Commando Archive

Thread: Storm Commandos...hmmmm

Ajo79
Wed Jun 09, 2004 4:42 am
#14






garvin wrote:


I was checking out the Complete Unofficial Star Wars Encyclopedia and entered a search for "Commando"


One of the results came up as:


Storm Commandos

This was a group of Imperial soldiers trained to speciallize in guerilla warfare. They were generally referred to as Shadowtroopers, and were initially trained by Crix Madine. Despite the fact that Madine himself defected to the Alliance, the Empire maintained the Storm Commandos because of the niche they filled in the overall Imperial war machine. Storm Commandos were distinguished by their black armor, which was modeled after that of a standard scout trooper. Up to forty Storm Commandos worked as a single unit, divided into four groups per team: standard commandos; assault troops trained for vehicle combat and artillery; soldiers who were experts at sabotage, demolitions and stealth; and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.


I like the idea of "assault troops", "sabotage troops", "demolition troops" and "tech troop"...to me, those make make for very interesting trees...


Just thought it was interesting and thought I'd make this post to see what conversation in inspires...

Message Edited by garvin on 06-08-2004 10:34 AM






Nice finding. This is what we need and commandos should be. Commandos are elite fighting soldiers that has a lot of warfare knowledge.


When the **edit** is about to hit the fan thats when Commandos are sent in to get the job done. IRL similar units would be SEALs, Spetsnatz, SAS.


What do we currently have in the Commando tree? Like some said: Some demolitions and some assault power. But we can be so much more.


I'm saying we though I'm not currently Commando, but I've been master and would like a reason to go back. Commando by heart.




Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

DrakeLi
Wed Jun 09, 2004 10:32 pm
#15

sry but the way your saying it 1.0-0.5 speed is totally nuts , i mean dont we also a have Weapons *skill* speed as a mod? maybe make it lower. K done my secondary Idea , not to primary.



Primary Idea:



Simple I believe Cammando should reflect the statement about Storm Commando. But here a question? Do you want Damage? or SPEED?
Knightcrest
Thu Jun 10, 2004 2:08 pm
#16






Warmaker01 wrote:

A good, working carbine is what's in order for us for several reasons: Good accuracy in med. ranges and not awful like rifles in close ranges. Also, from what I understand, Rifles in the CRebalance will be slowed down. Carbines would be able to retain their ROF.








I agree 100% with the idea for a carbine as an assault rifle. Rifleman, if indeed they are slowed down, will finally be put into the realm of being a sniper and not a machine gunner (what I always envisioned a carbineer as being....crowd control, rapid fire, spraying shots all over the field etc.).


Commando/TKA is great 'cause it adds to the unarmed prereq and it adds to the ideal of close quarters combat when someone gets close....only issue with that is that there is still that lack of ranged given the LP has no mods to increase speed and accuracy in that template.


Commando/Rifleman is great 'cause it gives the commando a long range threat (grrr and a non disposable strong AP rated series of weapons). This also helps build onto a commando role.


Commando/Pistoleer is great 'cause it makes the LP very worthwhile (yet no AP rating on it...never understood why mini rockets don't pierce armor ... just my opinion ) A commando with a side arm is very much in its role I would think..


Commando/Swordsman, Fencer, or Pikeman Well they are not in the prereqs, and I don't see any problem as some of these are rather nice combos, but is not my ideal commando....I am kinda tired of looking at a buffline and all I see are melee weapons in peoples' hands...rather see some blasters in a star wars game.


Commando/Carbineer This is what I have always envisioned a commando as being. A Heavy Weapons Assault Commando... Charging in with an assault rifle (moving quickly and not sluggishly preparing toe snipe at someone) to get to his ideal range for a heavy weapon to use and be able to get back outta range once it has expended its use to continue the assault. Also would be nice to have a carb to charge into flame range and suppress to get back out. A commando without a high rof carbine styled weapon just doesn't seem right.


Not to mention as someone stated above, it would be nice to give carbineer's a viable option besides taking the bh carbine lineto expand upon their profession. Seems to me Comm and Carb go hand in hand.


