Commando Archive

Thread: The Commando Rewamp!!! A Friday feature of the future?

Palad
Fri Aug 19, 2005 9:23 pm
#14

Would like to see an underslung carbine as a master level weapon with large damage and fast speed.


the melee combat part is very good addition also


I dont think we need tons of AOE weapons like we have now, maybe a plasma thrower for close range 25M aoe, something that adds a AOE of up to 65 M but grows weaker the further you go out, and a few assult rifles/carbines that is commando specific. The rest should be explosives of verious types



An empire of one!
Theosar
Sat Aug 20, 2005 1:23 am
#15



Getting some feedback here, and Il edit the main post as they come.


I still think we should try and get a Friday feature with a full rewamp of the class. If we could get the community behind one large suggestion that would be cool. Now we should ofcourse avoid the class to become a FOTM type thing again, as the will just lead to the class getting hit by the hammer in the future.


But we can all agree on that Commando needs specials? And that they should be damage specials for one.


1. Changed the range of the ranged grenade attack.

2. Added disposable knives (so we will need crates of them)

3. Removed K.D from the level 4 melee hit.

4. I agree on the explosives part, and I added this mainly to give the Commando a more "real" job in the GCW.

6. PFT ranged changed, and added a stackable DOT, increase SAC.


Changed my mind on the 7. reflected it in the main post.

Message Edited by Theosar on 08-20-2005 09:16 PM




__________________________________________
THEOSAR GREENSIDE
__________________________________________
.: R E B E L C O U N C I L :.
Republic Storm Commando
"Si Vis Pacem, Para Bellum! "
Theosar
Sat Aug 20, 2005 1:57 am
#16

Lowered the range of most of the Commando weapons, making the suggested new Commando to a more closecombat animal again. Just had the Grenades and Rocketlauncher at long ranged, but lowered the Grenades down to max 50meters and the master level special.


However I still think the Rocketlauncher should have long range, change it so that it cant hit humanoids, and instead make it into a tool in basetakedowns and other similar objectives. Today this job is done with riflemen using sniperrifles and the ranged arms, placing them out of harms way.. but they are actually shooting and destroying an armored bunker turret using a sniperrifle.. would it not be more logical for a heavyweapons specialist to use long ranged heavy weapons to do this?


And yeah, would be more cool if the Commando in the GCW needed to blow down the GCW base door using explosives instead of the thing he does today. And perhaps once inside he should place 6 packs of explosives across the base on (depending on size)




__________________________________________
THEOSAR GREENSIDE
__________________________________________
.: R E B E L C O U N C I L :.
Republic Storm Commando
"Si Vis Pacem, Para Bellum! "
uselessn00b
Sat Aug 20, 2005 2:42 am
#17


/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



My lack of faith... completely and utterly justified.
My subs, now being paid to Eve Online.
Reydon
Sat Aug 20, 2005 4:06 am
#18

/sign


I love everything from this. I really hope this idea is implimented. None other has been as good at being accurate to what I believe a commando is, till this.




Cyrus' Ludarin
Proud Mercenary Commando of 731 Days of 12/21/05
"SoE has murdered my hopes for a good game and a fun time by destroying what defines a commando. How about you?."
Merc93
Sat Aug 20, 2005 6:09 am
#19

Well, that sounds pretty cool. I'ld liek to see it in action. is this for real, or is this just someone else's wishful thinking? there are two things that would make me excited about this. First if it was for real, and not just the usual wishful thinking. Is it? and Second if we're asked to wait a year to see it, you know, right after the Squad Leader revamp that comes after the Smuggler Revamp, that's been postponsd in theusual fashion to make for the Jedi .....yet AGAIN. If those two things were met, yeah, I'ld say it was great. I'ld like to make a suggestion:


I love the addition of the Melee Combat tree. I have lived and shared stories and techniques with navy seals, Pathfinders, Rangers, Scouts and other SpecOps people. I'm a student of the martial arts and have been for years and praised the work done on the TKA pre-CURB. I can tell you, that Commandos, do not throw knives at people because they make noise doing it, if they miss and hit something else, worse and they leave evidence behind of their presence for enemy intel. Worse, if they actually hit their target and god forbid kill them, the body makes a loud thud when it hits the ground and is often accompanied by a "death-rattle" that could be heard for miles in the dark. Yes, it's true. I'ld be willing to turn a blind eye to that one in the interest of general Hollywood coolness though.


