Commando Archive

Thread: Poll: How many commandos want unarmed skills?

Skeptic666
Fri Apr 09, 2004 8:13 am
#14

Hehe some times its fun getting it when you are lying down. Hehee any way. Ya Ide like to see alot more defenses for us. I am a master TKA now So ide hate to lose the unarmed 4 and have it go some place else. THen ide not have the points for both. I like it for that fact only. If we droped it there would be room to do something else. As long as they did not raise the pre req on something else



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SkipMalone
Fri Apr 09, 2004 10:06 am
#15

Thanks for all the input guys, it seems most of us have the same feelings. All who posted do have good ideas and I appreciate the time you have taken to reply.


I dont see the devs dropping the unarmed requirment for the class, I just wish there was more of a justification for it. Most would agree that it comes in the form of melee defenses. I do however like our ranged mitigation, I wouldent ask for both, but I would like to see more status defenses, more melee defense, and maybe some sort of block/dodge/counterattack that other professions of lesser skill points get.






NCresslinN


Mmaster commandoM
DFR


First mohawk on Flurry, tallest human in the galaxy






Aladine
Fri Apr 09, 2004 10:41 am
#16






SkipMalone wrote:

I vote: NO


So you may ask how I feel about us having to get unarmed 4 in the brawler tree. Well, I think its ok, and I dont really mind. My reasons for not wanting any unarmed or "dirty fighting" type melee in the commando profession are these :


- Im already a master TK. No commando should do more unarmed damage than a TK.

We aren't asking do to MORE damage then a TK, but we are asking to do more damage then a person with UA4. Give us a reason to need that unarmed prequisite. The fact that we need to pick upsomething elseto do any real damage in PvP is also crappy. We need something that will at least allow us to compete. With the nerf of our FT and the DOTS, it just seems like we get the short end of the stick in PvP all too often. Perhaps if we got some unarmed skills, like a KD orbetter Intimidatethen they would allows us to use them in PvP in conjunction with our FT.


- We are a ranged profession. Its bad enough that our FT and HAR specials are in melee range... so why would I choose to go unarmed when I got a flamethrower?

As much as we would love touse the FT all the time, sometimes mobs have very high flame resists,and perhaps very low kinetic resists, which would give us a reason to use unarmed. But I agree, if the FT and HAR specials were moved out to 64 meters then this could alleviate SOME of the problem as we see it.


- in order to get any melee moves we would need make room in our tree somewhere. I would much rather have the LP gets its own tree so we have a weapon that can use specials at 64 m ( see reason above ), or use the room for a new weapon like the E-Web.

I agree with you somewhat, but it seems to me that there could be a much better organizing of our skill trees. If the HAR and the FT were combined into one tree andthe grenades were moved to heavy weapons, we could use the field tactics tree to add in defences and our mele moves. This would still leave one tree left for the rest of our skills, wether it is adding another wepon of some sort, or just giving LP specials.


How would I justify the unarmed 4 you ask? Well, let me tell ya! I propose this training we have gotten gives us an edge while fighting against melee opponents granting us better DEFENSES. Which we all know us commandos are in some serious need of defenses. I would even go as far as to say we could get a Center of Being type skill that can be used with heavy weapons... we could call it "Toughness" or "Hard Body" or something like that. So lets see what do my fellow commandos think?

I agree with you here, it is pretty strange to look at how low defence levels a commando gets now. It seems out of line because it takes so many skill points to master commando, and we get almostno points left over to builddefences as a result. I strongly support a revamp of our profession, and I hope it is done sooner then later.


YAY or NAY






NCresslinN


Mmaster commandoM
DFR

First mohawk on Flurry, tallest human in the galaxy














Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
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kenrw24
Fri Apr 09, 2004 9:08 pm
#17

YESYESYESYESYES!

Unarmed does not fit with the class? Hello? Do you people have any idea what a commando really is? Why don't you do some research on the Navy Seals, the Green Berets, and then tell me if you think commandos don't use unarmed combat. Ludicrous! Of COURSE commandos use unarmed combat.

And, true, commandos should NOT do more unarmed damage than a TKA, at least not a master, but a commando should have some melee skills superior to that of unarmed 4 in brawler. If a commando wants to truly master unarmed skills, then he/she should study TK and pursue those skills, but that is a totally seperate matter from whether or not a commando should have some viable unarmed combat skills.

Yes, I feel commandos should definitely have unarmed combat skills beyond what they currently get with unarmed 4.
birdinga
Fri Apr 09, 2004 9:16 pm
#18

Here is whatI think we should get for having Unarmed 4 as a prerequisite.


1. The 2.5x melee accuracy bonus versus ranged proffessions should not apply when weilding a commando weapon.


2. Commandos should be given more Melee Defense. Notan overwhelming amount but maybe +15-20 more.


3. Commandos should get small amount of Defensive Accuity (the dodge,counter-attack, block that TKs get) maybe 40-50 at Master Commando.


