Commando Archive
Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*
Illrigger wrote:
TennerRavenstar wrote:
I agree 100%, my point was simply that adding the new weapons you discribed would (as far as i could tell) make any diffrence to the class. Giveing commandos some pistom / speed mods in one of thier trees could be very helpfull though. I still belive we would need at least one or two 'decent' specials to gain a damage output at a comparable level to other elite professions. With that said, as i mentioned earlier, im not sure what we really need are more weapons.. heck we already have certifications of the vast majority of ranged weapons in the game.. we just need to be able to make decent use of them.
We agree more than you thinkThis is how I envision the trees looking:
.....
I agree ![]()
My original point was simply that while new guns are nice and fun, they are not really needed imho, if we are given some mods and one or two specials to sue with our already long list of certifications
Illrigger wrote:
OK, my $0.02:
...
3. Replace the HAR tree with a tree with anew weapon tree including three weapons, the LP, the SSW and the SAW and a melee defense mod.The2 new gunsuse the carbineand rifle trees but do blast damage andgive HW XP(carbine and rifleversions of the LP) and would be available at level I. Add to Pistol, Rifle and carbine accuracy ONLY. If commandos wantspecials or speed modsfor these weapons they can take the appropriateprofession.
Perhaps:
Squad Support Weapon (Carbine)
AP:2
Damage Type: Blast
Damage (Min): 150
Damage (Max): 450
Speed: 4.0
Range 0: -20
Range 40: +10
Range 64: -20
HAM: 60/60/60
SquadAssault Weapon (Rifle)
AP:2
Damage Type: Blast
Damage (Min): 250
Damage (Max): 550
Speed: 7.0
Range 0: -20
Range 60: +10
Range 64: +10
HAM: 100/100/100
Why this? Several reasons:
- It filles a niche. Commandos as it stands are at a severe disadvantage indoors (i.e. in dungeons). Adding AP2 to the LP and incorporating the carbine version help fill this hole without removing existing restrictions.
- It keeps us as we are, but moreso. A master commando as it is now can master one other combat profession. As it is now, you can choose TKA and Pistoleer and actually help your commando class. By adding these two weapons, you could also choose Rifleman or Carbineer and do the same.
- It self-balances the class. By not adding specials for the LP or the new weapons, it's easier to keep the class in balance - as long as Rifleman, Pistoleer and Carbineer are balanced, Commando will be. Additionally, any of those classes that has Commando levels will be improved by the accuracy mods beyond their normal limits.
- It allows things that work to stay as they are. HWs can stay outdoors only. The limited effectiveness of the grenades and HWs becomes a good trade-off for the extra abilites added. Commandos don't get extra damage types and don't need them - blast is what we shoulddo, and blast is what we'll continue to do.
- The grenade and HW revamp allows the trees to have a real purpose: bypassing resistances when your weapons lack effectivenesss. This will allow the commando to become the "jack of all trades" when it comes to damaging targets that would otherwise be invulnerable. It also opens the door for the devs to put in tougher creatures with higher resistances.
- The new weapons are commando-ized and not overly useful to the other professions unless fighting like a commando. High HAM costs keep the use of specials down to balance the extra damage they do, hence requiring the user to use commando tactics with a rifle/carbine/pistol flavorfor them rather than justusing them as a rifle/carbine/pistol. A rifleman can use the SAW from cover, but can't spam Head Shot 3, a carbineer can throw in Full Auto shots, but not incessantly. Lower accuracy mods on the weapons keep the accuracy wellbelow the Elite and T-21 at their optimal ranges, but lower penalties help once the target closes.
- It helps define who Commandos are in the game. weapons specialists who take the base level of training and then specialize in heavy damage dealing variants of them, and the guy to call when dealing with creatures that are hard to damage.
Comments?
To be honest, im not sure what this would actually solve or help. Just like the LP is little to no use without speed / accuracy mods or high end specials, I dont see how the Carbine and rifle your proposeing would help the commando class. It would however be a great gun for a rifleman or carbineer that decided they wanted to specialize in takeing down AT ST's. I kinda think that this would move commandos towards being an 'add-on' profession to Carbeneer, Pistoleer and Rifleman profession.
As i see it we need alternatives to the flamethrower that will allow us a good damage output when used with commando skills or pre-req's, playing a commando should not require us to get boxes from pistoleer/rifleman or carbineer to work effectivly as a combat class
OK, I like the sound of that. I've lowered the accuracy mods slightly to make up for the speed mods and specials. On the weapons, I've left the HAM costs high but lowered the damage.
