Commando Archive
Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*
Figu
Sat Apr 03, 2004 11:16 pm
#144
I say the answer is simple acid rifle and flamethrower tree should be merged and to be star warzy just add the
Heavy Reapter Gun
Type:blast
Piercing:heavy
Damege:500-1200
speed: 3
wound: 64%
HAM: 120/57/56
Skills: Ionic Blast 1 and 2
Knockdown
This gun has been in the starwars universe for awhile and it should have a heavy ham and a massive wound chance and its a big weapon it should knockdown enemys i think that gun was the only one that could take out a jedi in the game jedi outcast and i strongly erge the devs check it out it should diffently be in this game
RazerWolf
Sun Apr 04, 2004 2:45 am
#145
God no, that gun is horrible. Heavy Repeater should be Light or at max Medium AP, and Energy.
Sethkin
Mon Apr 05, 2004 1:39 am
#146
Personally when I think Commando the list of skill trees I thinkthat would have workedoutare Unarmed Combat, Heavy Weapons, Heavy Weapons support, and terrain negotiation. IMO when I think of Commando I really think of one who can fight hand to hand if needed, one who can move through an enviroment well, who knows how to use weapons like Assualt Rifles and who knows how to give support through weapons like Grenades, Rocket and Grenade Launchers and such. Yet those are just my "personal" opinions
Satanatory
Mon Apr 05, 2004 11:24 pm
#147
Guys, you're too stubborn for your own good
Perhaps all of you should drop commando so DEV'd finally realise that something must be done. Do your consumable weapons have knockdown effect at least? Of course they have... don't they? Because I canimagine a situation when firing a pistol or carbine would knock your target down butI can't imagine anyone surviving a direct RL's hit on his feet.
Oback
Tue Apr 06, 2004 11:29 am
#148
i like the idea of a tripod heavy gun, youd hafta take time to set it up, mount it, and blast away, of course it would be very, very strong, but it would take a long time to set up, and maybe 1 or two commandos to use???
kenrw24
Thu Apr 08, 2004 12:51 am
#149
Merge all 3 heavy weapons columns into one, not just the acid rifle and flamethrower. There should be only one column requiring heavy weapon xp. Increase the amount needed to move up, though, since there will be all three things added to one.
Then create an unarmed combat column and add vibraknuckles certification to novice commando. This column should be a big improvement over unarmed 4 from brawler, but not something to rival TKM.
Also add a column that builds on marksman skills, and build it with combat xp. Add close quarter pistol skills, assault carbine skills(an assault rifle is essentially a carbine) and sniper skills with a rifle. These are all things a commando in the Green Berets or Navy Seals would be able to do, so in a futuristic society I'm sure they should be able to do this as well.
Change the 'grenadeer' column to the Demolitions column. Grenades, explosive traps, large shape charges for taking out enemy bases and heavy equipment(AT-ATs, whenever they emerge on the SWG scene)should all be part of this. The experience gained from use of these weapons should be what builds the column, so there should be 'explosives' experience or 'demolition' experience. Something like that.
Also, requirments for commando could be changed. Add a column of medic, column 1. Perhaps 2 columns of scout, columns 1 and 2, exploration and traps. This would build up to commandos creating their own explosive devices in their own skill tree, as well as adding some stealth capability to commando, through the exploration column, as they should have this in the first place. True commandos are covert soldiers, infiltrating secretly under cover of darkness, silently killing as they make their way to their objective. They dont tromp around blasting everything with a flamethrower no matter how close or far it is.
Then create an unarmed combat column and add vibraknuckles certification to novice commando. This column should be a big improvement over unarmed 4 from brawler, but not something to rival TKM.
Also add a column that builds on marksman skills, and build it with combat xp. Add close quarter pistol skills, assault carbine skills(an assault rifle is essentially a carbine) and sniper skills with a rifle. These are all things a commando in the Green Berets or Navy Seals would be able to do, so in a futuristic society I'm sure they should be able to do this as well.
Change the 'grenadeer' column to the Demolitions column. Grenades, explosive traps, large shape charges for taking out enemy bases and heavy equipment(AT-ATs, whenever they emerge on the SWG scene)should all be part of this. The experience gained from use of these weapons should be what builds the column, so there should be 'explosives' experience or 'demolition' experience. Something like that.
