Commando Archive

Thread: What a commando wants... what a commando needs...

badin
Mon Sep 22, 2003 9:19 am
#14

protons are working ive hit over 7k in a room full of imps incaped 5 of em



Badin Flyingwave, Jedi Knight

Rebel Squadrons Player Association Executive Officer

Aliases:

Rahj Tharen, Doctor/Rifleman
Tybireus Kirk', Merchant
nightwolf180
Mon Sep 22, 2003 1:10 pm
#15

My point with grenades is our accuracy is NOT even decent.We hit hard with them but blowing money on something that will miss half the time (and comes in such small bundles) isn't a worthwhile use of money. I would like to see the accuracy boosted to maybe 75%.


I understand that flamethrowers can cover long distances, but if you look at the distance of a firefighters hose thats connected to a hydrent or a firetruck, the range is only ABOUT 75-100 FEET. Thats about 32m exactly. Since this IS swg and we have higher technology (supposedly) then I wouldn't argue with a 48m max range on our flamethrowers. These weapons hit pretty hard even without specials, so they should have some disadvantage. However I would only agree to this if we were given better ranged weapons like my suggested Heavy Carbine and Chaingun. Along with the appropriate mods and specials.


Also I would rather see Field Tactics get the unarmed maneuvers, if we DO get any. And I would REALLY love to see cover bonuses added to Field Tactics aswell. Obviously not greater or even even with the riflemen but maybe 75% of their ability? or even 65%.




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You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
Mister_Heavy
Mon Sep 22, 2003 1:34 pm
#16

First of all, I may never forgive you for getting What a girl wants stuck in my head...


Other than that, good post.


I guess I'd like to see what kind of cloning relocation they're going to be doing with the next PvP patch before I ask to have wounds reduced. Right now, wounds are the only way you can get someone to quit attacking. you have an endless clone fest until someone finally get's fed up with having so many wounds.


They are relcassifying the FT as a ranged weapon. I think that makes sense to most everyone here.


I totally agree about the HAR. I think I've made it pretty clear that I'd like to see it brought in line with the LLC in terms of delay and AP.


Totally agree about grenades. Very cool idea about the lob effect. I'm not sure how they'd code that LOS, but I guess that's not my problem At any rate, being able to shoot through hills has always been stupid.


Blast damage vulnerability will really help as far as rocket launchers having a purpose. Personally, I'd just like them to be more accurate. At 1000+ credtis a shot, it'd be nice to hit more often.


I also agree about combinging the HAR and FT trees to make room for a LP branch. And the more weapons in that branch, the merrier.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
SuccessBuilders
Mon Sep 22, 2003 2:05 pm
#17

I like the Idea about the weapons and support abilities.


Right now we aren't "Commando's" we're "Heavy Weapons Support Spec's", in the real world commando's are the cream of the crop; the top maybe 5% of the armed forces. They're just asdeadly in Hand-to-Hand Combat, as they are with ranged weapons. We right now are the cheese-poof's of the commando world. I wouldwelcome some "fleshing-out" of our class, making us more Spec Ops, then Heavy Weapons Sup.


Perhaps some group leadership abilities?


As for the "Laser Gatling gun" why not implement the "Heavy Repeat Blaster" from the Hoth battle in Empire Strikes Back, the Blaster that Vaders forces were setting up to fire on the Falcon as it escaped. Yeah thats the ticket.....those Rebel's think they're storming our position do they.....mahahahaha.... /evilgrin

nightwolf180
Mon Sep 22, 2003 2:13 pm
#18

Think you got it bad? I gotta listen to it all **edit** day at work Along with the rest of the pop-rock crap If I must suffer then so should you! mwahahahaha!