Squad Support Weapons I
Squad Support Weapon Certification
Squad Assault Weapon Certification
Pistol Accuracy +10
Carbine Accuracy +10
Rifle Accuracy +10
Squad Support Weapons II
Power Charge 1
Pistol Speed +5
Carbine Speed +5
Rifle Speed +5
Defense vs Stun +5
Squad Support Weapons III
Pistol Accuracy +10
Carbine Accuracy +10
Rifle Accuracy +10
Melee Defense +5
Squad Support Weapons IV
Power Charge Shot 2
Pistol Speed +5
Carbine Speed y +5
Rifle Speed +5
Melee Defense +5
(Power Charge 1 & 2 are the same as Overcharge 1 & 2 but do not cause weapon decay and are only usable on weapons that give HW XP)
New weapons:
Launcher Pistol
AP:2
Damage Type: Blast
Damage (Min): 20
Damage (Max): 100
Wound: 13%
Speed: 3.0
Range 0: 0
Range 15: -10
Range 64: -70
HAM: 50/50/50
Squad Support Weapon (Carbine)
AP:2
Damage Type: Blast
Damage (Min): 100
Damage (Max): 200
Wound: 13%
Speed: 5.0
Range 0: -20
Range 40: +10
Range 64: -50
HAM: 60/60/60
Squad Assault Weapon (Rifle)
AP:2
Damage Type: Blast
Damage (Min): 200
Damage (Max): 350
Radius: 3m
Wound: 13%
Speed: 7.0
Range 0: -70
Range 60: +10
Range 64: 0
HAM: 100/100/100
OldJediKnight wrote:
I would like to see a heavy assault cannon, like the ones the Clone Trooper Commando's used in EP2.
Those Clones must have beendoing stun damage,, as the blaster bolts were blue, and stun is ion type damage which is very effective against Droids.
So here is my new Commando weapon: (stats for a master weaponsmith made, NON Krayt, NON sliced weapon using best resources)
Heavy Ion Cannon
Armour Piercing: Heavy
Damage Type: Stun
Min Damage: 400
MaxDamage: 800
Speed: 5.0
HAM cost: H100 A20 M20
Of course a Krayt Enhanced or good slice would make these extremely deadly, and the heavy AP would work well against AT-ST, Turrets, the new droids, and especiallyComposite Armour(which rendersus almost useless at present)
This makes alot of sense to me, as Ion Cannons are used to disable ships, droids, and vehicles throughout the Star Wars Movies, EU, and other games.
ok... this is my master plan:
One skill tree is called Long Range Weapons
Second Skill Tree is called Medium Range Weapons
Third is Called Short Range Weapons
Fourth is Called Heavy Weapon Support
i would ditch the acid rifle tree any day of the week. it is, in my opinion, one of the worst weapons in the game. i hate it. what i would like to see in the near future is a tripod laser cannon. you would have to drop it to use it. like the music box things in the cantinas (i can never remember the name of them)
because you would have to put it down the damage should bevery high and the accuracy should be relitivly low. so:
500-1500
3.0 speed
energy
35% wound
(not sure on accuracy)
in game name, carrick, TSL.
we will destroy you...
Launcher Pistol Certification
Flamethrower Certification
Heavy Acid Rifle Certification
Fragmentation Grenade Certification
Rocket Launcher Certification
Heavy Weapons Accuracy +10
Heavy Support Accuracy +10
Thrown Weapons Accuracy +15
Squad Support Weapon Certification
Squad Assault Weapon Certification
Pistol Accuracy +5
Carbine Accuracy +5
Rifle Accuracy +5
Pistol Accuracy +10
Carbine Accuracy +10
Rifle Accuracy +10
Defense vs Stun +5
Pistol Accuracy +5
Carbine Accuracy +5
Rifle Accuracy +5
Melee Defense +5
Pistol Accuracy +10
Carbine Accuracy +10
Rifle Accuracy +10
Melee Defense +5
Particle Grenade Certification
Ranged Mitigation 1
Thrown Weapon Accuracy +10
Thrown Weapon Speed +10
Cryoban Grenade Certification
Concussion Grenade Certification
Thrown Weapon Accuracy +10
Defense vs Knockdown +5
Glop Grenade Certification
Thrown Weapon Accuracy +10
Thrown Weapon Speed +10
Ranged Mitigation 2
Ranged Defense +5
Shock Grenade Certification
Thermal Detonator Certification
Thrown Weapon Accuracy +10
Thrown Weapon Speed +10
Ranged Defense +5
Heavy Support Weapon Speed +10
Heavy Support Weapon Accuracy +10
Heavy Single Attack I
Heavy Support Weapon Speed +10
Heavy Support Weapon Accuracy +10
Heavy Cone Attack I
Heavy Support Weapon Speed +25
Heavy Support Weapon Accuracy +15
Defense vs Dizzy +5
Heavy Support Weapon Speed +15
Heavy Support Weapon Accuracy +10
Heavy Single Attack II
Particle Beam Cannon Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20
Cryoban Cannon Certification
Concussion Missile Launcher Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20
Acid Stream Launcher Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20
Defense vs Blind +5
Thermal Cannon Certification
Lightning Beam Cannon Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20
Ion Grenade Certification
Man-Portable Ion Cannon Certification
Heavy Cone Attack II
Heavy Weapons Accuracy +10
Thrown Weapon Accuracy +10
Ranged Mitigation 3