Commando Archive
Thread: A new direction for Commando?
Ok, now that I'm off work, I can add in a few more of my ideas. While we'd all like to be the massive damage dealer profession, I just don't think it will ever work. First off, rifleman already has that down, and 2 nukers are not necessary. Second, our weapons are too cool to ever be high damage. We carry big, intimidating weapons that have powerful effects and names. The second we start dealing massive damage with a rocket launcher, everyone will be screaming "He's using a ROCKET LAUNCHER!! That's not fair! The're overpowered!" and they'll need to nerf us again. Now, what they can do is make us a universal soldier (we are ranged and Melee afterall) that deals many different "unique" kinds of damage in "unique" ways. If used correctly, these different damage types together could add up and make us quite powerful.
First off, our grenades should not have to obey the Line-of-sight rule, perhaps LOS could just lower our throwing accuracy or something. This would add some specialty to Commando, similar to Ranger's new ability to steal, or stay hidden under cammouflage.
Second, we should have the gauntlets (mentioned above) but should only be able to have so many slots for weapons, and should not be allowed to switch out our gauntlets in combat. These should be very short range weapons to go along with our melee side. For example, a wrist mounted flamethrower is going to have a tough time shooting farther than 10 or so meters. But mini-rockets should be usable from 20-30 meters. So range will depend on the weapon. Ithink they should be medium on crafting difficulty, possibly with the need for ammo refills that are relatively easy to craft, similar to missiles on starships. These mini-weapons should give us access to a wide range of DOTs and states, with maybe 1 or 2 built for high damage (these would have the longest timers).using these weapose would also give us some non-AOE options. If the weaponsmiths feel overloaded from all the new weapons, replace their grenades with this and let the commandos craft their own grenades like many have been asking for.
third, Star Wars Commandos seem to be relatively difficult to bring down, so our defences need an increase. Personally, I'd rather be given a boost to dodge than damage mitigation, or maybe a booster PSG that can be added to our armor somewhere. Perhaps the coolest idea would be a Commando Jetpack that can't be used for travel, but boosts us to another location and gives us a big dodge increase...sortof like the Dark Trooper Jetpack from Star Wars Battlefront, not so much flight as short time burst that changes our location. This would go along with the idea that we are defined by our weapons/equipment.
fourth, rather than give us specials, maybe we could use an "Assault Stance" That provides sustained fire for 10-20 seconds. Maybe it could boost our speed so we could use Ranged Shot pretty much constantly to provide a barrage of quick yet not necessarily powerful individual shots. I picture commandos spraying massive amounts of fire at the target rather than the slow bursts wehave now. Our High SAC costs would keep this ability in line.
fifth, We need an assault rifle, or more acurately an assault carbine. All Star Wars Commandos have them, the mandalorians carried them, The ARCs had em, Commandos have been asking for the Republic Commando Blaster since that game came out. Our Primary everyday weapon shoud be a rapid fireing blaster carbine. Not an acid-filled super-soaker, not a Lightning gun, not a flamethrower. Those are weapons to be whipped out in specific situations.
Now, From my examples here, you can see that the primare fix here is to add a bunch of weapons and equipment to the Commando arsenal. Surely everyone will complain about all the new Commando goodies. But note, no abilities were added other than the possible "Assault Stance". If you compared say MBH with this new MC, MBH has 3 decent CL 54 weapons to use plus a bunch of specials. The MC will just be making up for the specials with weapons that really act as "built-in-specials". Plus we would only be able to carry a certain number of "wearable" weapons with us so we would have to choose our role before combat. Want to do crowd controll and apply DOTs? Take the wearable flamethrower (DOT), concussion rockets (KD/stun), Grapple cord (Root/snare), and maybe acid spray (Blind). Damage dealer? Take the Incindiary Rockets (Damage), portable missile (Pack mounted, Big Damage), and maybe a DOT weapon or 2. Maybe you're a tank or melee? take a melee blade (for melee attacks/bleeds), an auxiliary PSG (for defense), and the concussion rockets (KD/stun). there are lots of mix and match possibilities here, allowing us to powerup and work well with any combat profession in the game as well as function on our own.
