Commando Archive

Thread: Idea to the devs for possible commando redesign (please read before dismissing)

JaekRi
Fri Apr 02, 2004 8:35 am
#14

more thoughts asthis sinks in....


Maybe to balance out the increases and addition weapons, make the flame thrower limited to 30m max range, and take down the initial damage in special attacks. First thoughts may be, "this would make the flame thrower useless". The answer is YES, as a main weapon.But in the right environments, mainly close quarters, using the ideas listed above, it would not be useless as a close quartered support weapon. Of course, we would have to have a new "main" weapon, like DC-17/etc.





Jaek Bear
StarNick
Fri Apr 02, 2004 7:51 pm
#15

again night..i must say brilliant (posted this in the petition)


exactly what we need and want....garvin needs to sticky this as well!!





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Nighthelm
Fri Apr 02, 2004 9:18 pm
#16

Thanks for the support fellas. Garvin, I made a note in the post referring not just to high damage but rather a high DPS. Other professions apply the fancy status effects and pool specific damage, commandos should deal out the damage to random pools, but should do so better than most. A high DPS (there are so many arguments as to why commandos should have the highest dps, but at the very least, they should be very near the top in this catagory) is absolutely critical for the commando profession to be the "boom" guys/gals in SWG. Currently, our dps is lower than almost all (and if the target has ap1, commando has the lowest dps by a mile and a half), and that is the core reason why there are fewer and fewer commandos in the game. I really hope JustG or Runesabre can take some of the ideas listed here to heart.



Jered Nighthelm of the Keepers of a New Hope
Lydovar
Sat Apr 03, 2004 6:58 am
#17

Excellent ideas here, and very well presented. Please get this post stickied asap.


Lydo


Master Commando (retired)


Flurry



Nighthelm
Mon Apr 05, 2004 11:32 pm
#18

/bump (hoping a dev will read it)



Jered Nighthelm of the Keepers of a New Hope
Billreb
Tue Apr 06, 2004 10:47 am
#19

Brillent complely brillent !



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peer
Tue Apr 06, 2004 12:54 pm
#20

Wow, I just read through that, and I must say, I found it very impressive. I sure do hope it's considered.
Aladine
Tue Apr 06, 2004 4:17 pm
#21






RazerWolf wrote:
I'd say not to make it a Carbine weapon, but a new class again. "Repeaters" or something. So you could have some weapon variety, with the DC-17 assault blaster and the Imperial Heavy Repeater in the future, with Kinetic Damage. You could also add a Concussion Rifle in there, just make that a very slow but powerful repeater.

Yes, I loved the Jedi Academy weapons. Sue me





That would be a good idea especially if they combined the HAR and FT columns and changed the LP out of pistol mods to say heavy pistols so pistoleers wouldn't use itbetter then commandos any more, and make the repeater and the heavy pistols a joined top heavy column so it discouraged dabbling.



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Figu
Tue Apr 06, 2004 10:38 pm
#22

lol i have ahh one slight problem sir wheres are defensive mods i mean i enjoyed not getting knockdown by a frikin tiger but know thats gone lol sorry i love everything else bright thinking



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Nighthelm
Tue Apr 06, 2004 10:46 pm
#23






Figu wrote:
lol i have ahh one slight problem sir wheres are defensive mods i mean i enjoyed not getting knockdown by a frikin tiger but know thats gone lol sorry i love everything else bright thinking






I know exactly what you mean. But I do think we should have some weaknesses to counterbalance what should be a very, very, very damaging profession. Furthermore, we do have enough skill points left over to pick up some defenses (pistol techniques is great for both the lp and defenses). I did suggest perhaps giving commandos defense vs intimidate and stun, for reason of commandos being specially trained soldiers, too hardened to be intimidated or stunned by an enemy (but a big wookie swinging a stick at our legs can still mess up our day). We don't want to be "uber", we just want a return on our investment in skill points, and we are proposing a system that even the most hardened commando haters will admit is fair and balanced giving the skill point cost. More importantly, it provides some defined roles for commandos, something we do not have at all at the moment.



Jered Nighthelm of the Keepers of a New Hope
RazerWolf
Wed Apr 07, 2004 5:34 am
#24

I think that Commando should have loads of KD etc Defence. But sod all Melee and Ranged defence. I think that Commandos strength shouldn't be in dodging and evading hits, but standing firm, taking the fire and returning at least as much as he gets.



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MSI
Thu Apr 08, 2004 12:42 am
#25








Nighthelm wrote:


[...]




Master Commando



  • rapidfire3 (DC-17 highest dps shot)





Rapidfire, instead of being an actual attack, should be more like berserk, in that while it is active you fire much faster and do more damage, but you take considerably more damage. The effect of the increased damage caused would of course be lessened as you increased in the skill tree with ranged def mods and such, but would still encourage only using this ability when it is strategic. So, if you decide you want to do more damage just because you can, you'll be an easy target, as opposed to having support from a group and doing more damage to augment the damage of your group. Also, because this attack resembles berserk, it has no visual effect while it lasts, just the +rapid fire+ over your head when you activate it.

FuryoftheStars
Thu Apr 08, 2004 1:07 am
#26

Wow... I must say a while thought up and written post. I certainly hope the devs take notice of you guys and give you what you need. Goodluck!
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