4. This may be too much to go along with the firstthree ideas listed but i believe we should get a Commando Toughness that would max at 20-25% at Master Commando.


5. As far as melee attacks go for Commando I don't want to have an unarmed tree. It would just be another weapon that we are only fairly profficient with at Master (ie something like our current flamethrower, it is great on low end content against high end mobs/pvp). The only attack I would want is some sort of melee attack where you knock down your target with your weapon like pistoleers have.


These changes would allow Commandos to survive in pvp/high end content without having to pick up another elite profession. We spend the second most skill points of any class to reach master and we spend the largest amount of points in combat professions to get master, why should we be left almost defenseless? When fighting high end mobs or pvping we are in the middle of the pack in dps, we deserve to have some defense.


Anyway to answer the question I would also have to say I dont want Unarmed skills.




---Wookiee at large---Pokk---Purveyor of /wookieehugs---
birdinga
Fri Apr 09, 2004 9:22 pm
#19

Wish I had an edit button


This should say;


5. As far as melee attacks go for Commando I don't want to have an unarmed tree. It would just be another weapon that we are only fairly profficient with at Master (ie something like our current flamethrower, it is great on low/middle end content but suffers against high end mobs/pvp). The only attack I would want is some sort of melee attack where you knock down your target with your weapon like pistoleers have.




---Wookiee at large---Pokk---Purveyor of /wookieehugs---
Raptor2k1
Sat Apr 10, 2004 12:15 am
#20



I want to see our unarmed prereq represented in a few ways that are both useful and unique to the profession:



  • Melee attacks that can be performed with any ranged weapon equiped that stun/hinder the enemy in some way

  • (or, if we don't get the above) Innate melee toughness that lets us take more close-range abuse than the average ranged elite profession


Personally, I would prefer the former much more, as it would give us something unique to use in a practical manor that would not infringe upon any other melee professions abilities, and would help us, without making us overpowering, in close range combat against players.


A special or two that lets you melee with a gun such as a /weaponbutt, /bayonette, or /riflebash being added to the Field Tactics tree would be easy to implement and help the tree live up to its name, while at the same time offering a unique twist on commando abilities.

Just bear in mind that these specials should not be damage oriented, and instead focus more on applying a state to the enemy, such as a stun, dizzy, etc (I'm somewhat hesitant to suggest a melee KD move though.)

Message Edited by Raptor2k1 on 04-09-2004 12:24 PM



Kyeran Halkyon

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


chintto
Sat Apr 10, 2004 1:53 am
#21

I vote no...I think more important to FIX what is currently broken instead of redefining what commandos are



-chintto
Kelgry
Sat Apr 10, 2004 2:38 am
#22

i think the unarmed 4 requirement is ok. its a sugestion to master TK as well, which goes well together. dont understand how? try making a KD-Flame macro.

Its hybrid prof, so what else do u want to get instead of unarmed? scouting? lol that would really suck.

maddogs
Sat Apr 10, 2004 9:33 am
#23






kenrw24 wrote:
YESYESYESYESYES!

Unarmed does not fit with the class? Hello? Do you people have any idea what a commando really is? Why don't you do some research on the Navy Seals, the Green Berets, and then tell me if you think commandos don't use unarmed combat. Ludicrous! Of COURSE commandos use unarmed combat.

And, true, commandos should NOT do more unarmed damage than a TKA, at least not a master, but a commando should have some melee skills superior to that of unarmed 4 in brawler. If a commando wants to truly master unarmed skills, then he/she should study TK and pursue those skills, but that is a totally seperate matter from whether or not a commando should have some viable unarmed combat skills.

Yes, I feel commandos should definitely have unarmed combat skills beyond what they currently get with unarmed 4.





i know were your comeing from and alot of ppl will agree with this to when i was in basic they sure did teach us unarmed combat


but what thes ppl are saying is that they dont see how unarmed attacks could benafit us in this game were you never have to wory about being with out a wep


thats why if we got the ability to do unarmed attacks with wepons equiped and get melee defencesbecous of unrmed 4 i think that it make it all worth it



===============================================================


Daniel' Judson-Leonheart

catalyst1234
Sat Apr 10, 2004 10:23 am
#24

the reason you have to get the unarmed tree is to balance out the SP cost


same as with smuggler


well as i know u currently cant fight ur way out of a gas soaked paper bag


is a whole other thread


MrChow_Sai
Sat Apr 10, 2004 12:58 pm
#25

i think why u have unarmed 4 because of ur speacial's that u have to be in point-blank range.
Xix13
Sun Apr 11, 2004 3:34 am
#26

I vote NO unless they're actually useful skills. That brawler line Skill Point sink FORCES the third prof to be TKM (or one of the ranged profs). Only one you can do and not give up stim use or harvesting what you kill. Personally, killing creatures just for the sake of killing them isn't fun. I like to harvest what I kill.



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