Commando Archive
Thread: Launcher pistol should have its own tree
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peer
Fri Aug 06, 2004 10:12 am
#14
LuciusScipio wrote:I was just thinking that any assault rifle/carbine that we use, could/should use Electricity as the base of it's damage. We already do Flame, Acid and Blast (from Launcher Pistols) damage. A weapon specializing in Electricity would balance us out.
Or cold. Cold is cool. Pun intended from the beginning. Then we could be a hot profession, and a cool one. bwhahaha.. ha.. ha. yea, electricity would be cool. one thing though, don't even suggest an assault rifle. it's assault carbine. no /'s or anything. Just carbine. We dun need that rifles crap.
peer
Fri Aug 06, 2004 10:39 am
#15
LuciusScipio wrote:I hadn't even thought of that. Yea, cold would be cool.Yes, assault carbine is a good name. I personally like Heavy Carbine in order to deferintiate our carbines from other carbines. I'd love for us to get a new line of carbines that are unique to the Commando profession.
Right on.
Jhyson-Bria
Sat Aug 07, 2004 7:49 am
#16
They combine the HAR and FT branches we get two benefits a new branch and the possiblity,if theywantstick any new durable heavies in game thats where theycould/would go.They make the make special attacksgeneric to type and specialsrange equal to the ideal range or rangefor the weapon used(like normal specials), put the "effects" on the weapon (with infinite charges), and thenwe willnot be ascrippled as we are in the aspect of no new toys (gives us some variety to).
Cryocannon(Cold based FT(short range)),Ballistic Gattling (Kinetic based Machine Gun (long range)), Repeating Blaster (Energy based Machine Gun (long range)), Roomsweeper (Stun/Energy Shotgun (short range)), Heavy Launcher Rifle (Launcher Pistol on steroids (long range)), etc.
General_Reedy
Sat Aug 07, 2004 8:42 am
#17
Pffft, this "assault carbine" crap is just that: crap. We've got the Lag cannon (LP) already..we don't need a carbine. I say they should completely remove the Acid Rifle and that tree since it'scompletely useless anyway and put in a line for the Launcher.Designing anew carbine would be a waste of time and less likely to happen (because the devs are lazy). The Launcher is a fine weapon..we just need to have some skills and skill mods for it that we can attain in the Commando tree.
Raptor2k1
Sat Aug 07, 2004 2:48 pm
#18
I've said it once, and I'll say it again. Having an entire tree devoted toa single weapon is always a bad idea, and is part of the reason the profession is in a rut right now.
StarNick
Sun Aug 08, 2004 5:21 pm
#19
The Gift that Keeps on Giving
Rather than just simply a pistol tree...the devs need to keep it flexible. Hence an "assault" style tree which can fit BOTH Pistols and other Assault Weapons. Not only will this save space in our profession, but allow a flexible tree that can be added to whenever necessary.
How I see it...Commando should be divided up like so:
Field Tactics - Most of the Defenses, all the gernades/gernade mods
Heavy Weapons - The diposable hvy weapons, keep basically the same as is...add some defenses
Assault Tactics - The main brunt of the commando, assign the LP and all assault weapons to this tree including mods/specials..as well as some defenses - maybe as well add certain mod upgrades to enhance the other 3 trees (such as in other combat professions, you gotta train in several trees to get accuracy, power, speed)
Special heavy Weapons - The final tree...combining the HAR/FT in one, these are our secondary weapons and used in a tactical support role. Maybe a few defenses scattered as well.
Summary: There will be defenses scattered throughout our entire profession, perhaps some mods/specials as well (or trees giving specific type toughness...such as maybe +20 toughness from assault tree...but Field Tactics has +10 at lvl 4, and Special Hvy Weapons has another +20 in the entire tree...). Also, the commando will be cleanly divided up into 3 roles: Heavy Infantry (Primary) - Shock and Support Specialization (Secondary) - And lastly, Demolitions (Special use)......the LP and a Assault rifle/carbine should be our primary weapons, and special hvy weapons regarded back to secondary...and the HW Weapons deemed Special use as they are so far.
Edit: Also this builds on the previous reply 
Message Edited by StarNick on 08-08-2004 08:22 PM
Jhyson-Bria
Mon Aug 09, 2004 8:33 am
#20
StarNick wrote:
The Gift that Keeps on Giving
Rather than just simply a pistol tree...the devs need to keep it flexible. Hence an "assault" style tree which can fit BOTH Pistols and other Assault Weapons. Not only will this save space in our profession, but allow a flexible tree that can be added to whenever necessary.
How I see it...Commando should be divided up like so:
Field Tactics - Most of the Defenses, all the gernades/gernade mods. State defenses should go here (knockdown, stun blind, etc.).
Heavy Weapons - The diposable hvy weapons, keep basically the same as is...add some defenses
The Heavy Weapons branch needs to go! Put the certs under tactics or a combined FT/HAR branch, let all the Disposable HW and Durable HWs run off one type of skill modifiers "Heavy Weapons" so our SEAs become useful.
Assault Tactics - The main brunt of the commando, assign the LP and all assault weapons to this tree including mods/specials..as well as some defenses - maybe as well add certain mod upgrades to enhance the other 3 trees (such as in other combat professions, you gotta train in several trees to get accuracy, power, speed). Break this one into two branches, assault tactics (ranged mods, defense and specials),and close assault tactics (melee mods, defense and specials).
Special heavy Weapons - The final tree...combining the HAR/FT in one, these are our secondary weapons and used in a tactical support role. Maybe a few defenses scattered as well. Generic specials, access to new Special Heavy Weapons and maybe a dual cert for LLC?
Summary: There will be defenses scattered thoughout our entire profession, perhaps some mods/specials as well (or trees giving specific type toughness...such as maybe +20 toughness from assault tree...but Field Tactics has +10 at lvl 4, and Special Hvy Weapons has another +20 in the entire tree...). Also, the commando will be cleanly divided up into 3 roles: Heavy Infantry (Primary) - Shock and Support Specialization (Secondary) - And lastly, Demolitions (Special use)......the LP and a Assault rifle/carbine should be our primary weapons, and special hvy weapons regarded back to secondary...and the HW Weapons deemed Special use as they are so far.
Edit: Also this builds on the previous reply
Message Edited by StarNick on 08-08-2004 08:22 PM
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