Commando Archive

Thread: Compilation of suggested commando changes

ChaosDivinus
Thu Sep 25, 2003 10:59 am
#14

I personally think this. Commandos and Spec Ops (Special Operations) units use carbines in real life. The US military, if I remember correctly, uses the M4 or M4A1 carbine for the seals and rangers, right? So why not give commandos in-game some Carbine skills? I personally vote for a throw-out of th HAR and Grenades, and throw in unarmed and Carbine (or at least Unarmed and something else..).


Off topic, am I the only one that finds my FlameSingle2 doing -slightly- more damage than single1? (like.. 5000 on 1 to 6000 or 7000 on 2)

jodonnell
Thu Sep 25, 2003 6:31 pm
#15

I'm not sure if this has already been proposed, but I'll go ahead-


Perhaps the Unarmed 4 requirement should be swapped for Trapping 4? As it stands, we dump 29 points into a class most of us will never use, and has no current relevance to our class in regards to abilities/specials. Although hand-to-hand fits my idea when I think "commando" (Metal Gear Solid, anyone? ) it doesn't do anything for us at present; and it appears the devs intend commando to be less of a spec-ops role, and more of a heavy ordnance/demolition/one man wrecking crew type of class. The trapping line for scouts is suitably difficult (ie, slow) to achieve, so its not like it would make commando much easier/faster to get (or so it seems to me, at least.) Trapping focuses on thrown weapons, which would tie in nicely with our grenades. Additionally, trapping is based on unconventional weapons, which seems to fit the commando.


Moreover, it would make dabbling in BH for LLC that much easier, so I can become a master of all weapons big and flashy

TwoShots02
Fri Sep 26, 2003 12:47 am
#16

First off a bigTHANKS! to Hellshot. These are NOT his suggestions so please keep that in mind when commenting about them! These are the suggestions of others he is so graciously collecting in one place for us to look at the different ideas in one place so we can see what the various ideas of changes are. I missed a lot of these posts the first time through and I am love some of the ideas out there.


As for the issue of the Military Melee tree I must say I love it. We SHOULD have something to do with hand to hand since we have to take the brawler skill anyway and we are after all spec forces. If you think that because of TKs we shouldn't may I remind you of classes like the BH and the smuggler, both of which use attacks with pistols and yet nobody says that it shouldn't be that way since there already a pistoleer class. This would take advantage of our existing H2H skills and make it useful as well as giving us more options in combat than "Hit target with FlameSingle2 and run away until the mob dies" or variations of such. These H2H techniques should be unique to us and useful to our style of combatbut still not be in the same league asa TK. It would be one more tool in our belt that will let us change our tactics to a changing battlefield situation.



Grenades I agree need work. A crowd control grenade would befun with AOE knockdown but I don't see that ever happening. How about putting them on a timer similar to the healing timer (rather than standard combat delay) and make them much more powerful. That would let us throw one in with our regular attacks and actually make a difference in combat (and the timer will keep the nerf bat away from the new high damage) rather than just a hinderence with no real affect on combat.



Great ideas being posted Hellshot!


Fixer_Ninefinger
Fri Sep 26, 2003 8:30 pm
#17

My suggestions:


1) Combine HAR and FT into one skill line, maybe "chemical/incendiary weapons", with the weapon skills of Spray single 1&2, Spray cone 1&2. Raising the range modifiers on the HAR in-line with the FT, but keeping the damage/delay of the special moves as they are now, they are strong enough and the re-use time is a good price to pay. Maybe on the HAR(andthe Heavy Acid Beam)adding equipment damage, and/or dizzy to the specials, thats more or less a PvP idea but adds to the use of it.