Also, requirments for commando could be changed. Add a column of medic, column 1. Perhaps 2 columns of scout, columns 1 and 2, exploration and traps. This would build up to commandos creating their own explosive devices in their own skill tree, as well as adding some stealth capability to commando, through the exploration column, as they should have this in the first place. True commandos are covert soldiers, infiltrating secretly under cover of darkness, silently killing as they make their way to their objective. They dont tromp around blasting everything with a flamethrower no matter how close or far it is.
kenrw24
Thu Apr 08, 2004 12:58 am
#150
Merge HAR, FT and that other heavy weapons column into one single column.
Create a new unarmed combat column and give novice commando vibraknucle certification.
Create a new column building on pistol/carbine/rifle skills. Close quarter pistol skills, assault carbine skills, rifle sniping skills. These are the ways true life commandos, Green Berets and Navy Seals, would use these weapons, so why not emulate the best?
Change Grenadeer column to a Demolitionist column. Add in explosive traps, similar to claymoors or other things really used by commandos. Also add heavy demolitions charges used to take out enemy bases and large targets.
That's it in a nutshell. I can add a lot more details about this, but this thing keeps deleting my entries and I'm tired of typing all the details, so I'm not typing it all again a 3rd time!!
Create a new unarmed combat column and give novice commando vibraknucle certification.
Create a new column building on pistol/carbine/rifle skills. Close quarter pistol skills, assault carbine skills, rifle sniping skills. These are the ways true life commandos, Green Berets and Navy Seals, would use these weapons, so why not emulate the best?
Change Grenadeer column to a Demolitionist column. Add in explosive traps, similar to claymoors or other things really used by commandos. Also add heavy demolitions charges used to take out enemy bases and large targets.
That's it in a nutshell. I can add a lot more details about this, but this thing keeps deleting my entries and I'm tired of typing all the details, so I'm not typing it all again a 3rd time!!
IMPSpartacus
Mon Apr 12, 2004 10:10 pm
#151
I totally Agree i think Commandos should get new Weapons
steven_omally
Mon Apr 19, 2004 6:30 pm
#152
since when do commandos have to fight hand to hand, why isnt the title available with master marksman/exploration 4 or survival 4?
conquista
Tue Apr 20, 2004 9:03 pm
#153
I think since all of our weapons are so easily blocked by a decent set of composite we should be able to have some other way where we can last a little longer. Instead of getting the boring little + to defense, us commandos should be able to activate temporary shields(maybe even in an awsome looking backpack form) that can give defensive bonuses in a certain perimeter that our friends can huddle under. The skill tree should consist of the perimeter getting larger and adding more defenses as you proceed. Along with the shield I think the tree should consist of some special attacks that are defense related, but do no damage, like a radial attack that can temporarily disable a piece of armor of an enemy. I think this could add some more color to the PvP aspect of the Commando Proffession
Sphirax
Sat Apr 24, 2004 6:52 pm
#154
CrimsonKnight32 wrote:
My idea of a cool new weapon would be a Grenade Launcher
Uses the present grenandes as ammuntion......
The ham cost would be the same as the grenade your using however the launcher would greatly increase the range you can use the grenade. I would say perhaps 40 m would be the max range but that can be debateable. Aslo the Laucher would give a damage modifier to all the grenandes. Not much of one since most of the crafted grenades already have decent dmg. Perhaps 35% to 50% dmg added.
Example would be......
With an Average C22 Grenade
300 - 1200 dmg
4.0 speed
52/52/30 Ham
With the Launcher
600- 1800
3.0 speed
52/52/30 Ham
With at least 2x the normal range of a grenade
A greatthing would be to have a weapon that can do several different damages with each type of grenades
just my two cents
Terrak Nightfox
Master Commado/Teras Kasi Master
id have to go with the grenade launcher idea, mainly because thats all I use in FPS's and I like things that go boom...hence the reason I became a commando
skotadi
Tue Apr 27, 2004 1:10 pm
#155
the launcher pistol we already have it seems to me if we could put diff types of canisters in it that do diffrent types of damage to mind action or heath the heavy weapons need some help with range to take out the atsts the atsts should not be able to walk in trees and buildings we are commandos with anti tank weapons a tank that can follow us everywhere is no good i would also like to see demiletions that you could place on turrets that kill them if you can get close to it like in episode IV
Eans
Tue Apr 27, 2004 3:51 pm
#156
what, like C4?
or how bout we get demolitions that we can place in teh ground liek mines