Commando Archive

Thread: My Vision of a SWG Commando

ACertifiedPyro
Thu May 27, 2004 6:47 pm
#14






kenrw24 wrote:

so we're supposed to be great in a group and mediocre on our own.


sounds like loads of fun.


great, we'll have no fun on our own due to our self-imposed mediocrity and we'll be shunned from groups because we'll "shine" so much we'll suck the experience away from everyone else.


mmmmmm.......no. no thank you.


i agree we are supposed to be highly trained, effective soldiers. but the top soldiers, the commandos, should be trained to self-sufficiency as well as how to function in teams. an army of however many it takes to complete the objective.


sorry, but in this case i prefer the old arguments-build on the skills that got us to commando, don't forget the pistol, carbine, rifle and unarmed. add to those as well as adding the heavy weapons and fully functional grenades. add some more demolition skills. that, in a nutshell, would make me a happy commando most likely.


of course, no matter how good anyone has it, there's always something to complain about!







I agree, when i went commando i kinda thought of a green beret, self efficient,perhaps evenstealth-like,and if discovered they could deal with their enemy fast... To degrade the commando to a group tag-along is an insult to our profession.


*Gerin*
Crism
Sat May 29, 2004 8:04 pm
#15

SOE needs to fire the kiss-ass designer they have and FIX US THIS WAY! 5-STARS!



Crism
Temp Currently Under Construction
Tarquinas
BravenIrish
Sun May 30, 2004 12:41 am
#16

OK.


I'm not saying that we should only be effective in a group. I'm not saying that we should HOG exp on missions that involve animals. I'm saying that we should be the most versitile and HARD HITTING in combat that involves advanced humanlike creatures.


We should be an asset on Faction missions or group pvp. As of now, Commando has nothing to do in the GCW except for hitting a button on bases. Imperial Commandos don't even have the old target of ATST...which BTW we suck against now.


This game has a tank. This game has offencive professions. This game has defensive professions. This game needs the offencive specialist...and it's US!


Bounty Hunters can and should be the best one on one. Commandos should be the best in a group...offensively.


Why can't some people see that we can't all be Johnny Rambo?






§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
BravenIrish
Sun May 30, 2004 12:42 am
#17


OK.


I'm not saying that we should only be effective in a group. I'm not saying that we should HOG exp on missions that involve animals. I'm saying that we should be the most versitile and HARD HITTING in combat that involves advanced humanlike creatures.


We should be an asset on Faction missions or group pvp. As of now, Commando has nothing to do in the GCW except for hitting a button on bases. Imperial Commandos don't even have the old target of ATST...which BTW we suck against now.


This game has a tank. This game has offencive professions. This game has defensive professions. This game needs the offencive specialist...and it's US!


Bounty Hunters can and should be the best one on one. Commandos should be the best in a group...offensively.


Why can't some people see that we can't all be Johnny Rambo?






§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
Vagrantprodigy
Mon Jul 05, 2004 8:40 pm
#18

bump for a great commando thread



Vagrant' - Trandoshan Commando- Test Center Jein - Zabrak BH/Commando- Starsider

Bring back Tyrant!!!
peer
Tue Jul 06, 2004 4:41 am
#19






BravenIrish wrote:


Bounty Hunters can and should be the best one on one. Commandos should be the best in a group...offensively.


Why can't some people see that we can't all be Johnny Rambo?








Why should BH be the best? Soon, they'll cost just as many SP as us, but if you take a closer look, 43 of their SP aren't even dealing in combat. As far as that goes, Commando should be top of the line. (Well... a commando who knows how to play his char... if it's a rifleman who knows how to play vs. a commando who knows how to play, with no luck factor, same foods, armor, etc. commando skills should kick him up above. or at least IMHO)
SuperTurbo
Tue Jul 06, 2004 9:43 am
#20

I believe the way we stand as a profession we are already like that. We currently are fairly weak by ourselves, but if you could ever get a group of 5 or more Master Commando into an organized squad, all with fairly decent flamers, and attack the same targets, we'd do alright.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Restrik
Tue Jul 06, 2004 10:27 am
#21






SuperTurbo wrote:

we'd do alright.






yea....alright.


I agree with the original poster 100% (except the part where he says "hits 100% of the time"....b/c that'd never happen)







The NGE is a decent start. Now lets bring the rest of the worlds up to par with Tatooine and Mustafar
Jazzminn
Tue Jul 06, 2004 12:06 pm
#22

Very well thought out post with great suggestion, Irish. 5 stars from me as well.


I believe that when people aren't quite comfortable about our role being most effective in a group setting, they want to be compensated for the skill points we have to use to master commando. It takes a whopping 169 points to master commando, and to be told that our profession shouldn't be as effective on a 1 vs 1 setting, can be quite of a disturbing idea. I personally prefer to be able to take care of myself in any situation, especially if I spent the whopping 169 skill points to master commando.


But anyhow, your ideas are awesome and I like them. I hope that somebody from the dev team reads this thread.

