Commando Archive

Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*

garvin
Tue Feb 24, 2004 11:07 am
#14

Personally I like the idea of Merging the FT and HAR tree...I've been a big supporter of that for a long time...


I'd either like to see the LP get it's own tree with mods and specials (some type of RANGED specials) or the Beam Rifle with Ranged specials.


I know a lot of people want some type of auto-repeater weapon but I actually doubt (unforutnatley) that this will ever see the light of day...it sounds like a bandwidth nightmare...look at how much lag our LP causes...imagine what an auto-repeater would cause in the way of lag...


Honestly, what I'd love to see is for SOE to take a careful look at it's plan for the Republic Commando game coming out...why not give us the same or similar weapons as are available in that game (a nice tie in)...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JeffIncredible
Tue Feb 24, 2004 2:05 pm
#15

I like the idea of a Grenade Launcher. We could load in 5 nades at a time. Get additional range and accuracy mods. Maybe add some state mods to these. Question for this though, should we be able to craft grenades again like in beta? I dunno how fellow commando's would feel about crafting. I could go either way on that myself.


Launcher Pistol specials or mods would be nice. A fixed HAR would be nice too (not holding my breath).


Stationary weapons could be interesting, and possible now that they are getting rid of the camp/city requirement for calling pets/vehicles.A mobile turret of some sort. A stun damage weapon could fit this suggestion. Maybe these could be something we would have to reload instead of having to buy a new one when it runs out.


I've seen a Melee dizzy special idea tossed around, used with our LP like pistol whip. This would help justify our unarmed prereq.


GIVE US MELEE DEFENSE MODS. This one is self explanatory and anyone who knows anything about commando knows why we need this. (specials range limitation)


How about an Incendiary grenade? Wouldn't it be nice if we could target the mind with this burn damage grenade. Very short duration on the burn, as well as small dmg. say 100-200 per tick tops. This would make the use of fire blankets and the new chef burn resist items much more prevalent. I think this one is more of a wishful thinking suggestion.


Remote Detonation Mine (RDM) Throw this like any regular grenade. If it hits it sticks. Seperate command to activate the detonator. If you don't use within XX amount of time it falls off. Also make it so you can only have one in use at a time. No damage radius and make it blast damage I suppose.


That's all I can think of right now. Depending on peoples reactions maybe i'll think about expanding to Ham cost, speed etc..





I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
dpuWookiee
Tue Feb 24, 2004 2:54 pm
#16

Merge the Flamethrower and HAR tree and give the Launcher Pistol its own tree with speed/accuracy mods and its own specials. That would take care of giving us a non-consumable long range weapon that we can use specials with.



Botei Udunga - Master Commando / TKM
Odd Job - Master CM / Master Doc
The Hammer Clan (THC)
glixz
Tue Feb 24, 2004 3:08 pm
#17

new rail gun idea. A railgun have all the stats that any other guns have save damn. Munition could be loaded into the railgun the same way you put a lure in a fishing poll. Their could be difernt types of munition that could do differnt types of damage. We could get specails in each box or maybe new certs in difernt munition(not sure if this would be possible with current code). we could place many differnt types of rounds in it ie; kenetic, energy, blast, heat, cold,what ever else. This is pretty much how current tank cannons work atm. I know most of you dont like charged weapons. They could make munitions in stacks of 15 or so. Anyways just a crazy idea i had.



Groz Warr
Hellshot
Tue Feb 24, 2004 3:52 pm
#18

I think its important to define what type of weapon we want. Do we want a reusable anti-vehicle weapon, an anti-armored target (person in armor) or a crowd control weapon? I think we have vehicles covered as it stands with the rocket launcher, provided it gets a little more love. I think we also have crowd control covered, at least at short range, with the flamethrower. This leaves armored personnel. Now as much as we we would like it, we are not going to get a very high damage weapon and AP3, but I think we could get something in between that and the laser carbine, which I see as a comprable weapon for this role. Also, I think this weapon should work off of its own modifiers as a balance to its capabilities. Think of most carbines as light assault weapons, and this is a heavy weapon, requiring the soldier to relearn how to handle his/her/its weapon.

Also, once we define the target, we need to think about specials. They come in a few varieties, those that target a ham bar(bodyshot, mindshot, legshot), those that inflict a DOT (flame, healthshot, etc.), those that are crowd control (change of posture shots), and those that inflict status effects (knockdown and dizzy). Now we already have two weapons that in effect target the health bar, with flames applying a dot to this bar and the pistol specials being able to target this bar, so I therefore think that this weapon should complement these existing skills rather than giving us all new capabilites, which could unbalance gameplay. Plus, we can get other types of specials with points left over after mastering commando (you can pick up carbineer for long ranged crowd control, smuggler for knockdowns, and rifleman for dizzies). I think a pair of Health bar targeted speicals should go with this weapon in short.


Damage type is the last issue for this weapon. Right now we have three main damage typs, blast, acid, and heat. I think that this weapon should either have acid damage if the HAR is removed from the game, or have stun or cold damage if the HAR is merged into the flamethrower tree.


