Commando Archive
Thread: Please read this before you post on TH's concept thread.
garvin wrote:
I don't think a reality check is needed...I just think you need to take a closer look at the bigger picture...Look at the broad perspective...What is a Tank Killer? What makes up the skills of a Tank Killer? Power and Defense!!! These are ideas that can be translated into just about any situation.
Sometimes I wonder what exactly people are thinking of when it comes to the term "Commando"...
I've heard descriptions/aspects that respemble Green Berets...Air Force Rangers...Navy Seals...Marine Commandos...Rambo...all rolled up into one...is that what we want to consider as what we should be?
Taking many suggestions from recent posts, if all of them passed, we'd have a Profession where we'd have the heavy damage wepons with long range specials, high defenses for both melee and ranged, have as much terrain negotiation as Combat Medic, Can craft our own power-ups, etc...
Looks to me like we are suggesting a profession with no need to dabble...
To me it all comes down to whether we want to be "Close Range Heavy Hitters with High Defense" or "Long Range Heavy Hitters with Low Defense"...to give us to much is to make us to uber...it would throw balance even more out of whack then it already is...
The way the game is designed, each profession is built on certain strengths and weaknesses...each profession should fill some niche...some void...We can't expect to have a stand alone profession able to beat any other...Every profession should have a weakness it can't avoid or cover up...this promotes dabbling to protect and take advantage of these weaknesses...If we want the Power, we have to give elsewhere...I can see that as the reason we got our powerful DoT in the first place...we also got stuch with 16m range...The dev's want to know our niche...what void do we fill or are meant to fill? What specifically should we be able to do that other profession can't? and most importantly, if we get what we want, what weakness will we still have that other's can exploit? We MUST have an exploitable weakeness to keep the game fun...to keep with the purpose of allowing us to dabble (to cover that weakness)...
To me our strengt vs weakness should be simple and allows for us to be the tank killers you are talking about.
High damage at multitude of ranges, Low defense and slow firing.
They wont make us the uber combat professsion like someone mentioned earlier but garvin, how you daid befor of high firepower adn high defense, that would be pretty much uber cause either one could be turned around to work against humans and not just AT-STs.
You say to make us able to be AT-ST trashers they would have to gie us the defense and firepower to do it and in order to do that to one person would be essentially making them a walking AT-ST. Do you mean you want a 60k damage weapon? Or do you want to just have enough defenses to seem like we got 60k HAM? Im not sure how you mean for us to take out AT-STs toe to toe without overpowering other players.
Now, If we got high damage and low defense with slow firing we could take out heavy targets but yet not be overpowering against another player who has speed. They would get more shots off at us, and when we o after AT-STs we could use terrain to pop around a corner, get our heavy shot off, then hide again during reload.
I think now that AT-STs cant be used in the wild and they buffed em up to 60k HAM, is a sign that they dont want them to be taken out toe to toe but rather use tactics or a large group.
Garvin, I dont mean to bash you or Tac, Im just trying to see your vission of us being tank killers. In other words, what would be our advantages and weaknesses? What damge do you see our weapons doing? How will this work against humanoids? I just would like to hear more support than telling us to try not to be so narrow minded. Its not narrow minded, its diferent thinking that we all get crossed up on. I think most of us want results in the same area, just got diferent ideas how to get there.
k, thats more toward what I was trying to figure out.
Lets look at it in a comparison to our pre-reqs elites to try to make all of them make sense to our profession in the scheme of balance. I think that instead of making us more powerful for the more skill pool points, we shoud simply have the versatility of everything we invested but not exceed the elites of our pre-reqs in their unique talents...
Pistoleer: they got fast firing, area specific damage. We could trade that for slower firing, non-area specific damage but with a lot more power in its stead. So in essence a side arm (LP?) for us with accuracies of a pistol, emphasizing power, not speed.
Carbineer: Fire on the move, area attacks, status effect/posture change also area specific damage. We should trade their posture change and fire on the move capabilities for again more powerful area attacks. This may be where the FT and HAR fit in unless HAR gets changed to fit the next one.
Rifleman: The most accurate, longest ranged, armor piercing with area specific damage: We could sacrifice some of the accuracy but keep the range and armor piercing but with no area specific damage. possibly the HAR, or maybe something new.
TKA: Defensive, fast, and good damage with a lot of status effect defense and melee/ranged defense, also KDs, dizzies, area specific to each body pool, self healing, self buffing. Theres a lot there but lets just leave that to them. Instead ask for that as our skill dump that slightly gets reflected with our little bit of defense to melee/ranged, some more status effect defense but not much, as I was talking befor about reduced wound and BF, then maybe justify our precious DoT.
This to me is how we could get the power we deserve without tipping the balance, by taking the raw power to reflect us and leaving the gracefullnes to the other professions. Kinda could point to BHs leaving some power behind and taking more gracefullness eh? Might make sense but thats up to them.
I left some room in there for HWs and grenades because there is really nothing to point to it untill novice commando but I do feel should be there. Perhaps from the ranged support tree.
... more powerful area attacks.
... range and armor piercing but with no area specific damage
... defense to melee/ranged, status effect, wound and BF
Preach On!!
I agree with the poster, some even posted who either did not state that they were commandos, thought how commando should be from an opposing class perspective, or just from their experience battling some
in fact, compared to my post (which was down to the facts to improve our defenses essentially...and our RISK factor chance of success)...many of them wanted us to be "uber"
Hell, one of the posters before me said we should get more rifle, carb, pistol, etc mods and stuff and new weapons...no wonder people think we're uber! lol