Commando Archive

Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*

TennerRavenstar
Tue Mar 09, 2004 7:35 pm
#118






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 think This 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



However,I think its would work better if the tree you posted above was changed in a couple of way:

1) Add speed mods to allow useing the weaponsat a 'resonable' speed. Not a huge amount, but enough to make a clear diffrence from thewhats gained in Master Marksman.

2) Add some specials. Nothing toshake the world or to make us out do or damagethe riflemen, pristoleers or carbineers, but enough to make the weapons viable without an advanced profession. Personally I'd surgest simply removeing the decay effect of overcharge shot 2. This would give us a decent damageing shot though nothing off the scale, it would add a bit more value to the master marksman box, which is currently rather worthless except as a pre-req, it should be fairly simple and easy to do and it would work with all our diffrent non-heavy weapons

3) Lower the stats somewhat on the weapons you proposed to balance things with the speed/ overcharge 2 improvments.


The reason i would surgest this is

1) It would allow us to make good use of all the diffrent certifications we have, without makeing us supper powerfull with them (ie. lower speed / accuracy than the other weapon profs. and only really one usefull special)

2) I think that if you add the weapons you describe you would end up makeing any commando + rfile/pistol/carbineer to strong with the combination of the powerfull weapons and thier speed / specials. Even though the ham would be very high, a combination of buffs, food and spice woulda llow a player to achive an EXTREAMLY high damage output. I thik useing HAM cost to balance the destructive power is dangerous, since it can be countered in diffrent way (haveing a doc friend heal you while useing brandy, muon and Ver. Canapes and even those ham costs could be dealth with for quite a period of special spamming)






Mazoch - ImperialSpy
"I cry NOW. Death, like a familiar, hears; and look, has made a man of dust of a man of flesh. This sorcery I do. Being damned, I am amused to see the centre of love diffused and the wave of love travel into vacancy. How easy it is to make a ghost." - Keith Duglas; How to Kill

YenishRavenstar- Work in progress
psyco31
Tue Mar 09, 2004 9:30 pm
#119

Id like to see more high damage implaced weapons. Like a mortor or laser cannon. Something that when you are in groups it will fire longer distances over the tanks and do alot of damage. Of course it could be slower too just to balance it out. Id like to even see commandos be able to make turrets. Not the same fection ones, but ones they could set up almost anywhere. I figure if the Devs want this class be more of a support cless in groups, at least let us do that, instead of balancing us out with everyone else. We could be balanced in solo, but in groups we should be rocking



Teancum Nephite (AAinc) Master Swordsman Naritus Server
Pycio Teenaif Bounty Hunter Flurry Server

"Women are like Voltron. The more you put together the funner it is"
TennerRavenstar
Wed Mar 10, 2004 1:57 am
#120




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




Mazoch - ImperialSpy
"I cry NOW. Death, like a familiar, hears; and look, has made a man of dust of a man of flesh. This sorcery I do. Being damned, I am amused to see the centre of love diffused and the wave of love travel into vacancy. How easy it is to make a ghost." - Keith Duglas; How to Kill

YenishRavenstar- Work in progress
Illrigger
Wed Mar 10, 2004 10:23 am
#121


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




ACCOUNTS CANCELLED 11-28-06, after 37 months, due to poor game design on the part of Helios
Arkelion
Fri Mar 12, 2004 3:29 am
#122






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.








LOVE LOOOOOOOOOOOOOOOOOOOOOOOVE LOVE this idea, those guns the clone troopers carried looked awesome!! It seems perfect for the commando profession, and really those clone troopers WERE more or less, commandos.


Falcor Krevan - MS - Starsider
Dri0dmaster
Fri Mar 12, 2004 1:01 pm
#123

just a quick question...why do people suggest that a new tree should include a launcher pistol. The suck, PERIOD. I dont care what your argument is a commando should use decent weapons. Fixing the HAR and the HWS will do this but including the LP wont. Please give new ideas such as machine guns, silenced weapons, etc. (something new that will add to this game). And one more thing, dont write stuff down that matches what a carbiner is. If u want a normal carbine, dont waste your skills in brawler, unarmed, and master marksman.



