Commando Archive

Thread: Concerning missing styles for our primary weapon: the launcher pistol

yrthegoodnamestaken
Tue Aug 19, 2003 8:30 pm
#14

I really like the entrench idea. Except for the part where it takes 10 seconds to get out of. I'd rather receive less defensive bonuses for more mobility. For unarmed bonuses the commando should definitly get something but they should'nt get everything a TKA would (just like how bounty hunters get certain rifle, pistol and carbine skills but not everything someone would get from the corresponding elite classes). Maybe they would just get bonuses to hit and damage but none for toughness and speed.As for special unarmed abilities I'm not sure what they would get, I'm not too familar with Green Beret self defense (commando). Once again it couldn't be too similar to a TKA's special moves.
TarionBesbald
Wed Aug 20, 2003 12:32 am
#15

and perhaps some melee attacks too, like hitting someone with the pistol/rifle in melee and therefore stunning (meaning freezing) them for ?5 seconds?



and... what we really should get...


+20-40 terrain negotiation



and... but that's kinda experimental... i'd call it reduced radar visibility


so that commandos only show up as enemy targets on the enemy radar at distances beginning from 128 meters at novice commando to 32 meters at master commando


because commandos are meant to be stealth units...


but as i said, that would be experimental...



primary goal of this post is to make the DEVs aware that we need styles of our own for the LP.





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