Garvin, glad you brought thatbit of info to us, as it really seems to be a lot of what some of us initially envisionedas being a commando. Hope you take this to the correspondents board and see what theyhaveto say.


Other things worth mentioning that would aid to this Storm Commando ideal:


* CM's get terrain negotiation as a combat support role. We aresupport as well... never thought the alliance would want some out of shape commando runningtheir missions, or the imperial army not having a PT program, and well SL's have it as a prereq.... never knew one leader that moved as fast as his elitecommandos. Field Tactics even sounds like it should have it.


* 'Nadeshave a idealrange of 10m?Nothing funnier than standing pointblank at a krayt slinging a cryoban grenade just to miss. Kinda think their range and accuracy should be upped to help make them more effective and enhance the ws prof by giving them something else to make more frequently.


*Dev's seem to be against stealth (meaning off radar due to exploit potential), but the idea about applying their own camo to decrease accurary of enemies is awesome. Good debuff that would fit the role. Rangers have camo kits to hide from animals... maybe we should to hide from NPC's and lower accuracy?


Sorry to long winded, but I refuse to give up my master commando (had one since Sept) and would like nothing more than to do it again with my toon on my newer primary server. Thought maybe some of these ideas and opinions might spin some ideas in others' heads Have a good one.



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
TKA-MC
Fri Jun 11, 2004 8:08 am
#17

I agree with everything Garvin wrote about a "Storm Commando"



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Wolfmann31
Fri Jun 11, 2004 11:18 am
#18

I just want the Storm Commando armor.

Art team cant mess it up..And the devs can't make it worse than Stormtrooper armor....


So get me that armor. We know that the devs will mess up with commando anyway..so at least let us Imperial commandos look cool while we suicide.




RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
All Access Pass Status: 4'th of July cancelation
Restrik
Sun Jun 13, 2004 3:57 pm
#19

I have always invisioned a commando to be like get in fast, do the job, get out fast type of role not crowd control.


as many have stated, we need a carbine....


Something like 200-300 damage, at a rof of 2.5 - 3.0 with med ar w/ the damage type being maybe Ion or blast. (because its a heavy assault carbine)


The field tech line really needs to be revamped, that definition of storm commando brings to mind the ability to do a lot with very little.
Right now we can't even build our own grenades any more.


Personally I think they should get rid of the Unarmed pre-req all together and instead give us a 4/0/0/4 scout prereq. It seems to me the only reason why we even have a UA pre-req is to give us some defence to melee attacks....and even with that, it doesn't help at all.


Here's my Setup for what I think Commando's should be in the game to go with what I think a commando is.


Tree 1) Field Tech line: mods for weapon repair, armor repair, crafting of our own grenades, and instead of having to throw away rocket launchers and beam cannons, we can make ammo packs for them.
it should also include Terrian Negotiation mods and foxhole set ups which give us a + to accuracy and defence vs range

Tree 2) Heavy Weapons: Nounted weapons (E-Web), and either toss the beam cannons out entirely or give us some skills for them (cone shots)

Tree 3) Combine Flame and HAR into a new tree called "Support Weapons" or somethingkeeping all the mods and skills for each

Tree 4) Assault Carbine: Box 1 +15 carbine accuracy +10 carbine speed +5 carbine accuracy while moving. Adv Suppression fire (makes all affected NPC's prone + 5 second delay to attack, and chance to hit)