Weapon Summary:


Commando Tactical Assault Carbine


Crafting level: Master Weaponsmith


Damage type: Acid (if HAR is removed); Stun or Cold (if HAR is merged with flamethrower)


Damage Range: 300-400 (with ideal materials)


Speed: 4.5 (with ideal materials)


Armor Piercing: Heavy


HAM costs: similar to the HAR (I dont have these handy)


Accuarcy: +0 at all ranges (to reflect the military training of the user)


Skill Tree Summary:


Novice: Certification, +15 accuracy


Level 1: +15 accuracy, +10 speed, Chest Pound 1 (Heatlh bar targeting shot)


Level 2: +15 accuracy, +10 speed


Level 3: +15 accuracy, +10 speed, Chest Pound 2


Level 4: +25 accuracy, +10 speed


Master: +25 accuracy, +25 speed, Chest Pound 3




Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Raptor2k1
Tue Feb 24, 2004 4:30 pm
#19

Concussion Rifle


Details to follow later when I have time to plot out something that makes sense.





Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


gnometoes
Tue Feb 24, 2004 4:32 pm
#20

Gatling Ion Cannon

min 60
max 140

Speed 0.3

Make the to hit chance whatever is necessary to make it balance in the game.
Make gernades something formidable.
Fix rocket launchers so they do a lot more damage, but take more time to use.
Gredo151
Tue Feb 24, 2004 4:52 pm
#21

1.) Merge the HAR and FT trees, everyone's saying it, they do more or less exactly the same thing too. Increase the Accuracy so we hit more often, and balance this with damage and DOT. Keep specials at the same range, and add some melee defence. Not so much that we can go toe to toe with a TKA, but enough so we dont get smashed to bits instantly. A few extra staus protections would be handy too (again not to many and splash them through the relevant trees). Potentially add some kind of negative status effect from the HAR (fully counterable of course). These are our Solo mob hunting/ solo PvP weapons,

2.) Remove the LP, controversial i know but its laggy, we don't have mods or specials for it (Bar getting them from other professions).

3.) Implement a Light Repeating Blaster of some sort. While its damage would (for a reasonably crafted LRB, not Kryat not sliced) be far reduced from the FT/HAR ranges, it's speed would be significantly higher. Damage output would be in the AP2 range, using the energy damage type. Specials would mostly force single and coned posture changes, as well as rapid fire moves. No Major status changes (especially not KD/dizzy) although maybe stunned would be apt. I'm sure people can come up with some more creative moves. As for HAM costs, moderate with the greatest cost being in the Health pool. Designed as a squad support weapon which can be used in solo, but comes alive when used to support others.

5.) Increase the Accuracy of the Heavy weapons so they hit more often, and keep the cost per shot as it is, or reduce the cost. We dont want these to become one shot wounders in PvP, but if i shot at a STATIC turret, i dont expect to miss to often.

6.) Granades, Keep them more or less as they are, expect maybe add some status effects to the ones further on in the line. When it comes to using them on Mobs, have the Mob agro from the intial explosion, ala scout/ranger traps. Introduce a minimum range (so we dont blow our selves up: )) Above subject to damage balancing to make the new benefits fair in line with output damage (they're still AOE remember) and HAM costs.

7.) Change the Titles. Please Devs if you do nothing else in the next few months change these, i mean it can't take any longer that 10 minutes. I'm using the HAR, (well im not 'cause its lame at the moment,but humor me) so why am i called an 'Ordanance Manufacture'? I know they're left overs from Beta but they need doing.

Flamethrower 4 - Pyro

Field Tactics 4 - Grenadeer

Heavy Weapons 4 Artilliary-man

HAR - Expert Commando (because every prof has an 'expert' title, and more because i just can't think ofa decent title.


Best i can come up with.
SuperTurbo
Tue Feb 24, 2004 5:02 pm
#22

In episode #5, iirc, when the Millieum Falcon is taking off from Hoth base. 2 storm troopers were setting up a mounted weapon, to take down the spacecraft.


I envision that us Commandos get an installed weapon that forces us to be in kneeling position to use. It eliminates our mobility, dodge etc, in order to gain faster firing rate, accuracy, and state changes.


What needs to happen, is, us, as the Commado community, needs to agree on a common vision for such weapon. Plan our proposed weapons, listing the pros and cons. Making it clear to the devs that we are willling to lose stuff like dodge, mobiility to use such an weapon so that it doesn't make us unbalanced.


Make the weapon, when getting used, like activating a deed for a turrent in the battlefield. So we, as crowd controller needs to properly plan the location where we place the weapon.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Yrega
Tue Feb 24, 2004 5:27 pm
#23

I think we should have something very complex.


