Commando Archive
Thread: How should the Commando profession look? Ideas based upon the Community Wishlist.
Very much like this idea razor especially the assault toughness. God knows all commandoes need a toughness or fortitude of some kind simply because of our class(and ourweak defenses). Also really like the assault and defend ideas. Finally something that makes good use of us(and is really a definition of who we are)instead of having to go kill wildlife all the damn time for cash.
I agree that this should definitely be looked at if the CB fails us. This is a great idea andshould not be overlooked.
RazerWolf wrote:
Knew I'd miss a few things.
What would people prefer? Unloading the MDWS and retaining the clip of say 50 "rounds", or just having clips of maybe 20? It's not the kind of weapon you'd use in long bursts, except maybe when someone's tanking Elders / Krayts / SBDs or against bases.
As for the DOT, didn't think about that. Hm. Could either make it an intrinsic property of the weapon, which meand that all shots would DOT, or give DOT to the Acid Rifle as well. Which wouldn't be too unreasonable, considering how Acid does do lasting damage to a target.
Or have a separate DOT attack. That came to me earlier. Adding the DOT to all Heavy Assault weapons would probably be best though.
Message Edited by RazerWolf on 06-03-2004 02:30 AM
Here is an idea Razor on the MDWS subject. Maybe instead of pre-loading the ammo pack in the weapon, you just equip the weapon and "use" the ammo pack much like a CM with disease. For instance, you equip the MDWS and then have about 4 slots in your toolbar that you can pick and choose the weapon that you wish to shoot at that time. Your guy loads the ammo and shoots the rocket/energy beam/acid etc. However, if the weapon is unequiped you clicking the ammo packs would do nothing. This could be tied into the grenade luancher idea to save on coding. If you have the grenade launcher equiped and you use the hotkey for your greande, it would use the launcher instead of the normal grenade throw.
This is just another idea to throw on the table and dont know if anyone would like it or not. I actually dont have a preference on whether to have a big clip or a small one, because like you said it won't be shot for an extended amount of time. I just dont like the idea of shooting it for like 10 shots on an AT-ST with rockets and then wasting another 10 by switching to another creature you hunt later that night. It brings us back to the situation where each shot costs more than it is worth.
And great job organizing things thus far. ![]()
Message Edited by Ster on 06-03-2004 08:37 AM
Ster wrote:
It brings us back to the situation where each shot costs more than it is worth.And great job organizing things thus far.
Message Edited by Ster on 06-03-2004 08:37 AM
The obvious solution to this is to make the ammo packs not actually cost that much. Everyone's reluctant to use a Rocket Launcher if it's 50k for 30 shots etc, But what if it was only 5-10k for a pack of 20 Rockets? You pull a half used pack and you're wasting no more than 5k. Boo hoo, that's 5 minutes worth of missions on Dantooine or wherever. Fun as it would be to have a weapon that shoots 4 different damage types that you can easily switch between with no penalty, the fact that it's Heavy AP and has some rare energy types, let alone ones that don't exist with more than AP1 in some cases, should mean that it has some major weaknesses to balance it.
As for selecting the ammo type one at a time from the toolbar, this might turn out to be a bugger to code.
RazerWolf wrote:
Ster wrote:
It brings us back to the situation where each shot costs more than it is worth.
And great job organizing things thus far.
Message Edited by Ster on 06-03-2004 08:37 AM
The obvious solution to this is to make the ammo packs not actually cost that much. Everyone's reluctant to use a Rocket Launcher if it's 50k for 30 shots etc, But what if it was only 5-10k for a pack of 20 Rockets? You pull a half used pack and you're wasting no more than 5k. Boo hoo, that's 5 minutes worth of missions on Dantooine or wherever. Fun as it would be to have a weapon that shoots 4 different damage types that you can easily switch between with no penalty, the fact that it's Heavy AP and has some rare energy types, let alone ones that don't exist with more than AP1 in some cases, should mean that it has some major weaknesses to balance it.
As for selecting the ammo type one at a time from the toolbar, this might turn out to be a bugger to code.
Ster wrote:Your probably right on the balancing issue, but at least I gave it a try.
Well, we're not gonna find a good balance without discussion, are we
Slight update to MDWS section of original post.
- Commando gains benefits and becommes a profession thats worth mastering in full
- Squad leader gets another benefit
- We get a new mission type, making the game more interesting
- Granades become useful.
Overall it looks great. We might have to take a hit on how much (unhindered) damage our flamethrowers do to get some of these into the game.
Gredo151 wrote:Great ideas, and whats more your activly trying to balance the profession so we're not uber and don't get nurfed the week after. Benefits i see
- Commando gains benefits and becommes a profession thats worth mastering in full
- Squad leader gets another benefit
- We get a new mission type, making the game more interesting
- Granades become useful.
Overall it looks great. We might have to take a hit on how much (unhindered) damage our flamethrowers do to get some of these into the game.
The Flamethrower in practice doesn't do all that much damage, especially compared to some of the other weapons out there, especailly with heat resists and Target armour. A damage-per-second reduction isn't something I'd really want to see for the assault weapons. Though of course it'd all be subject to testing against the other classes.
Message Edited by RazerWolf on 06-04-2004 11:40 AM