Box 2 +15 accuracy +5 AwM, Action bleed shot (does more than leg hit 1

Box 3 + 20 accuracy +10 AwM no skills,cert fornew carbine

Box 4 +15 accuracy +10 speed + 10 AwM Level 2 of action bleed shot








The NGE is a decent start. Now lets bring the rest of the worlds up to par with Tatooine and Mustafar
kenrw24
Mon Jun 14, 2004 6:51 am
#20



garvin wrote:
I was checking out the Complete Unofficial Star Wars Encyclopedia and entered a search for "Commando"
One of the results came up as:
Storm Commandos
This was a group of Imperial soldiers trained to speciallize in guerilla warfare. They were generally referred to as Shadowtroopers, and were initially trained by Crix Madine. Despite the fact that Madine himself defected to the Alliance, the Empire maintained the Storm Commandos because of the niche they filled in the overall Imperial war machine. Storm Commandos were distinguished by their black armor, which was modeled after that of a standard scout trooper. Up to forty Storm Commandos worked as a single unit, divided into four groups per team: standard commandos; assault troops trained for vehicle combat and artillery; soldiers who were experts at sabotage, demolitions and stealth; and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.
I like the idea of "assault troops", "sabotage troops", "demolition troops" and "tech troop"...to me, those make make for very interesting trees...
Just thought it was interesting and thought I'd make this post to see what conversation in inspires...

Message Edited by garvin on 06-08-2004 10:34 AM





I think this is a fantastic idea-mainly because it falls in line with what I've been saying since I started posting(which is, granted, not all that long ago).

Revamp Commando to include the following columns:

DEMOLITIONIST: Change grenadeer column to this. Keep grenades(after they're fixed so we can throw them farther without destroying our HAM). Add set charges, land mines, traps. Build using traps xp as in scout-require scout traps column as pre-req if the DEVS want, as long as it fixes commando I'm willing to do the additional work.

HEAVY WEAPONS EXPERT: Merge all heavy weapons into one column, all three of the other current columns. Fix the HAR or remove it. Add some mods for the disposables and fix it so they're not totally disposable, just the ammo for the gun is. This keeps the Commando as the heavy hitter but allows us some room for other vital skills. Build this column with heavy weapon xp, of course.

ASSAULT WEAPONS EXPERT: Build on the weapons that got us to Commando-Rifle, Carbine and Pistol. Minor sniper skills for rifle, which is standard training for commando units and any "MASTER COMMANDO" would be a sniper, hence the term "MASTER". Assault skills and tactics for the Carbine, since this is the bread and butter weapon of the commando profession. Close quarter fighting skills for the pistol-which would add some mods and skills for the LP. Build this column with combat xp, since it involves various weapon types.

HAND-TO-HAND COMBAT EXPERT: Ok, so my titles suck. Come up with better ones for me, please! But the hand to hand combat would give the Commando the edge needed when someone gets up in your face, building on the unarmed combat skills but not making us into mini-TKAs. Smack the enemy with the rifle butt under the chin or across the temple, pistol whip him, drop and give him a leg sweep and KD the b##%*@d. Ya know, like that. These moves could provide unarmed xp, perhaps. After all, a TKA is 'armed' with VKnuckles, yet gains unarmed xp.

The one thing I did not include in my idea for a Commando revamp is stealth. Never did include it and I'm unsure how it would fit into my current proposal. Stealth could include something that makes us drop off of enemy radar temporarily.

Oops! I didn't include a technical aspect either--I like the idea of us being able to field repair our weapons and armor if needed and to craft our own explosives as a scout does their traps. That could easily be blended in.

So their's my 2000 credits worth. Thanks for the chance to speak up on this Garv.
ghola_flurry
Mon Jun 14, 2004 1:36 pm
#21

It would seem that we were originally intended to be "High Damage Low Speed." Before all the changes, if a Commando landed a hit on you, you felt it! Now adays, it's shrugged off easily if it can even land - which is rare. We should be the ranged tank. The answer to the TKM and the equivalent of the CM. Able to lob area state inducing Grenades from long range and able to hussle up to the fight( add grenade range and terrain neg mods to the Field Tech Tree ). Take lots of damage, but be able to deal out a good bit of it too. Survivability should be a key issue. If granted the use of weapon repair kits, it should come at a cost - leave the weapon at power-up decay rates. I don't know of any military members that can fashion their own explosives, so I'm not sure about that and I certainly don't want to carry around a ton of resources. If anything, it should be akin to stripping down certain items to combine w/ others. Like taking the primer off a C-4 pack to make a satchel charge. Perhaps make these things mid-level items made by weaponsmiths, DEs, or Artisans. Things they normally use for Example: Combine a Droid Storage Unit, 3 Blaster PowerHandlers, and a Control Unit to make a satchel charge.