Basically, this idea defines a Commando as an all-around combat specialist that is experienced in all forms of combat (hence the melee/ranged prereqs). We will be a high utility profession with something for just about every situation. We are almost solely dependent on our equipment for survival. A skilled commando uses weapons, not specials to achieve his objectives. We can fill the devs idea of us as defined by weapons, and as a power-up profession, while still being able to stand on our own. Base Commando will have mid range damage and mid range defence, but using the wearables, we can become High damage, or high defense, or high crowd control, or a mix of averages. We can never be top notch in more than one. This makes Commando versatile and adaptable.
So there is the alternative commando, versatile and adaptable.
let me know what you guys think.
Lycanthropic wrote:
I think commandos should be more like arnold in the hit movie COMMANDO.
Eef it bleeds, we can keel eet.
Crix Madine, an Imperial Army officer, developed the storm commandos to that end. Though Madine would eventually defect to the Alliance, the storm commando training program continued after his departure. Only the best of the stormtroopers received this intensive training, and storm commandos remained a rare sight by the end of the war. Nonetheless, Rebel SpecForces grew to respect their skills and abilities.
While standard stormtrooper operations are broad in scope, storm commandos are specifically trained for anti-Rebel operations, siege-breaking, extractions and sabotage. A unit of storm commandos can range from four to 40 troopers. Typically, one quarter of these are standard commandos, while a second quarter is an assault team trained for vehicle combat and artillery. Another quarter are experts at sabotage, demolitions and stealth, while the last quarter is tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.
The black storm commando armor is based on the lightweight armor of the stormtrooper scout, but is coated with an advanced polymer called reflec which bends light and sensor energy away from the trooper.
Message Edited by Arrow095 on 09-21-2005 12:51 PM
Message Edited by Arrow095 on 09-21-2005 12:52 PM
Also, we need better Master lvl weapons, with seperate roles, i.e. Flamethrower short-mid ranged, High damage, but at a high cost, the Launcher Pistol a mid ranged, lower damage, low cost gun, and the Proton Rifle, a high range, high damage, single target destruction gun, and so on.
More examples for ya, taken straight from the Rangers forums for their examples of 'rangers'
Imperial Storm Commandos
This elite group of stormtroopers was chosen from various categories and put together as a commando group. Their primary mission was to eradicate Alliance opposition with little or no support, in hard to reach areas. Crix Madine was placed in command of the first unit of Storm Commandos by Grand Moff Tanniel, shortly after the Battle of Yavin
Katarn Commandos
The crack squadron of guerilla warriors who were teamed with the former mercenary Kyle Katarn during the early days of the Galactic Civil War. When Katarn retired from active duty, Page rose from the ranks to become the leader of the group. Their name changed to Page's Commandos, but their expertise didn't change. Their insignia was formed from the seal of the New Republic, with a stylized katarn beast leaping across and in front of it.
NightWhispers
This was the name used by one of the Empire's most elite stormtrooper units. A unit of the Storm Commandos, they were sent into the field whenever incredible stealth was required to gain access to an enemy target.
Storm Commandos
This was a group of Imperial soldiers trained to speciallize in guerilla warfare. They were generally referred to as Shadowtroopers, and were initially trained by Crix Madine. Despite the fact that Madine himself defected to the Alliance, the Empire maintained the Storm Commandos because of the niche they filled in the overall Imperial war machine. Storm Commandos were distinguished by their black armor, which was modeled after that of a standard scout trooper. Up to forty Storm Commandos worked as a single unit, divided into four groups per team: standard commandos; assault troops trained for vehicle combat and artillery; soldiers who were experts at sabotage, demolitions and stealth; and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.
ARC commando's didn't charge in gun's ablaizing. They went in alone, and that's a really easy way to get yourself killed. ARC stands for Advanced RECON Commando. they were snoop and poopers.
Republic Commando's were the ones that charged in guns blaizing, were used as shock troopers, and as special forces type raids.
Star Wars Republic Commando: Hard Contact is a prime example of this.
Republic Commando's were organized in 4 unit squads, similer to Marine Corps Fire teams.
ARC troopers ocaisonaly commanded Republic Commando Companies, but this was not there primary mission, it was sometimes done becuase ARC trooperswere bred for slightly more individualism.
I'm still waiting on my DC-17