It should have 2 specials (it seems to be a standard for commandos)


Perhaps it would be an assault rifle, but id prefer to call it a Heavy Repeating Rifle


Dmg type: stun (every other profession has a stun gun, why not us)


Dmg: 300-500

Speed: 3.8

Wound: 15.5%


Acc: -15 @ 0m

+0 @25m

+15 @ 60m



Special attack costs: H: 25

A: 15

M: 30



Special attacks: Besides standard fire, which should be fast and devastating unlike all other standard fire, there will be two attacks


Percussion Fire: shoots an explosive charge into the crowd and knocks everyone to their backs, stunning,andbleeding all

Rail Fire: acts as a rail gun, firing several powerful rounds straight in a line, doing massive dmg (like 1000-3000 pvp dmg) to everyone in that line of fire, this would delay the actions of all hit and be regulated by the bodypart hit (body, torso, leg, head).



There, I said it. BLAH BLAH BLAH


-Yrega Darkstrider

Master Commando

Teras Kasi Master


-Frontline Assault Trooper-






Yrega Darkstrider
Avatar Alliance
-Retired Tactical Commander of the old ERA-
Fighting for the return of Old School GCW PvP You Can Too
JEAUX_ZUF
Tue Feb 24, 2004 6:59 pm
#24


1) Merge The Heavy Acid Rifle and the Flamethrower, and call the tree: "Special Heavy Weapons"

2) Misc Balance Issues

-Give us +50 Terrain negoation at master

-make heavy weapons hit more


3) Launcher Pistol

-give the LP acc mods and specials in the Field Tac tree

-make it do more damage please


4) Har Changes


-please please make the HARs mods work!!!

-give the HAR no delay

-no DoT

-specials eat through armor faster

-Specials doable at 45m max

-make this the weapon that, we would switch to if we needed the speed, not the raw damage


5) Heavy weapons

-make them pre-nerf that measn, up to 100 charges, because as of now, they are money-cannons

-make them more accurate

-all should have armor pir HEAVY


6).....the new gun


Type: Assualt Rifle

Damage Type: Blast

Armor Pircing: medimum


Damage

Minimum Damage: 100

Maximum Damage 250


Accuracy Mods

+5 at 0m

+15 at 35m

-10 at 64m


Attack Speed

0.5


-ok..i know people would object, but what else can we do? we are gimped in PvP, and now they are nerfing our 1-trick pony

-i would have said kin dmg, but there are 100% resistant creatures


Message Edited by JEAUX_ZUF on 02-25-2004 05:14 PM



Jeauxzuf
TKO - Sensei GAT Quarterspondant
No, no, no. You walk up to them and say: "Nice shoes...wanna f*ck?" - Graflex3 - I Support Annoying, Pointless Bandwagons. You can too!

OnlyMaestro
Tue Feb 24, 2004 8:00 pm
#25


We all have ideas...anyone else worried this post was just a "Calming of the masses post?"


They'll fix the HAR accuracy, and call it a "fixed weapon" now I'm afraid.


I like the idea for an assault carbine....but that will never happen. It should, but like Garvin said..."Will never see the light of day."


And it would be a bandwith nightmare. But...would be way cool.

Message Edited by OnlyMaestro on 02-24-2004 10:01 PM



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

EnilzhaRufi
Tue Feb 24, 2004 8:05 pm
#26


How about new abilities instead of weapons?


How about fixing the HAR by adding heavy armor peircing, make it faster, and set it's ideal range and special range to long range. It is a rifle afterall.


Move it's skills and mods to the flamethrower tree, and change it to the commando special heavy weapons tree. Maybe even add some pistol mods and launcher pistol moves to it...


Name the new tree the Battlefield support tree.


Level 1: Fox Holes: Builds a small structure similar to how a ranger builds a camp. Anyone in the fox hole gets a bonus to ranged attacks from people outside the fox hole. These should be buildable right up next to a building. This should be an insta skill, no crafting required, high action cost.


Level 2: Sand Bags (well, we'll need a more hightech name): Builds another structure with similar rules to the above, except instead of a bonus to defense roles it acts as armor for everyone inside of it. It will be destroyed and removed from the world once it's durability hits zero.This should require hides and minerals to build, and can be built on top of a fox hole.


Level 3: Restraint. 2 Skills in here. First is a dispersal unit, which is built over a fox hole and provides those inside a defence vs poison and disease. Second would be restraint fields. These act how walls use to in the battle feilds, they restrict movement and los, but can be destroyed. These should require power and a small amount of minerals to craft.


Level 4: Turrents: Allows the commando to craft a turrent similar to those bought from faction recruiters, but a player (not nessesarily the commandomust enter the turrent to control it. When the turrent goes boom it will kill whoever is manning it. The commando's skill in crafting it will determine the to-hit ability. Not sure on what should be used to construct it, probably parts that would have tobe aquiredfrom a weaponsmith or artisan.


Master Box: Pillbox: A combintation of the previous skills, crafted from resources that still need to be determined. This would act as a sandbagged foxhole with a toxin dispersal unit that people could enter and use, and contain a turrent that one of the people inside could man.


I think this would add a lot to big pvp battles.



P.S. I'm unfamiliar with what an Eweb is... could someone describe what one is to me?

Message Edited by EnilzhaRufi on 02-24-2004 07:06 PM



Rufi - Blood Thirsty Doggy (Lowca)
Mos Nova PD
"Thats right, just a harmless little puppy..."
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