Commando Archive
Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*
Wolverine3690 wrote:
Well I have been a Master Commando since about 2 weeks maybe 3 after Launch...
That is -exactly- what Commando should be. The guy standing there wih an MG, cigar in mouth, not giving a crap about the tons of lead shooting in his direction. Overpowered, you think? Make it so you set him against a couple of melee fighters, even weak ones, and he gets rings run round him.
I mean come on! He's one of us!
http://images.amazon.com/images/P/6305364664.01.LZZZZZZZ.gif
http://members.fortunecity.com/infinitecool/commando/cmndo77.jpg
http://members.fortunecity.com/infinitecool/commando/cmndo93.jpg
i am soory but i copied your post and put it in the concept fourm becouse i thought it was realy good
beezer62
master commando bloodfin death-by-beezer
I have been a commando now for a couple weeks and been following this thread as well as alot of commando issues for a bit so I thought I would toss in my idea.
Field Tactics:
1. Add in a new craftable weapon the grenade launcher: Set the spd as 10% faster than throwing a grenade and set teh ideal range at 45m with +20 at ideal -50 at 0m and -25 at 65m. The grendae launcher will use all present grenades by loading the launcher via a drag and drop method. The grenade launcher will receive spd and accuracy bonuses in the field tactics tree just like thrown weapons.
2. Normalize cost to make grenades so that each grenade costs no more than 100 credits per grenade per tier. Thus a stack of 5 proton grenades would cost 2500 credits and a case would run 62500 credits not 100k plus like now. Lower the HAM cost of grenades to be more in line with other weapons, I tested grenades and without maxed buffs I lost more HAM tossing a grenade than I did in damage /boogle.
3. Add the launcher pistol to the field tactics line and add some minor pistol bonuses to the line equal to plus 30 pistol speed and accuracy. Add two launcher pistol specials Blast which does AOE damage and Armor Piercing which makes the shot AP1.
4. Add some minor terrain negotiation to the line equal to what a squad leader gets.
5. Fix the instant lag effect of using the launcher pistol, lower the pixel count of the BOOM or something its just way OTT.
Heavy Weapons:
1. Change the weapons themselves into not being consumed. When you buy the weapon you are buying the weapon body much like the proposed grenade launcher. Instead add to weapon crafters craftable power cells and rockets. Normalize the cost of the power cells and rockets to be no more than 500 credits per shot instead of the default 1k a shot which seems the norm. Loading the heavy weapon would be achieved by draging a power cell or rocket over to the weapon much like a weapon powerup.
2. Adjust the DPS of the heavy weapons to bring them more in line with other elite professions weapons.
3. Increase the total accuracy and speed that commandos get for heavy weapons to +100 accuracy and +50 speed. Make all the heavy weapons modifiers set as heavy weapons not as rockets or beams or what not thus fixing the skill tape problem.
Flame Thrower and HAR:
1. Merge the HAR and FT into one tree.
2. Reduce the insane HAM use of the HAR to be the same as the FT.
3. Increase the range of the specials to 25-32m, the actual flame from flamesingle extends out past the shot range as is, thus moving a ranged classes specials out past instant KD/dizzy death range, oops Imean melee.
4. Either add an action DOT to the HAR or give it AP1.
Squad Assualt Weapons:
1. Make a new weapon like the imperial repeater from jedi knight and academy.
2. Lots of people have placed good ideas on what this could be already in this thread. My idea is a moderate damage very high rate of fire weapon using either blast or kientic damage, yes kientic would suck PVP but deal with it.
3. Allow the Reapeter to use carbine specials and mods and add an aditional +40 accuracy and +30 speed to the tree.
4. Add two additonal special attacks to the tree that include autofire and suppresion fire upgrade.
Here we go......
Leave commando alone...no new weapons, no new skills. FIX WHAT WE HAVE.....heres what I mean.
Flamethower:
Damage is amazing.....fire dot's should be the most devastating in the game.....nothing should outdamage this.
LP:
Damage is ok, and with a little creativity, this is a useful weapon......Think pistol when using it.
Acid Rifle:
This is where the fixes come in.
1. Make it longer ranged than flame thrower. Specials reaching 64m. Simple fix, make it fire "encapsulated" acid, instead of a "stream".
2. Acid DOT's, Yes you heard me....if I throw acid on you, it doesn't just burn for a second....it continues to burn until neutralized. ACID DOT's!
3. Make it not AP but make it destroy armor......this would get nerfed I'm sure, no one wants to lose that 2.5 mil composite to a commando with an HAR. We're firing a liquid here....make if find seams. So yes, AP2 or better. (we need it.)
Grenades:
1. Total rework of damage and ham. If I throw a grenade at you, you are going to feel it, promise. Make the grenades reflect their type, damage wise. Cryoban should do cold, Glop should do acid....etc.
2. Ham costs are prohibitive, fix this, make grenades a viable option for us...we are heavy weapons experts after all.
Consumables:
1. Redo the art...these look stupid. Make them instead of "tube guns" a "reloadable piece of art".
2. No more variances......I see too many wild swings in numbers of shots and such. Make them "reloadable".
Example: you buy a rocket launcher...it comes with 0 shots, you then buy rockets, and load/reload your launcher.
3. Make them a little easier to use/faster. By the time you get the RL out, the at-st has eaten your soul.
Give Commando's camo/Terrain bonuses. We are experts in warfare, make us work like that. If I'm an expert warrior, no little hill is going to slow me to a crawl. Camo? Sure, we should be immune from random attack......we are commando's we chose what we fight with, we aren't idiots. (Camo only works for PvE anyway).
I love my flamethrower, I like my LP, my HAR hasn't been out of my pack in months.......fix what you've broken for us, and we'll be happier than you think. ![]()
Armor Piercing: None
Damage Type: Blast, Energy, something normal
Min Damage: 10
Max Damage: 50
Speed: 1.0 (not sure about this)
Chance of Stun: 5%
Setup Time: 30 seconds (unless you are in a base maybe?)
Cone Size: 40 degrees
Possible Skill Mods: increase accuracy, increase chance of stun, decrease setup time, maybe add more status changes (blind, dizzy, intimidate?), increase cone size with a master getting 90 degrees of coverage.
Anyway, thought this would be something different, feel free to bash this idea
I belive that we outta have a... Nucular Damage Type Weapon.... that would be fairly nice...
Name: Nucular Missile Launcher
Certifaction: Master
Type: Nucular
Min : 1400 max 2500
Speed:15
Range: Ideal +0 65m Max -20 100m point blank -50 0m(point blank will kill you)
H 200/A 200/M 100