Moveing on from evil world domination plot to commando. My primary goal here is to toss suggestions for our wonderful correspondent to look through and maybe send to the devs who might have a heart and give us some new toys to play with. Either that or just yammer on pointlessly and drool over my own ideas


1 weapon with lots of specials for it or lots of weapons with few specials each is all well and good. But 1 weapon with 2 specials? 2 weapons with 2 specials each? 1 weapon and specials doesn't even work! Us commandos need toys to play with (from our own class, not pistoleer class). The whole point I wanted to be commando is because I like battlemonsters and I wanted LARGE variety of weapons that I was decent with. Right now I got lots and lots of weapons (if you consider marksman tree) but I pretty much suck with them all And I'm only a battlemonster with 1 weapon and that weapon has quirks. Food just isn't good without flavor You got the food, wheres the flavor?


Anyway my set up would give us far more meaning and depth, allow us to have far more room for tactics. Keep us balanced within our own proffession AND keep us balanced with other proffessions. I think the only reason we don't have similar requirements as the BH is because mastering brawler would be pretty useless now wouldn't it? Traps are usefull (I just dont use them) hunting is handy, terrain negotiation we just cant live without and survival is usefull (This I use). Unarmed we dont use, pistol we barely use, carbine we dont use, rifle we dont use, ranged support we use 1 special from, aim. BH can use alot more then 1 tree and 1 special from the marks tree and they can use lots more frommaster scoutthen we can from unarmed


Also if commandos had more weapons then just the flamethrower to choose from, people wouldn't be so quick to jump on the nerf-train. And I think the the wounds from the firedot need removal, true fire hurts but the acid rifle looks like our main wounder and if it had a weaker dot with 10-20 wounds applied to random stat pools then it would wear people done alot more without removeing their fun with just 1 shot. Fire DOT would be just FINE without the wounds. The Acid DOT would work perfectly doing less damage but adding wounds, a much much smaller amount of wounds but wounds still. Keep in mind the person your wounding is a player too, and I'm sure they don't mind eventually haveing to stay out of combat to heal up but they probably dont want to have to do this after being shot once.


The point of balance should be to make all classes FUN in pvp AND pve. NOT powering up every class so they all have equal chance to kill eachother. If we powered up and nerfed all the classes so they ALL had even chance to defeat eachother at master levels then whats the point in me spending 4x the skill points just for novice commando when I could have the same chances in combat as a pistoleer? And as a pistoleer I would have alot of room for a craft or another proffession like ranger or ch or even combat medic. No if this is the goal of the DEVs then count me out. Master commando tag would just be an "I'm stupid" tag We spent more skills towards combat we deserve more power IN combat.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
MajorDork
Mon Sep 22, 2003 8:01 pm
#19

The combined trees just adds more versitility to one tier commandos. Creating even more imbalance in the commando trees atm. Perhaps a complete overhall of the HAR and its specials would be more appropriate. I would really like the HAR to be converted into a high speed anti personnel weapon like the gatling laser idea. Give it ap1 and no specials whatsoever but high HOF with reasonable damage and 30m ideal range and absolutely horrible range past 40m. No specials due to the high ROF no time to get fancy with it (perhaps at most a stun if you are hit at least 5 times). Basically a street sweeper with poor accuracy ready to carve up any fool stupid enough to stand infront of it. Perhaps a 3 second startup time would also be in order. Loud as hell sending acid splash projectiles everywhere. Could you just imagine the graphic for it? It would have to be changed to something called the gatling laser or whatever though the acid doesn't seem right to me

Ah wishful thinking

I do agree depth is sorely needed we are currently a one weapon prof.
nightwolf180
Tue Sep 23, 2003 1:53 am
#20

hmmmm naw keep acid as a liquid weaponry specialization. Make it based on action (how easy is it to do anything when your literally being eaten alive? or melting? when your on fire you can still run around but if acid is eating away at your legs and arms and body your probably just gonna fall down and twich for half an hour haveing your nerves devoured by some mutated liquified snot can hurt!)


