Commando Archive
Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*
Peaceable
Fri Jun 11, 2004 4:48 pm
#170
Idolikeimperials wrote:
I would like to see something like the imperial heavy repeater , with the main fire doing something like kentic damage. For all those that have played jedi knight and know that concussion luancher can do, a special for that would be cool.
ap1
stats would be like
50-200 kenetic damage
Apeed 1.0 or faster it really should be faster but don't really think the game can handle that.
But if you were to use a special for the concussionlauncher could have like a 3 second cool down time.
ap 1
maybe 400-500 energy damage
Aut i really dont think SOE would be able to code something like this.
Aut i do support the idea of a tri pod mounted weapon to use on things like AT-ST's and a lighter hand helm weapons similer to it, would bring in a very star warsy feel
Another cool weapon they could put in would be the concussion cannon long range staright fire weapon that did blast damage.
stats maybe something like
ap 1
500-800 blast damage
speed 3.0
HAM I dont know maybe
H80
A30
M20
but what ever they do we need some new kinds of weapons to make us different from everyone else
I also like these ideas extremely alot, but the speed would be making us commandos the lords of SWG lol!
In the star wars aspect, the jedi can deal the most damage the quickest.
But here's something I'd add to that concussion launcher (which is a great idea):
Make it more ahvy weapon like a rocket launcher
Armor Piercing of 3 (heavy)
Damage type: stun (since its concussion)
Damage:
1000 min.
1700 max.
Speed: 4.0
HAM
35
20
15
I made the min. and max. damage kinda low because if it dealt stun damage, it would be the baddest weapon out there!
This isa bit more crazy of an idea so go head and cut it down if you want, it's just one of my wild ideas 
Galactic_Grissom
Sat Jun 12, 2004 11:13 am
#171
Any idea we come up with must separate commando from the rest of the professions.
Some great suggestions were to:
1) have commando only armor (medium armor would be nice) - maybe givingadditions to skill mods, or possibly skills themselves
2) employ kenetic damage weapons so commando
3) have some passive support skills in addition to ranged damage mitigation
Tougher yet is coming up with min's and max's stats, armor piercing, speed, exp needed for trees, where to put certifications.
The first thing that should be changed is the acid rifle, this gun has no huge advantage over the flamethrower other than its damage type and minor differences in min/max damage and speed. The biggest disadvantage is the AR's failure to cause DOT. Dev's, please make a change to this. Acid should automatically burn through armor, skin, or anything it touches.
May the force be with us,
Grissom
Corsair10
Tue Jun 15, 2004 4:25 am
#172
The Assault Rifle (Carbine) is by far the most fitting. Throughout the Expanded Universe, Team One has used them in raids, rescues, etc., because they are short weapons which can be used in close quarters (Flamethrower) but have the punch of a rifle. In Lucasarts' new game Republic Commando the commandos are using a DC-17 carbine (not DH-17 mind you). As an Ex-Commando and reworking up in it, this weapon would replace the HAR which is virtually worhtless. So having a carbine that does acid damage would make sense. Commandos in the real world are known for their accuracy as well. Having them target the health pool or mind pool would also make sense.
The Carbine would be something like this:
Commando Assault Carbine
Speed: 3.0
Armor Piercing: Medium
Damage: 150-275
Also, commandos do not necessarily have to be limited to just one carbine. Having a stun or restraint carbine would also fit them in a situation where they do not wish to "harm" their opponents. Granted in this game even stun, a damage type designed to incapacitate without harming, does harm people but you get the point.
ALMIGHTYG0D
Thu Jun 24, 2004 8:06 am
#173
I think a Very cool idea would be to make a constant DoT weapon with no firing speed. If anyone remembers the green lasers shot off the transport ships in Episode II, I imagine something like that. This weapons damage would be based on damage per second or damage per tick and would have a constant stream of energy. This damage would vary based on your skill at using it. Novice level skills 10-300dps, first tree level110-350dps master 430-450dps.(450 being the max damage of the weapon being used) I imagine this would work similarly to the unarmed damage added in the unarmed tree. This would account for accuracy of the user. Maybe it would be called an Energy Stream Launcher. Instead of making it expendable I think i could have an overheat level where a user couldn't stand and fire it for hours on end and it would have, say: 10 minutes of firing for 1 minute of cooldown. As for Special Attacks I imagine that it could have period of overcharge which would increase damage andCone/ AoE attacks where you could expand the stream of thegun for a period of time.
Im too hungry to continue butI think this gets the point by.
Ik Molag
Commando 0/0/4/0
Master Pistoleer
Smuggler 0/0/4/0
Medic 3/3/2/1
Corbantis
Tenoio
Fri Jul 09, 2004 7:54 pm
#174
i don't care what anyone says but it seems to me that most of us commandos would like to see the introduction of the imperial heavy repeater or a weapon simular (gatting laser :smileywink
.....now all we gotta do is get the devs to noticethis idea that everyone iskeen about
Tony_Daly
Sat Jul 10, 2004 3:37 pm
#175
My idea for an Asault Riffle would be a SBD's arm 
In Ep2 u see them spraying bolts everywhere, so its like an Asault Riffle, and since it has 2 barrels u shd be able to change them
This way u can change barrels for whatever situation u are in (versatile asa commando shd be)
Stun Barrels would obviously be certed at master and energy at novice, they wld go in an Asault Riffle tree,
to stop ppl crying 'nerf,nerf,nerf' the barrels would have there own damage stats on them, stun as the lowest and energy as the highest.