2) Changing grenade use. There are already "grenadeer belts" in game, changing them to wearable belt containers. Grenade use would be close to the way fishing poles are used: Put grenades in the belt/bandoleer whileequiped, adding Greanade lob 1 skill, basic grenade throw at novice commando, then adding more grenade throwing skills. Bouncing Betty 1: a medium rangedlob, when the grenade hits the ground it would bounce above the target raining shrapnel, increasing blast range and dammage. Rolling thunder 1: shorter range attack,Grenade is rolled at target, causing upwards blast damage, and knocking down targets in range. Ect....... or just add secondary effects to the grenades, dizzy to acid based, burn fire based, knockdown to blast based, intimidate(lower weapon damage) to cold based.


3) In the place of the combined Acid/Flame thrower, add something like Battle field tactics, Giving better range modifiers on heavy/special weapons, ranged defense, the ability of laying mines, proximity mines, faction mines. Since we have a unarmed combat req a Melee defence similar to pistol whip, combined with the Take Cover, Assult skill, a one time while in the take cover statestrong attack with special weapons / heavy weapons.


4) Just a cosmetic change of the HAR, change to the green glob spit of Bagersets >sp<, not the(looks like to me) shooting of small knives. Speed up the particle graphics of the Heavy Particle beam, to me it looks like a butterfly can step out of the way of it. Being able to connect ranged weapon powerups to FT/HAR, maybe only gripsor stocks untill heavy weapon power ups are put in-game


Hellshot
Mon Sep 29, 2003 11:08 am
#18

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=23922


Sepulturicus posted


Master Commando... I'm contemplating it. But here's what would make that rise assured. Fix the HAR so that it's more along the proper lines of say... the LLC. Make it a big gun, do big damage... but take away the "Cones".


Here's my suggestion:


HARI: HAR Accuracy +15 / HAR Speed +10


--> HAR Special: Skinflay1 (Does decent damage, bit less than LLC1)


HARII: HAR Accuracy +15 / HAR Speed +10


--> HAR Special: Armor Rot1 (Makes the next2 Shots hit as if their armor rating was None)


HARIII: HAR Accuracy +25 / HAR Speed +15


--> HAR Special: (None)


HARIV: HAR Accuracy +15 / HAR Speed +10


--> HAR Special: SkinflayII (Does MUCH bigger damage, closer to LLCIV)


Master Commando


--> HAR Special: Armot Rot2 (Makes the next 5 Shots hit as if their armor rating was None)




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
Hellshot
Tue Sep 30, 2003 3:14 pm
#19


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=24268


theedage posted


I don't know how many of you are going to like this however something needs to be done. Too many people are shooting up the flame thrower spec line then just going into cities and starting tef wars and angering many many people b/c of the severe wound dmg ( which I fully support ). It's too common place.



I was wondering how many of you would support a nerf something like this.


instead of


novice commando +10


flame spec1 +15


flame spec2 +15


flame spec3 +25


flame spec4 +15


for accuracies




How many of you would support something like this.


novice commando +10


flame spec1 +5


flame spec2 +5


flame spec3 +10


flame spec4 +10


master commando +40



We would have the same end accuracy and would make mastering commando useful and would probably make alot of people either a) drop commando or b) actually master the class thus making it worth it - ( also a similar thing for the HAR line would be applied for consistency's sake ).





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
liZaRdTrIx
Tue Sep 30, 2003 3:41 pm
#20

When people have a good set of armor on the damage over time from flame shouldnt do as much damage.. acid needs damage over time (when most people think of acid they think burning down to the bone)... the acid rifle takes more xp to specialize in than flamethrower so it should be better.. one thing that would make the heavyacid rifle better is to give it damage over time..and since its a rifle.. the dot should work down the mind. The title for acid rifle could also be changed since you arent manufacturing anything.. the only thing that i see wrong with commando is the acid rifle tree...




BuguMaan Eighteen
Master:Commando,Rifleman,Fencer,
TKM,Fencer,Swordsman,Pikeman,
Dancer,Entertainer,Medic,Scout,
Marksman,Brawler.
Respec Doc/Carbineer
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