Commando Archive

Thread: If there was to be a new weapon, what would you have?

Balaam23
Fri Jun 18, 2004 9:57 am
#14

Pump up the power on the already ingame "beam rifle", add AP1 or 2 (to both it and the H.A.R) change the firing graphic to an actual beam of light (or charged particles, whatever) and give Commando the certification for it, maybe add in some special moves with it. Being hit with this weapon could induce a blind status effect as well.




what? I thought YOU knew how to get the caramilk into the caramilk bar.....
The_Great_Destroyer
Fri Jun 18, 2004 10:40 am
#15

I think a knife would be cool if it had some special effect, such as like the potential for massive damage if we initiate combat with it (sneak attack). But I'm mostly for a large deployable or vehicular weapon (tank or E-Web) and a fast firing, heavy damage assault weapon (be it rifle or carbine or a weapon unto ourselves).



Destroyer
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...has fathered half of the Eclipse population

RoyceCattemara
Fri Jun 18, 2004 11:04 am
#16

A knife like in The Hunted would be an interesting alternative to FT in melee range.
RyadhiMakkar
Fri Jun 18, 2004 11:26 am
#17

Just a couple ofideas thatwould add greater dimension to the overall game and give the commandos their rightful place on the battlefield:


1. Heavy Repeating Rifle - med/high range, high rate of fire, reduced mobility, special abilities in suppression fire.


2. Grenade Launcher - high range, low rate of fire, essentially a morale breaker


3. Shaped charges (claymore/S:C-4)- advanced placement directional damage placed by one faction, visible to anyone grouped with the commando and invisible to everyone else.





Col. Farlander
"Lead, follow, or get out of the way."
"We will kill, kill, kill, until everything has been kilt!" Lt. Com. Whitaker
Oberi
Sat Jun 19, 2004 4:08 am
#18

Heres my 2 creds on this idea... first to all u people who are talking about a longrange slow firing RIFLE... thats what snipers use and are for if u want one take rifleman. I say either some sort of cold weapon with a short range (or melee) and a fast refire rate:

cryo-knuckler: basicly vibro knucks with cold damage... maybe cold dot.... very short firing times

OR

cryo-beam: short firing time any range maybe cold dot

im all for the idea of an assault rifle if not


oberi



Oberi
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Ricani
Sat Jun 19, 2004 5:41 am
#19

a few suggestions for commando...


ok, any commando will tell you that x4xx tree of commando is completely and totally useless, that just needs to go OR the weapons need to be a LOT more powerfull... why use a SLOW disbosable weapon which does less damage than your normal weapons and never hits anything???? seems like more of an afterthought im suprised its still in the game.


A nice idea for commando is that they would get certification for ALL ranged weapons in the game, and get a +20 speed and accuracy bonus across the board... this does not make them overpowered, a pistoleer will still own them with a geo pistol, a rifleman with a jawa etc.. but it adds variety to something which is at the moment completely dry.


MORE SPECIALS... i dropped commando ultimately because there were 2 specials ever worth using, flame single 2 and flame area 2... nuff said on that


More defences, commandos are supposed to be hardened, they are not mercenaries, or bounty hunters, or hitmen... no they are purely and simply soldiers, who you would expect have been trained in most apsects of combat, this justifies the need for unarmed 4 in my eyes, and also backs up my idea for certification accross the ranged board, but i also believe that the poor commandos should at least get a bit more KD/dizzy etc defence while they are being pummeled by jawa beams or stun batons.


Weapons.... NOW, a disposable weapon which may have use would be a STUN launcher of some kind.... high powered, limited use, and probably hideously expensive, but it gives commandos an extra option in pvp other than /spam flame 2 x100 ; repeat


now i make my suggestions trying to stick to the sw setting, and considering what a commando may have at his disposal.


Weapon1: Dirty great vulcan style chaincannon.... this would do kinetic damage, and therefore pretty useless in pvp, but do absolutely HUGE damage at high speeds, and possibly require master to wield. It would have a pretty high range but horrible accuracy due to its clunky nature.