Specials would be more to do with spraying out shots at targets and AoE cones, however some would be more directed, firing lots of shots and one person.
A grenade launcher would also be attachable to the bottom of this, with two specials, firing a single grenade at one target and another firing the whole stack in an AoE attack, the spread of this would be determined by the nades blast radius.
Just my ideas, if only TH wld listen 
Tenoio
Mon Jul 12, 2004 12:14 am
#176
by 'arm' do you mean a gauntlet kinda like boba fett uses just redesigned to look different?
Tony_Daly
Tue Jul 13, 2004 9:15 am
#177
By arm i meant the one with two blaster Barrels on it, the one that SBDs ig never use, they just bunch like droidsdo
.
Two barrels would also make it fast firing because then u cld fire every half a second, one second cap for each barrel, it could work
SuperTurbo
Tue Jul 13, 2004 9:49 am
#178
and make the barrels wear out, and need replacing, like crystals in a lightsaber.
Dragula65
Thu Jul 15, 2004 12:29 am
#179
Main Entry: com·man·do
Pronunciation: k&-'man-(")dO
Function: noun
Inflected Form(s): plural -dos or -does
Etymology: Afrikaans kommando, from Dutch commando command, from Spanish comando, from comandar to command, from Late Latin commandare
1 South Africa a : a military unit or command of the Boers b : a raiding expedition
2 a : a military unit trained and organized as shock troops especially for hit-and-run raids into enemy territory b : a member of such a unit
Pronunciation: k&-'man-(")dO
Function: noun
Inflected Form(s): plural -dos or -does
Etymology: Afrikaans kommando, from Dutch commando command, from Spanish comando, from comandar to command, from Late Latin commandare
1 South Africa a : a military unit or command of the Boers b : a raiding expedition
2 a : a military unit trained and organized as shock troops especially for hit-and-run raids into enemy territory b : a member of such a unit
Now that we know what a commando is, I can only say that none of us are one. Infact I would say we are all Hvy Infintry. Commandos would never carry around a bunch of hvy weps that would just slow them down, oh and lets not forget the last thing a small raiding party wants to do is fire a hvy rocket launcher so every mob in range will know just where to find them.
Bh is the closest thing to a commando in this game. Give Bh some unarmed and one-hand specials and grenades,add melee and ranged defenses,change the name to commando and your done.
Blacca
Sat Jul 17, 2004 2:36 am
#180
Agreed, a rail gun would be the best, make it look huge! Bigger than a T21!
blackgunz
Sun Jul 18, 2004 9:04 pm
#181
Heavy Flamethrower (Heat) AP 2, it would have something like 3 barrels, and would be a weapon use able at flamethrower 4, and would have one of the worst accuracys in the game
Rail Gun (Blast) AP 3, This would do the most damage, it would be a hard to get weapon ( like the DE-10 or bersker rilfe ) and only avable at Master Commando, and would have high accuracy
Assualt Rifle (Kinetic) AP 1, This would have a 1.0 speed, a very easy weapon to make for weapon smiths, about 150-200 damage, would have avrage accuracy, but this weapon would decay very fast ( as in every 2 days you would need a new one) and would get it at field tactics 2
Laser Minigun (Energy) AP 2, pretty much the same thing as a Assualt Rifle, but would be less accurate, and gotted at field tactics 2
Squib Tensor Rifle ( Stun ) AP 2, A hard to obtain weapon, only lootable, a quick firing rate like 1.7, a damage like 100-150, and would be a Ideal PvP weapon
Grenade Launcher (Depends on grenade) you would put your grenades into this gun, the gun would have high accuracy, and would do the damage and damage type of the grenade
Cluster Bombs, mortars, or small artlliery (All blast) Cluster Bombs would hit a large area and would be a ideal PvPing enemy squad shattering weapon doing, mortars would be a ideal Anti-Turret weapon, and small artlliery would be a good Anti-At-St weapon
Weapons Involving Squad Leaders as well
E-WEB repeating/Heavy Plasma Cannon AP 3, Energy/Heat, these would only be obtainable from recuiters ( E-WEB for Imperials, Plasma Cannon for Rebels )
AT-AT Cannons/Field BaseHeavy Artlery, AP 3, Energy/Blast, these would counterreact with each other, only being able to destroy each other
Axconis
Mon Jul 19, 2004 5:37 pm
#182
Having only been playing forabout 6 months now, i have been thus far bitterly disappointed with commando's. I took to them as i came from earth and beyond, where i used the progen class (E&B commando types). We have a flamer (as previously said, and oh yay, let us get into melee range and get our asses wooped). What i feel we need is something heavy ap, currently the only method i have found to defeat anything with any sort of armour is to rely on burns to do the work for me, which to me is lame. Rail cannons/Rifles/guns etc etc - Good for me. Some kind of a mountable weapon - Also good for me. Just give me something that gives other players a reason to fear it being unleashed on them, and i'll be a happy camper once more.