My suggestion would be balanced because our weapons would have (as you put it) a high rate of fore. Their innaccuracy would compensate for their high speed and damage, their wide range of damage (hitting from 70-700) would also compensate. Just because you see 700 damage doesn't mean you should say "oh god this gun rips everyone apart!) true it can do alot of damage but it can do a little damage too. Our specials wouldn't be based on damage (infact the HC special would reduce damage!) Instead they would be based on increaseing accuracy or stopping the enemy and reduceing THEIR deffense in order to improve our chances to hit without specials. A skilled commando who can switch between weapons quickly and adapt themselves to such switches in the midst of the fog of war, can easily use this to his own advantage. But we would STILL have little deffense, and still be susceptable to assults from enemys.


Actually considering the liquid weapon's general nature, we could add that RANGED weapons do 1.5x normal damage to a commando with a liquid weapon equiped. A laser blast to the compressed liquids and...... well..... I won't get discriptive this would be a unique balance and I wouldn't complain. Again so long as I got a good heavy weapon that can act as my primary work horse, without such modifiers.


And who cares about the 1 tier commandos? The point is to make more then 1 tree be greatly desired like every other proffession. If they can ONLY take 1 tree then they should have a hard time picking! Right now the BH is a better PvP'er, why? Because they have versatility. They can adapt to most any situation easily and even have the heavy firepower to adapt to situations that WE should be better capable of handleing. I think the requirements for commando is and would continue to be a good counter to the dabblers. No one trains up master medic just to climb 1 tree in combat medic, then become a carbineer or whatever.


And also keep in mind that this setup would require changes to the throwers. Reduceing their range to 48m, keeping the high delays and high damage for the specials (maybe, the nitrothrower could be like the LLC, half the damage and delay as the heavier throwers but with AP1, just another thought) The heavy wounds from the flamethrower would disapear and the acidthrower would get much much MUCH lighter wounding ability, with lighter acidburn dot damage. As I said every proffession has its dabblers and 1 tree wonders. Thats the whole point of the leveling system in this game. I'm just makeing suggestions to make the commando class more versatile and more rewarding for those who choose to MASTER the proffession.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
Gairon
Tue Sep 23, 2003 5:07 am
#21

wow I come back a day later and this thing is still near the top of the board hehe nightwolf that was a good post hehe



Seul Gnommer - Head of Clan Alya
Darkhowl
Tue Sep 23, 2003 6:03 am
#22

humm a wookie with a chaingun i would change classes for that
BakeTheTank
Tue Sep 23, 2003 6:13 am
#23

Synn should take a look at this post, excellent ideas nightwolf, i /salute you.
OnlyOneShot
Tue Sep 23, 2003 6:52 am
#24

A couple things I thinkneed to be added to Commando -


1. Stealth/Unarmed


-I'd like to see some kind of way to Camoflauge the Commando, kind of like burying himself, but there are some drawbacks. This move can't be done if you have been in combat in the last *n* minutes (n being the variable here that can be argued). Also, you cannot move while burrowed. You may be able to craft, and you can definitely send tells, but you probably shouldn't be able to speak out loud in spatial.


-I'd like to see some kind of throw or grappling holds for Commandos. Give us a use for the Unarmed Skill tree. The throw could be considered a knock down, but it would move the opponenta few meters in the direction you are facing.


-Perhaps also a pin down move, which neither attacks nor provides defense for the Commando. All it does is allows an opportunity for an ally to attack an opponent without a chance to attack back (defenses such as dodge and counterattack still work, as well as resists). In addition to this, the move would have a timer on it, like a maximum of 30 seconds to hold him down. It would also act as a knockdown, so it could not be spammed. In addition, the Commando would be extremely prone to attack in this position, and if an enemy were to attack him, he would take 2x damage from the move(s).



