then Sniper Shot should be able to work with that. There, problem solved.

Other Issues

One other thing that bugs me, the Combat Medic can take a commando down faster with their DoTs. I thought we had a flamethrower in our hands. Doesn't a flamethrower make a person run around on fire and die in a horrible pain while their skin melts away? We need a buff to our fire because as it is, nobody is scared of commando fire.


*LCF - Looking Cool Factor

Just my two cents.

Message Edited by jm_preiss on 09-18-2005 11:36 AM



Aiteim of Corbantis
-Elder Commando
- I am Order 66!
Krembacca of Corbantis
-Boom Device Maker (Munitions Trader)
StarNick
Sun Sep 18, 2005 9:43 am
#9

Keep it coming! Btw some official word on our AoE percentages + ranges:

Essentially, we will have limited AoE...but the % is supposed to be greater with tighter the range of the weapon. Meaning...a Lightning Beam Cannon with 40 m range, would be intended to have less % AoE than a plasma FT with 25 m range. Basically this means two things:

1) We won't be seeing 100% AoE, that's out now

2) This follows closely to the idea of having short-ranged/heavy AoE...and long-ranged/single target front-loaded. Also...this might explain why most of our 64 m heavy weapons don't even have AoE...which leaves the door open for a boost in damage...



--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

Raptor2k1
Sun Sep 18, 2005 12:45 pm
#10



Commando Issue 1: The inability to produce damage within our own profession
Give us really beefy weapons, or give us some specials. I personally think it might be easiest just to leave commando weapon certs where they are, making them single-target only by defalut (resolves double AE-stacking issue), then adding in specials that do the same thing as the initial box they're in. Ie. Incendiary box I would grant an AE KD special. This means at master level, where we get a non-AE gun that's focussed on DPS, we could simply get a decent single-shot attack to produce some damage. This also lets damage for the profession be teaked much easier, in addition to enhancing overall versatility. Exceptions to this would be selectsecondary effects like the flame DoT's of the FT.

Commando Issue 2: Broken AOE
See above. If #1 comes to pass, this will be a null issue.

Commando Issue 3: Lack of diversity in our weapons
Add a crafter master level variant of all main weapon types, so that we have a choice of powerful explosive weaponry to use. Give us a master level:

-Rocket Launcher

-Acid Weapon

-Flamethrower

-Beam Weapon

-Electo-gun (or add a modifier that you can put on the CL 50 gun at master to make it a CL 54)

Commando Issue 4: Grenades
Increase stack size by a lot (these are like weapons, so they should last similarly long before expiring), reduce crafting component complexity, make state effects inflicted by them a bit more noticeable so they actually affect the flow of a combat by a fair amount, and increase the damage of the grenades designed specifically for DPS (such as the thermal and proton grenades).

Commando Issue 5: Power-ups and Cybernetic Arms
Powerups for our guns would be really nice, and there's really not a good reason I could think of that we shouldn't get these. Cybernetic arms are a bit tricky, but I think we could resolve some issues with them via my solution to issue #1.

Commando Issue 6: The Proton Rifle
See solution #1... I might add that the proton rifle should not be our only single-target heavy weapon, and that it should be more like icing on the cake (as the MBH Carbine is) than an essential part of being a commando, particularly given how it's obtained.

Commando Issue 7: The Crafting of Heavy Weapons
Crafting difficulty should directly correspond to skill level of the weapon, much like other guns in the game. It's as simple as that.

Commando Issue 8: The Melee Component of Commando
Take out the brawler requirement. It's the simplest way to fix the problem. If not, there's going to need to be a lot of work done to make melee comando builds viable. Another possibility is buffing up our defense against melee attacks to reflect our unarmed skills, but this could be difficult to code/balance. It'd give us a bit of a class-defining change though, that we're a ranged class more resistant to melee damage (beyond simple Assault armor, which other non-melee component elite profs. get).

Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Sniping with a flamethrower is kind of silly to begin with, so I see this as a non-issue. Once again, with a master level rocket launcher, we could use sniper shot with it in a much more logical (and satisfying ) way.



Well, there's my two cents. As you can see, I put a lot of emphasis on point number one and the trickle-down effects it would have.

Message Edited by Raptor2k1 on 09-18-2005 06:37 PM



Kyeran Halkyon

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


CrimsonCommando
Sun Sep 18, 2005 4:30 pm
#11



Commando Issue 1: The inability to produce damage within our own profession
I do think that our damage should have a slight boost to it. Becasue I mean we are Commandos and we are using the most unique type of weapons in the galaxy. (15-25% booston all exsisting commando weapons and any new futurevariants)And I think that Commandos should get an improment on all of their weapon's built in abilites and every time an ability is activated there should be a minor critical effect. We should get a meleeknockdown of someshort, like Headbutt (meleeCommando ability)or something. It could work like a knock down but with a 6 second delay at master so they couldnt get up for 6 seconds. (I know that sounds good to everyone). Here is a map out of all the current Commando built in weapon abilites, and here is how they should be improved:

Plasma Flame Thrower: Flame DOT


Flame Thrower: Flame DOT


Lightening Beam Cannon: Flame DOT


Particle Beam Cannon: Nothing


Rocket Launcher: Knock Down ability


Acid Stream Launcher: Blind Ability


Heavy Acid Rifle: Nothing


Proton Rifle: Nothing


The new system should go like this:


