Commando Archive

Thread: Can we get some of the Republican Commando Stuff?

Darknyt13
Mon Jun 06, 2005 11:13 pm
#14


Commando should have always been a Jack-of-all-trades, NOT just about heavy weapons.


The Commando skill tree should have1 Heavy Weapons branch,a Ranged Combat Branch (General ranged speed/acc/def),a Melee/Unarmed Combat Branch, anda Survival-typeBranch (terrain negotiation, camoflage bonuses). This, in addition to cert'ing Commando with recon armor instead of assault armor would have made more sense.



Captain Fynn Cliath
Master Carbineer

Mei' Lani Master Weaponsmith
Vendor on Rori - (6020, 5674) behind the Imperial base
MEI Outfitters: Imperial Arms & Tactical Gear

Test Center: Fynn' Master Carbineer/ Master Ranger
yagobey
Tue Jun 07, 2005 8:05 am
#15






Darknyt13 wrote:


Commando should have always been a Jack-of-all-trades, NOT just about heavy weapons.


The Commando skill tree should have1 Heavy Weapons branch,a Ranged Combat Branch (General ranged speed/acc/def),a Melee/Unarmed Combat Branch, anda Survival-typeBranch (terrain negotiation, camoflage bonuses). This, in addition to cert'ing Commando with recon armor instead of assault armor would have made more sense.





agreed
Vithar
Tue Jun 07, 2005 10:18 am
#16

One of the things I like best about the Republican Commando "Jack of All Trades" weapon was that you basically only had one gun that had lots of attachments. To me this would mean that a Weapon Smith would craft your main weapon. The attachments could fall under Heavy Weapon power ups. You want a Rifle, add on the Rifle barrel attachment. You want FT, add that attachment. RL, Acid Stream, etc...


All of them would do the same amount of base damage because they would be based off of the core weapon. The only thing that would change would be the State Effect, Range, AOE Type (Cone, Radius, Stream), and/or the elemental type. Assuming they fix AoE this adjustment would make it so they could give us a Novie, Intermediate, and Master version of this weapon which solves another one of our core issues.


RoastyToasty
Tue Jun 07, 2005 10:55 am
#17

I agree with Darknty13, although The idea of PU's that can be added to a Commando certed weapon sounds like an awesome idea. Don't like fighting close? use the rifle addon. Want AOE? slap in a dispersal muzzle or something. This would also make us popular with Weaponsmiths as we'll be buying crateloads of weapon mods. It would also make us unpredictable because other players only see the base weapon.Also, if the base weapon is a master level weapon it would keep dabblers away. Our other certs could go towards disposables and we could use non-profession specific weapons to grind just like other profs b/c we wouldn't need just Heavy weapons xp. It would be a combination of pistol, rifle, Combat, and carbine or survival xp.


Another way to do it would be to have the modular weapon as a novice weapon, but cert a different addon at the master level of each tree with advanced versions in the Master box. Just balance the modular attatchments so that dabblers get a nice improvement but no where near as good (and versatile) as Master. I also really like the idea of giving us a demo charge for heavy damage against turrets/vehicles/droids/and pets. Just give it a long warmup and cooldown timer. Then a commando could run up to a Turret while everyone is keeping the aggro off of him (maybe take out an NPC on the way) set the charge and make a break for it so the turret (definitely aggroed to the commando by now) doesn't wax him. It would also make manning the turrets critical as someone would be more likely to notice a commando making his way to the turret and take him out before he gets to set the charge.


Of course, it would be nice to keep a few heavy weapons (flamethrower and grenade launcher attatchments?)


Great ideas guys I'd definitely /sign this one.
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