Commando Archive
Thread: Idea to the devs for possible commando redesign (please read before dismissing)
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.
again night..i must say brilliant (posted this in the petition)
exactly what we need and want....garvin needs to sticky this as well!!
Excellent ideas here, and very well presented. Please get this post stickied asap.
Lydo
Master Commando (retired)
Flurry
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
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.
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.
Nighthelm wrote:
[...]
Master Commando
- rapidfire3 (DC-17 highest dps shot)