Speed: 2.3ish

Damage 20 - 2500


this could be balanced eisily by altering the accuracy, but it is a fitting weapon for the commando class, and does not affect balancing because a jawa rifle would still own it. It would make commandos slightly more usefull on the battlefield too. This weapon might make the wielder walk at a third of the speed too.


Weapon2: Grenade launcher


Speed a nice round 5

Damage 200-600 iss, blast

Medium range, HIGH blast radius, but low accuracy


Weapon3: Sticky mines

Damage 800-1300

Radius small

Speed realy slow (a nice speed penalty would prevent this being overpowered in pvp)

Accuracy would be horrible, such that these would onyl be very usefull against lairs (giving high blast damage to surrounding creatures) and turrets (thus making commandos more usefull in pvp)


Weapon4: Shotgun.... damage:who cares this would have low damage, but an inrcedibly high ranged bonus, making it practicly impossible to miss with.


Ok, these weapons dont fit in that well with the SW universe, however they are more fitting for a commando who in my eyes would use such ordinance in ANY universe.


Maybe these weaponsi have suggested would be good replacements for the current x4xx tree. Just please oh please dispose of disposable weapons
TechBoss
Sat Jun 19, 2004 8:21 am
#20

I would like 2 weapons:



Grenade Launcher (based on the launcher weapon concept):


  • uses grenades as ammo

  • not required to be kneeling to use

  • blast radius

  • slower than throwing grenades

  • range up to 64m

  • more accurate than throwing grenades

Assault Rifle:



  • AP2

  • Speed 4ish

  • Damage type other than heat, blast or acid (probably kinetic or energy)

  • 40m ideal range

  • Based off rifle mods, majority of mods being in master box

And at master level:



  • Two weapons can be combined into one (just like the M16 with attached grenade launcher)



-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Ocaigann
Sun Jun 20, 2004 1:35 am
#21

I really think that Commandos should get some kind of non disposable cold weapon with AP. Maybe it could put on a stun state with the specials?
Gredo151
Sun Jun 20, 2004 2:35 am
#22

Ideally... I think it was Razorwulfs post somewhere in here that really made me think, well hey you know with that i'd keep and enjoy commando. At the moment i'm not so sure...anyway i'd like to see all of that go n, but highlights should be



  1. Change granades so they don't incap the player, give them status change effects that balance, possibly include the granade launcher.

  2. Keep the HAR, if it worked properly it would be a nice weapon and there's no reason to throw it out the window. Raises it to AP2, and maybe increase its speed, but only if that balances with its new AP2 state.

  3. Add in some new 'cold' firing heavy weapon. I really like that idea. Maybe give it some kind of frozen status on specials that slows the enemy for a short period of time (2-3 seconds or something)

  4. Disposable weapons to become just a tube, that you add ammo packs (it rocket packs, particle beam packs etc). This makes it easier to understand the mods for them too, if you just have heavy weapons launcher accuracy/damage.

  5. Assault rifle, ranged specials. Kind of a pipe dream maybe though so its bottom of my list.

I think the one thing we have to remember is that we have to balance all this new stuff we'd get with the fact that we still have plenty of skill points left over to go into other ranged professions.

DarkHelmet-TIO
Sun Jun 20, 2004 2:47 am
#23

For garvin-


How about a Chainblade type thing like they use in Planetside.


http://www.planetside-universe.com/media/main/wallpapers/wall_official/weapons/chainblade.jpg


Kinda like a modern combat knife since I view commandos as covert heavy soldiers and soldiers generally carry huge knives on them as well as a in-your-face heavy gun.
DarkHelmet-TIO
Sun Jun 20, 2004 2:59 am
#24

For the other things


LP should be replaced with Grenade launcher I think, blast damage, different state effects (depending on ammo used), good accuracy and increased damage radius with slightly slower speed.


Assault Rifle

AP3 Energy or Stun (something other than heat, acid or blast)

3.0ish speed

300-600 (high minimum)

High ham cost and below average accuracy
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