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
4thewookie
Sat Mar 13, 2004 10:27 pm
#124

I have an idea for the devs on designing a new weapon for us. I've read that some WW II weapons where used in designing some of the weapons in the original starwars. I love the way the SAW looks( squad automatic weapon). It's a light machine gun used by the U.S. Army. I think with a little work it could look super cool in swg. It could be a repeating blaster of some sorts. Just a thought



Show the Wookiee's LOVE.........
RazerWolf
Sun Mar 14, 2004 9:44 am
#125

Yeah, a Heavy Repeating Blaster is perfect for Commando. After all, there's the Imperial Repeater in the Jedi Knight series, there's the Repeating Blasters in the Heavy weapon class on KotOR. I know I'd like to be the next Canderous Ordo



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Sauron1080
Sun Mar 14, 2004 4:51 pm
#126

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



Each line has weapons accrding to the catagory.


Example:

LRW has rifles grenades, and anything with a range above 50m

MRW anything with a range above 30m

SRW is ranged at 10m

HWS is any other mods at crap



well now that i look at this, its kinda bad... but ah well



Mephistox


Servants Of The Shrub



Master Commando Since August 26th, 2004
flame332
Thu Mar 18, 2004 7:20 am
#127

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...




____________________________________________________________________________________________________________


Carrick Lightstar

First person to ignore 700 people on Radiant



"People should know when they're conquered"
comandobob
Thu Mar 18, 2004 8:37 am
#128






Novice Commando
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 Weapons I
Squad Support Weapon Certification
Squad Assault Weapon Certification
Pistol Accuracy +5
Carbine Accuracy +5
Rifle Accuracy +5


Squad Support Weapons II
Pistol Accuracy +10
Carbine Accuracy +10
Rifle Accuracy +10
Defense vs Stun +5


Squad Support Weapons III
Pistol Accuracy +5
Carbine Accuracy +5
Rifle Accuracy +5
Melee Defense +5


Squad Support Weapons IV
Pistol Accuracy +10
Carbine Accuracy +10
Rifle Accuracy +10
Melee Defense +5


Field Tactics I
Particle Grenade Certification
Ranged Mitigation 1
Thrown Weapon Accuracy +10
Thrown Weapon Speed +10


Field Tactics II
Cryoban Grenade Certification
Concussion Grenade Certification
Thrown Weapon Accuracy +10
Defense vs Knockdown +5


Field Tactics III
Glop Grenade Certification
Thrown Weapon Accuracy +10
Thrown Weapon Speed +10
Ranged Mitigation 2
Ranged Defense +5


Field Tactics IV
Shock Grenade Certification
Thermal Detonator Certification
Thrown Weapon Accuracy +10
Thrown Weapon Speed +10
Ranged Defense +5


Heavy Support Weapons I
Heavy Support Weapon Speed +10
Heavy Support Weapon Accuracy +10
Heavy Single Attack I


Heavy Support Weapons II
Heavy Support Weapon Speed +10
Heavy Support Weapon Accuracy +10
Heavy Cone Attack I


Heavy Support Weapons III
Heavy Support Weapon Speed +25
Heavy Support Weapon Accuracy +15
Defense vs Dizzy +5


Heavy Support Weapons IV
Heavy Support Weapon Speed +15
Heavy Support Weapon Accuracy +10
Heavy Single Attack II


Heavy Weapons I
Particle Beam Cannon Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20


Heavy Weapons II
Cryoban Cannon Certification
Concussion Missile Launcher Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20


Heavy Weapons III
Acid Stream Launcher Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20
Defense vs Blind +5


Heavy Weapons IV
Thermal Cannon Certification
Lightning Beam Cannon Certification
Heavy Weapons Accuracy +20
Heavy Weapons Speed +20


Master Commando
Ion Grenade Certification
Man-Portable Ion Cannon Certification
Heavy Cone Attack II
Heavy Weapons Accuracy +10
Thrown Weapon Accuracy +10
Ranged Mitigation 3