BravenIrish
Tue Jul 06, 2004 1:34 pm
#23

Hey Peer. Back when I originally posted this, May 21 04, Bounty Hunters still had to master both Scout and Marksman. They're also the Jedi Hunters. Now on the other hand, as far as SP usage, we stand on equall terms. Actually, we have to spend more Combat Based Skill Points...Hmmm


Also since then, we've found out that our heavy weapon support tree is going to merge with another tree (My guess, Field Tactics! Just a guess) and a New tree will open. Lot's of speculation here...and anticipation! Personally, I hope they merge the HAR and FT, Give us an actual non-disposable Long Range Rifle (Like a Tank Killer...or .50 cal....e-web...???) and a med-range weapon like an assault carbine. Realisicly, they may make our HAR into a long range type of Rifle and either add some sort of carbine weapon (My wish Santa...LAST CHRISTMAS! Mustave been naughty...) or make the new tree LP based. Even more realistic...they just leave the HAR as is and add a LP tree. But we can dream.


See, what I really want is for Commandos to have Long, Med, and Short ranged weapons and specials with some sort of mele bonus. That way the Elite vesrions of our pre-reqs will supplement US and not vice versa. Except now with the 5 second delay, things are much more complicated... I don't know about anyone else, but I don't like being a TKM (or Rifleman, Carbineer, etc) by day and then have to jump into a phonebooth only to pop out 5 seconds later weilding a FT, cape, and a giant "C" on my chest...it's just not efficient and I have yet to see any phonebooths.


Anyway, even though the post is a bit out of date, it's still kind of interesting and ya never know! Maybe someone on the dev team read it and like one or two ideas! Maybe they'll throw us a bone (...or a DC17 assault weapon!)


Slainte'




§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
Jazzminn
Tue Jul 06, 2004 2:12 pm
#24

Ok this is my idea of a commando revamp:


Assumption:


1. From what I understand, the commando heavy weapons will all be unified under one heavy weapon mod. I see this as a good thing. More speed and accuracy can be applied to our already inaccurate and slow weapons.


2. HAM system and the armor will be changed. This is also a good thing as currently armors are way overpowered. It also doesn't help the fact that PvP mostly revolves around dealing stun damage and purely attacking the mind. This will help us tremendously.


Suggestion:


1. Increase speed and accuracy on all heavy weapons.


2. Put heavy acid rifle and flamethrower into one tree. Reduce the HAM cost on the HAR and give it an action DOT with damage equal to the output of the flamethrower.


3. Give specials and mods for the launcher pistol in the vacant tree. Make it so that it is a unique heavy weapon, not as a pistol.


4. I sort of envision commando as a soldier who can fight upclose by charging into battle and dealing big damage. I do not mind that we have to fight up close with our flamethrower or heavy acid rifle. However, if this situation stays as it is, I would like the commando to receive more defense mods.


Defense vs. Dizzy, KD, and Posture Down should all be increased so that we can be more effective fighting up close with melee combatants. Melee and ranged defense should also be increased, but not too much. Other defenses vs stats such as blind, stun should also help. Not so much to overpower the commando, but enough so that we can be effective. At the current state, our defenses are so low that we are a laughing stock.


5. This might stir up some people, but I believe that wielding our heavy weapons should not incur defense penalty fighting against melee. If we are expected to fight up close, then it is grossly unfair for us to deal with the defense penalty against melee, since other ranged professions have the option of kiting. We are commandos, We should not be kiting people. We should charge into thick of battle, deal big damage and be somewhat proficient at it.


Either that, or our flamethrower and heavy acid rifle should have their specials working at long range. If the range is effectively increased for their specials, then we won't need to eliminate the defense penalty against melee. However, I prefer the former solution better as I believe it fits the role of the commando a lot better.


6. Make the consumable weapons and grenades be slightly easier and cheaper to craft. As it is, weaponsmiths do not make these weapons available because they are too difficult to craft and they are not worth making. If we have 2 of our 4 trees dedicated to these weapons, then these weapons must be made to be more easily available.
Jazzminn
Tue Jul 06, 2004 2:18 pm
#25

Ah... I forgot one last thing:


7. Give our heavy acid rifle, flamethrower, and launcher pistol AP1. I don't think they should be given higher AP than light armor piercing. If our accuracy and speed improve, along with the new HAM and armor changes, I think AP1 will be just fine. However, having no armor piercing on heavy weapons hampers the commando way too much in effectively dishing out damage. This should be on the top of the priority list of fixes to come.

peer
Tue Jul 06, 2004 3:26 pm
#26






BravenIrish wrote:

Hey Peer. Back when I originally posted this, May 21 04, Bounty Hunters still had to master both Scout and Marksman. They're also the Jedi Hunters. Now on the other hand, as far as SP usage, we stand on equall terms. Actually, we have to spend more Combat Based Skill Points...Hmmm




lmao... I always get in trouble with dates... I never look at 'em. If someone bumped a nerf CH thread from day 3 of the forums, I'd go on ranting and ranting... I always end up with my foot in my mouth later on lol.Sorry for any confusion... and if that sounded flamey, I apologize, didn't mean for it to come out like that. But I do agree with ya on the DC17 assault carbine... that would be... well... very very cool lol.

Page 2 of 3