Melee Throw I & II.-Okay, throwing a knife once is pretty cool. A second redundant special is a waste of code. Why not something more commando like such as a Choke, or silent kill, or take-down.? A special that could do one of these things would be more unique, further establish the Commando as a spec ops guy and give hism some variety to work with. Commandos don't want to dance with you, they want to throw you on the ground fast and stomp on your throat and be quiet doing it. Chokes are good followups to take downs. so why not, Melee throw, Combat throw/TakeDown/Grapple/ Killing Choke and Combat Brawl for melee specials. That would be pretty cool and very appropriate to the profession. Would also create oppurtnities for othes to counter with recovery specials.


Why get rid of the Launcher Pister? I love that thing! I just wish it fired faster, and did more damage! It would be great to have something that was truely rapid fire for once in this game instead of the same old 1-2-3 pattern we always see. A rapid fire Launcher Pister with higher damage would be SOOOOOOO Cool.


I love the bit about arming and disarming explosives. That was one of my ideas too. Love it. This is a cool template.



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Theosar
Sat Aug 20, 2005 6:14 am
#20


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 .


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




__________________________________________
THEOSAR GREENSIDE
__________________________________________
.: R E B E L C O U N C I L :.
Republic Storm Commando
"Si Vis Pacem, Para Bellum! "
XakTsaroth
Sat Aug 20, 2005 8:14 am
#21

I would really like to see something like this in game. It is well thought out and I believe fits in with the CU. As for the comment of KD - heck, most ranged use FireArm Strike anyway so I do not see why Commando cannot have it as part of Melee attack. It would be a little different which is cool but in no way unbalancing. I think that the grenade launcher should only be useable with commando weapons though. The other rifles, pistols, carbines, etc. must be excluded. This post has really breathed some life into the hopes I have for this great profession - I am still holding out from becoming a jedi. I REALLY want to play commando. Also, anything that makes normal classes have definitive roles in GCW besides fighting is a good thing. I hope the Devs are reading. I like the fact that we (normals) are involved in base takedowns by terms but having to do certain things to assault the base for entry, whatever goes a long way with me. The rest is covered nicely by this suggestion for a Rewamp - kudos to the author!


Xak

He who learns also teaches...



Xak Tsaroth
He who learns also teaches...
Theosar
Sat Aug 20, 2005 11:09 am
#22


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.







__________________________________________
THEOSAR GREENSIDE
__________________________________________
.: R E B E L C O U N C I L :.
Republic Storm Commando
"Si Vis Pacem, Para Bellum! "
StarNick
Sat Aug 20, 2005 11:42 am
#23

3 Comments:

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



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

RagNoRock5x
Sat Aug 20, 2005 12:10 pm
#24

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



  1. 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)

  2. 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)

  3. 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.

  4. 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.

  5. In GCW instead of our current roll we blow up the door that alows us to enter the base. (just cooler ^_^)

  6. All PFT = 30 range not 40. However the DoT and Elemental should be fairly strong.

  7. 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




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Palad
Sat Aug 20, 2005 6:31 pm
#25

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.





An empire of one!
Cyrahn
Sat Aug 20, 2005 9:24 pm
#26

Why does everyone want to turn Commando into a 'silent killer' profession? Slitting throats and throwing daggers is for pansies. A Commando should charge head on, slug you in the face so hard your neck snaps in two! Then pulls out the PFT and burns your already dead corpse... why? Why the hell not!? It's what we do! :-D

Whoever heard of sneaky assassins carrying flamethrowers and rocket launchers anyway?? :-P
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