Plasma Flame Thrower: Improved Flame DOT


Flame Thrower: Flame DOT


Lightening Beam Cannon: Improved Flame DOT


Particle Beam Cannon: Flame DOT


Rocket Launcher: Knock Down and Armor break ability


Acid Stream Launcher: Blind ability and Poison DOT


Heavy Acid Rifle: Blind Ability


Proton Rifle: Freeze snare and root





Commando Issue 3: Lack of diversity in our weapons

Ok us Commandos have only have three master level weapon certs and these include the Plasma Flame Thrower (Which I think is a good weapon but that has to be changed. I think the flames need to be turned to a bluish color and that the weapon graphic needs to be changed), the Black Scale Acid Launcher and the Proton Rifle (which is very rare and hard to obtain.) I think that we should have a master cert of every commando weapon. For example when we first get rocket launcher let that be the first level and make it go up from there. Make every new rocket launcher cert we get have a new and improved weapon graphic. Same goes for every other weapon that we have. Make new models at higher certs with improved damage.

Commando Issue 4: Grenades
Grenades, I was happy with the progress that the CU brought to grendaes but I did find it lacking. Thet statis effects that are now on grenades is cool but they don't last. They need to be like 20-30 seconds. Not 5-10 seconds because I mean that just doesn't do anything. They also need to have a boost to their damage, even the lowest level of grenades should be devasting at Novice Commando. I would aslo be happy to see more grenades and more situations to use them in.




Commando Issue 5: Power-ups and Cybernetic Arms
Well we do already have a Cybernetic Arm (for grendaes that is awesome!) But I think we need some more but for our Commando weapon speed, and accuracy and damage output. (And dont give us those ugly rust color arms, stick with that Red spikey arm, that arm is awesome.

Commando Issue 6: The Proton Rifle
Okay, I think the Proton rifle should undoubtedly be the best Commando weapon in the game. It is definatly hard to obtain, (random loot drop from Necrosis) but I also think things need to be added to it. Again since it is a Commando weapon it should have a slight boost (15-25% increased damage output). It should also have built in Elemental Cold Damage and it should have two built in special abilities. The first ability will be a cold snare (the same snare that a Cyroban grenade usues) and it will last for 25 seconds (Every 1 and 5 shots has the ability of a snare). The second special ability will be a freezeroot. The ability will freeze the target making them unable to move and unable attack for 15 seconds (Every 1 and 10 shots is a root). Now every time a weapon special ability is activated, a minor critial hit will take place as I have said before.

Commando Issue 7: The Crafting of Heavy Weapons
I think they are fine the way there are.

Commando Issue 8: The Melee Component of Commando
As I have said before, the headbutt melee ability.



"I find your lack of faith disturbing." *Force Choke*
Ajo79
Sun Sep 18, 2005 5:31 pm
#12

Commando Issue 1: The inability to produce damage within our own profession
Commando realy needs to have it's own special. The current system puts us in a big disadvantage since we now need to pick up another ranged profession for specials. Since our weapons are diverse and have various state and Dots and stuff there doesn't have to be a lot of specials, but a good few. There need to be 3 versions of one special (our damage one) then say 1-2 additional.

Commando Issue 2: Broken AOE
I think some weapons should have AOE and some not. Makes you flexible, since some situations demands it and some not.

Commando Issue 3: Lack of diversity in our weapons
We should be definied by an arsenal or various weapons, from Slow fire Big damage launchers to rapid fire guns.Some should apply states and some have Dots or Elemental. Grenades should be a big part of the Commando's arsenal. Our Mainstay Weapons should be the classicLauncher Pistol and Rocket Launcher for Kinetic Damage. Needs to be lvl 54 Master versions of these. Then the FlameThrower, short ranged AOE gun. Then a long range hard hitting energy weapon. Elemental damage should be a part of the package offcouse, since we have various kinds of weapons.

Commando Issue 4: Grenades
I think the Grenades needs to have big damage and state capabilities. Make them have timers between 6-12 seconds or so, like stims. Having grenades should help you in combat. Some grenades have various states they apply, like dizzy or KD for the best one. Grenades should be a big part of the Commando's Combat Arsenal. They would make us diverse and special

Commando Issue 5: Power-ups and Cybernetic Arms
These should very much work with our heavy weapons. All of them. They are not special anything, in any way.

Commando Issue 6: The Proton Rifle
The proton Rifle should be a Non-AOE fast shooting rifle. Not high damage, more low speed. Reapeter style kinda gun. But since it'sa LVL 54 rare loot gun it should be hard hitting nevertheless.

Commando Issue 7: The Crafting of Heavy Weapons
Bring it down inpair with our guns. Make Commando lvl 54 weapon be compareble to make to other lvl 54 guns. Grenades... they realy, realy need to be easier to craft. Only 1 component, say Explosive casing. Then say 1 Named resources in the schematic. Easy to craft it should be.

Commando Issue 8: The Melee Component of Commando
I think the Melee part of the Commando should be all gone. We're a rangedproffession I thinkMake the pre-req something else.

Commando Issue 9: Sniper Shot and the Plasma Flame thrower

Tough case. I'm not experienced enough to say anything.



Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

CrimsonCommando
Sun Sep 18, 2005 5:53 pm
#13


WOW! Thank is a great idea... Instead of being brawler, it could be Explorer IV in Scout. Becasue I mean there is a field tactics tree and don't you think a commando would be able to quickly navagaite any kind of terrian with ease? That way Commando wouldn't need any melee mods and all of the melee mods could be changed to ranged mods to make it actually a good profession! Great idea!



"I find your lack of faith disturbing." *Force Choke*
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