Commando Archive
Thread: The Commando Rewamp!!! A Friday feature of the future?
Message Edited by Theosar on 08-20-2005 09:16 PM
/sign
Put this in game, give us a combat mission terminal with missions that require COMMANDO DEVESTATION!!! and if i can find a wayto order beer, pizza and hot twilek poledancers over the net... i'llnever leave the house again ![]()
Message Edited by uselessn00b on 08-20-2005 10:43 AM
hehe well yes, very much wishfull thinking. But the idea was to make one thread that we could build on, and push to the devs.. will they listen? Who knows.. worth a try.. we can atleast form the basis of the "perfect" Commando setup. Requires feedback from the community though
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Yeah there are other melee skills that might be more fitting for a special forces career than the throw. Could change the throw and add something else?
Ok readded the LP under infantry weapons, skillbox 1.
Message Edited by Theosar on 08-20-2005 03:18 PM
I agree, the GCW needs rewamp and they might aswell start with the roles the various careers play.
For one Ive never understood the whole Commando part of the plan.. flicking some darn switches.. now placing massive explosives and blowing stuff up.. that we can do ![]()
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=370421#M370421
I was bugging the GCW thread aswell
just s short idea, but it could work.
Laz -
Any possible idea for commando would be "stealing" it from other professions, do we cry foul because fanshot is an AoE when we're an AoE profession? Its inevitable unfortunately. We're suppoused to be damage dealers that focus on potent damage and tactical flexibility, hence we're a hybrid...we're a combination of melee, ranged, and some unique Heavy Weapon abilities (in theory). Right now we're pretty much only unique HW abilities and is the profession fixed/healthy? The idea of being heavy infantry using assault rifles is as old as the profession itself, and one of our titles is Heavy Infantry....
And with mods, we should at least come up to the level of other professions concerning accuracy/speed/defenses. Right now, compared to the 3 main ranged combat professions, we come up short a few points. Now I agree that we can't go overboard on this idea, but so far it seems to be a healthy mix of the ideas we've tossed around on these forums since Launch.
As for specials that can have a huge chance to decay, or even fully decay your weapon...I think thats just bad game mechanics there. Since our weapons already have decent damage ranges, DoTs (at least the higher CL ones currently), and added elemental...this doesn't mean our damage specials require insane damage multipliers, even ones lower than current damage specials may suffice given that we also would have AOE capability, and finally...a good grenade system here to also supplement. I do not think any of us would want to be carrying around crates of PFT's to do our job...at most I would say an overcharge shot style damage special with the same multipliers as other profession's damage specials, or a version that has the same decay rate but less of a multiplier would most likely suffice.
Btw once again, great ideas...just my 2 cents on some things
I belive this would severly over power the commando proffesion to be honest.
You dont want us to become to good and become the FOTM again, they should not exist.
With this a commando has everything but heals and recon armor basicaly. Add 1 line of CM and Master Pistoleer/Smugler and this would become the FOTM template for any one ranged (or combine with BH to become the best Jedi Killer ever) Unless the Skill points are also increased or some other drawbacks are put in place there is no take only give in the proffesion.
Sudgestions for ballance
- The Grenade launcher can only be put on Infantry weapons and heavly increases the SAC of the weapon (sax on infantry weapon is kinda low to begin with, 70-80, GL = +40-50)
- Knifes when throne will be lost, AKA a disbosable. 2 ways to do this, have it as a grenade type of thing where its a stack that can actualy be equiped or 1 taken off to be equiped and rest as ammo. Or have the resources used to make them be low and have the thrown knife special auto pull from the crate or any out combat knifes (only combat knifes, (heavy or light) or other ballanced knifescan be thrown (some other knifes get ballanced)
- The melee hit cant be a KD...I mean come on.... cant have 1 proffesion have everything, some grenades do a KD already, if you want the KD you got to sacrafice the skill cost on the launcher or just use grenades.
- The Explosives have to be made a head of time by a weapon smith (simmilar to mines) and can only be detonated if the one who set the explosive or some one with a control device for it (can only be 1) is near it.
- In GCW instead of our current roll we blow up the door that alows us to enter the base. (just cooler ^_^)
- All PFT = 30 range not 40. However the DoT and Elemental should be fairly strong.
- The Overpower Shot has a chance to do 1-25% decay the weapon used. Advanced Overpower has a chance to do 26-100% decay in one shot. (even with an ADK you still have a small chance of loosing it.) If there was an ADK on is and it does go boom you get the ADK back. The Damage potential of the attack increase in porportion to this. Overpower 1 = 2x damage and mitigates 25% armor 30 second timer. Overpower 2 = 3x damage and mitigates 100% armor 1:30 timer. (can 1 hit incap with the right weapon) In other words yes its is strong but dont use your best weapon with it as it can go boom.
Thats allI got ![]()
Also I would like to add..
Perhaps they should change the way bases are destroyable. Maybe work it like shadowbane had where you would have to pysically destroy the buildings with weapons. But regular weapons did 1 point of damage every hit, make this apply to all weapons except special commando weapons. Commandos get the rocket launcher, explosive devices, and heavy beam cannon that would do around 500-1K damage per hit on structures. These weapons should have a high frequency to miss on regular charecters though, maybe a 1/10 chance to hit. For personel we would have the plasma thrower, proton rifle, acid stream cannon, and underslung carbine.To give other professions an opertunity to take part in base attacks perhaps a seige tank would be available so you could pilot it and fire the cannon directly into structures and do around 400 damage.
Whoever heard of sneaky assassins carrying flamethrowers and rocket launchers anyway?? :-P