As a final note, please fix wookiee certification for C12 frag grenades.

nightwolf180
Tue Sep 23, 2003 5:54 pm
#25

Well I did have A form of stealth suggested. But rather then makeing the character invisable, it merely removes the characters signature from enemy radar, infact only group mates would be able to see the commando's little radar blip. And because this is done whenever you cover, you HAVE to be prone and you can't move while doing this (with the exception of skilled riflemen). This would give commandos the ability to perform ambushes, especially if some cover bonuses were put into the field tactics tree. However snipers would be better able to counter the ambush because they have a better chance at seeing a covered commandos radar signiture and can simply uncover the commando with their specials (they have a special that raises the targets position, aswell as specials that can uncover the target) This one change to cover alone would improve the riflemen, giveing commandos a bonus to cover would also improve commandos and give riflemen a real threat to counter.


As for charact avatar cloaking, this shouldn't be possible at all really. Characters should HAVE to relly on terrain, the clothes your wearing (color and stuff) and the brush you hide in. There should never be a button you push to make yourself invisable Unless you want ninja/assasins running around


I like your grappling maneuvers idea, but grappling requires your arms and that means you would have to un-equip your weapon to perform your unarmed maneuvers and there just isn't any incentive to do so, we have no weapon that increases damage done to us by meleers (like riflemen) so theres no reason to reduce our own damage just to fend off a pesky meleer.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
OnlyOneShot
Thu Sep 25, 2003 6:38 am
#26

"rather then makeing the character invisable, it merely removes the characters signature from enemy radar, infact only group mates would be able to see the commando's little radar blip. And because this is done whenever you cover, you HAVE to be prone and you can't move while doing this (with the exception of skilled riflemen)."


I really love this idea and I didn't think of it this way. I would totally approve of a sniper being able to attack while not showing up on radar, simply because they are restricted to that 64m radius. There is no reason to be a riflemen if you cannot snipe. Nice idea! In addition, I'd like to add a note about Commandos. I think it would be appropriate to give a commando some sort of detonation device, and allow him the ability to set off said device while in this hidden state. That would be the only weapon a Commando could use without revealing himself. And to save from griefing of this tactic, he would only be able to lay out one of these devices at a time.


"As for charact avatar cloaking, this shouldn't be possible at all really. Characters should HAVE to relly on terrain, the clothes your wearing (color and stuff) and the brush you hide in. There should never be a button you push to make yourself invisable Unless you want ninja/assasins running around "


Well, I was thinking that a cloak would be appropriate for bounty hunters, however I am inclined to agree with you on this point. However, ships are an entirely seperate scenario, and I'd expect some kind of cloaking device, or simply a radar cloaking device, on these ships. But we won't have to worry about those for a couple months ...


"I like your grappling maneuvers idea, but grappling requires your arms and that means you would have to un-equip your weapon to perform your unarmed maneuvers"


Not necessarily. Themove could be programmed to automatically unequip the weapon for you upon execution.


"and there just isn't any incentive to do so, we have no weapon that increases damage done to us by meleers (like riflemen) so theres no reason to reduce our own damage just to fend off a pesky meleer."


It took me a couple passes to understand your point, and now I see what you mean. I understand what you are trying to say, why not just kill them with a flamethrower? Well, I guess it all depends on the situation. Attacking someone with a flamethrower can be effective, but what if they are wearing flame resistant armor, forcing your attacks to 5% effectiveness (just a number out of thin air). The only other thing you've got is grenades, so you toss one, then close the gap. You grab them and hold them down for, let's say, 10 seconds, while your ally unloads his cold damage upon them, and a second ally unloads energy damage, which he is vulnerable to. Then, after this ten second assualt, you use an attacking grapple move on him to (hopefully) finish him off.


What does this promote? It promotes teamwork. Working in teams can easily repulse the advantages of this move. Whereas the avatar being held down receives damage as he normally would, he is giving no damage, so he is at a large disadvantage. The commando on the other hand would take twice the damage, and would not be able to attack either, so this move would only be used in select situations, and would prove to be in great use against solo players.


I don't know, it seemed like a good idea at the time, and a great way to implement some of the Unarmed Combat that we aren't finding a use for in the Commando skill set.

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