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
-Bishamonten Talax :: Proud Member of C-III and Citizen of Talon Morte( Formerly Triconica )
-Menelaus :: Commando on TestCenter1
Feixeno356
Mon Jun 14, 2004 4:41 pm
#22

I just pray every night we get an assault rifle of some sort.

I don't care if it does 1 friggen damage, its just...I mean COMMANDO...ASSAULT RIFLE

both words fit together perfectly.



Master Teras Kasi / Going Pistoleer Master.
A member of ROGUE
Beta Tester who is behind the times
We will show them the true power of the C-Force
Feixeno356
Tue Jun 15, 2004 12:38 am
#23

I can't really give a biased opinion here. Its all been said.

however what I'm just begging for is an assault rifle.

decent damage
pretty good speed ( after all modern assault rifles on fully automatic shoot pretty fast )
basically something that uses carbine skills, but we have our own skills withen the assault rifle.

I am REALLY taken up with the ability to craft our own grenades. shoot have US to have the ability to craft grenades, and ammo packs for our heavy weapons ( I really like that idea ), basically:

our grenades will SUCK compaired to a weaponsmiths grenades

our AMMO PACKS will not be as great as a weaponsmiths ammo packs as well.

they will be about 75% effective, while weaponsmith equipment is 100% effective.

sorta stupid? well true commando's can make their own explosive devices.

after all these guys are trained to survive. Yes I agree 100% with what you say garvin. and I agree 100% with someone who said we should have the ability to maintain our weapons / armor better.

infact. I think master marksman should get the ability to maintain weapons better, and master commando get the ability to maintain armor better.



Master Teras Kasi / Going Pistoleer Master.
A member of ROGUE
Beta Tester who is behind the times
We will show them the true power of the C-Force
Daker-Naritus
Tue Jun 15, 2004 1:27 pm
#24

Hmmmm....Interesting...


My first impression from that passage is that the "stealth" and "jury-rigging" sound like skills that we would acquire from a scout prerequisite.


The problem with that being that if commando moves to a scout prerequisite, the only hybrid brawler profession will be smuggler (and it sounds like even smuggler may be moving away from brawler by GreenMarine's statement that he wants to prevent smugglers from being set on a certain combat style).



Thius type of thing is exactly what many are asking for, but I don't know that the devs will ever accept it because we fill the "brawler hybrid role" for them....
Cool-Mo-Dee
Tue Jun 15, 2004 2:29 pm
#25


I'm all for commando operated vehicles, give us some real tanks instead of having to use a pet or a brawler.


Stealth would be nice, but I think it isn't implemented since it would be out of balance for this game. I've always thought commandos need some skills as a ranger inherently like camo and terrain negotiation (though camo doesn't work well in this game).


Both of those can fit into field tactics. The other three trees are in need of work. The way we are now, we really need one demolition line, one heavy weapons line, and one unarmed line. If they would remove the unarmed requirement, then we could have a second heavy weapon line or make a tech line (make ourown consumable weapons?)or vehicle line. But as it stands now, we don't even fit the commando image. Commandos to me are big onheavy machinegunsand carbines and blow lots of **edit** up, they can infiltrate with stealth and run any mission (rescue, sabatoge, demolition). Commandos in this game have no repeating weapon, no additional carbine bonus, can't blow up anything without blowing up themselves or missing (unless you use the LP, but then you'd be a pistoleer) nor do we have any real targets to blow up, except for turrets (which aren't that fun), which is why we need commando missions.


While the idea of a storm commando is nice, all we might get out of it is being able to wear black ST armor that has sucky 30% resists. It doesn't really fit the game we have, but would be cool if it did. Storm commandos vs Republic commandos... interesting.
Raptor2k1
Tue Jun 15, 2004 7:25 pm
#26

Vehicular combat skills... Now there's something I'd like to see.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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