This is a great idea , the best ive seen so far it would make are profession what it should of being in the first place , But i think we should get a assult rifle are carbine like a heavy Blaster, You look at any RL commando's and they always have a carbine / assult weapon





Naerbe Airrea Commando {TS} Farstar
For Teh Horde
Naerbe -Tuaren Warrior -wow Zenedar
Wolverine3690
Sat Mar 20, 2004 10:44 am
#129

Well I have been a Master Commando since about 2 weeks maybe 3 after Launch so one of the first commando's on Kettemoor server and have enjoyed the profession the hole time and never strayed....grant we where seriously gimped in the begining I mean gnorts where kicking my but and had crappy Flamer that did like 30-120 Dam with a 5.5 speed, hell at that time the HAR was the cool weapon.lol


Anyhow this is what I would like to see happen to the Commando Profession some of them have been already mentioned but worth another say:


1)Merge the FT, HAR, LP to one tree with there specials, and add specials to LP. Some special ideas for LP a Blast KD/Stun effect, Dizzy as well.


2)More Defenses both ranged & meele, with this would like to see a special Commando toughness added since we are supposed to be the Elite Warrior in the game I mean like someone else mentioned we are equivolent to Navy Seals etc so we are to be the cream of the crop. Or maybe woudl just be added in the Defenses I don't know but we should be a bit more tougher then other professions. Another example C&C: Renegade that Commando made Rambo look like a wuss.lol


3)Since the HAR is pretty much a FT clone lets make it just that but with Acid Damage make it identical to the Flamer in stats & speeds and add a chemical burn DOT for it that effects the Action bar. I like the HAR hell I even had a Krayt one made and it is pretty sweet but the HAR's do need a boost.


4)Idea of a new weapon is good and I like the Idea of a Heavy Duty Mounted "I'm going to blow you into the next Galaxy" type mounted weapon. Weather or not this is something that could be added to the game I don't know but would be cool. Another idea would be some kind of Heavy Assault Rifle also stated. I would agree should Be Stun Dam or even a Stun/Blast Dam if that is possible. Someting like 500-800 Dam, Speed 5, and be good for Med to long range with specials, and have like AP2 at least.


5)Ok this is just something I think would be nice to have for us but some kind of Guided Missile with a large Area effect like 20+m. Something to use again AT-ST's or a group of Imperials


Anyhow those are my ideas.







Wolverine
Kettemoor

Wolverine'
Wanderhome
djswift2k
Sat Mar 20, 2004 3:32 pm
#130

I have been a commando dabbler ( have actually been thorugh all the trees except HW support) and had done my flame line before flamers worked properly in augest) After the LP got fixed i used my pistoller skills with my LP to re-level comando up and down at cvarious times to suit my needs at the time. I think that the LP is supposed to function as a stepping tool for leveling low level boxes in commando until a decent level of accuracy is gained (2+ in ft or har), and is perfectly fine as it is. Personally, the only thing i ever use my LP's for is killing turrets, at-st's ( before i switched to imp) and when i wanted to level heavy weapons.


I think a viable weapon would be to either merge the HAR into the flame treee, or eliminate it entirely, and add some sort of an ion (stun) cannon. It would have medium ap, and high damage like a flamethrower, but no dot related to it, and a slow refire rate, and would have to be fired from kneeling or prone ( on a tripod). It could have a special for ahigh damage single with a mild delay, or a high damage cone attack with very high delay, and could be used as a squad support weapon for things such as large base raids etc. the gun would be proficient in 45-50 meter range. ham costs shoudl be relatively high, as this is not intended as a spam gun. This would fulfil a support role in a large combat scenario. the purpose of having a medium ap stun as the damage and armor piercing type would be for disabling heavily plated vehicles and armored personnel.


my $0.02

( btw ive done all the lines in commando except support at one point or another- disposables are too costly for my playstyle,considering i spend about a quarter mil per week on guns for non disposables, and use my launcher pistol primarily to level)

my current build is master pistol/rogue/3000 scout/0004 commando/ novice medic
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