Commando Archive

Thread: Launcher Pistol Suggestion Thread

AlufNull
Wed Oct 29, 2003 10:55 pm
#14

I am not so sure that making the LP AP1 is the correct approach. Not in keeping with the style of the weapon. With four individual rockets, I think it would be better to increase the damage of the weapon rather then adding AP1.


If the rockets from the LP were AP1, that is tatamount to saying they are HEAT rounds and that is a little advanced even for a Star Wars pistol.




"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
Kbarsoom
Thu Oct 30, 2003 2:28 am
#15

Make it AP1.... this is STAR WARS I'm pretty sure the weaponsmiths know how to make little bitty HEAT (High Explosive Anti-Tank to the uninitiated) shaped charges for the rockets.


The earlier posts giving the LP it's own specials are pretty much the kind of stuff I'd like to see so I'm not gonna try and rewrite them.


Sure would be nice to have a reason to use it other than to beat the melee's off me with...




Kail Barsoom
"Dyins the easy part, we just gotta stay alive long enough to get paid."
Beppur
Thu Oct 30, 2003 5:48 am
#16



AlufNull wrote:

List your ideas for adding LP specials to an existing tree, or creating a new line for the LP.

Be advised, one of the devs has stated that combining the HAR and the FT lines is not feasable, so try and work around this.






SOrry but what was the reason for not begin able to combine FT and HAR trees? If they can re-work the CH as has been proposed, combining these two would be a piece of cake.
TheRealLegion
Thu Oct 30, 2003 6:14 am
#17

My reading of the dev team's response is that since individual players have different skill levels in their HAR and FT trees, the merging of the two trees would cause discrepancies in skill boxes to be awarded. Sounds like a crappy excuse I know, but they do have a point. I'm not opposed to just promoting all the affected players to the highest skill box in either tree, but aparently they are. Go figure.



Vote for Er'I
Beppur
Thu Oct 30, 2003 7:39 am
#18

Yes, now I remember reading that. It's true they have a point there although I would be extremely surprised if anyone has more skill points invested in HAR than FT.

As far as the LP goes, it really should be AP1. I'm a little worried about Pistoleers dabbling in Commando if you introduce speed/accuracy mods. But maybe they're more interested in Smuggler/BH?

Otherwise, I wouldn't say no to a new "Launcher Pistol Speed/Accuracy" mod being introduced along with a separate tree. Lets say you get +20-30 speed/acc at novice then +5 increment for each skill box. Add a couple of specials to that and why might have a weapon that is good for anything else than grinding HW XP.
AlufNull
Thu Oct 30, 2003 7:50 am
#19

I don't think we are going to get speed/acc. mods unless they rename the LP and make it not usable by pistoleers.


And if we lobby for that I think we are shooting ourselves in the foot. Even at master commando you have plenty of pts left over to flesh out your character with pistol skills. You are giving up much more then you are getting by removing the the LP from from the pistol framework.


The game was designed with the idea that characters would get different skills from different trees. Trying to put everything in one place will actually make commandos weaker.





"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
Mishap
Thu Oct 30, 2003 11:25 am
#20

LP should be given its own stats. This would cut down on dabblers. I am sorry for those that want to take Smuggler or Pistoleer skills but I should not have to take skills in another profession to make my profession exclusive weapon worth a **edit**.


It would be simple to attach a new set of skills for the LP.


Give the Novice Commando block +60 accuracy +30 speed for 'Launcher Pistol'. This would bring the Novice block to the level that is already attainable for pistols by mastering Marksman. The rest is obvious...just fill in 4 levels of any one of the trees to include accuracy and speed mods and a few special moves.


I think the statement that the Devs made regarding combining FT and HAR is BS. There is no way that combining these two is technically impossible. I think the real issue is that they don't want to give the flame dabblers a second weapon for free. I agree with this frame of thought, however, I wish the Devs would quit trying to blow smoke where it doesn't belong.


IF the devs refuse to combine FT and HAR then I think all the disposable weapons should be removed from their own tree and divided between the Field Tactics, HAR, and new LP tree. The FT tree could remain as is to prevent more incentive for dabblers. I think this would be a reasonable fix to the Launcher Pistol issues.




Misfortune
TKA/Doctor- Radiant
terpfan1980
Thu Oct 30, 2003 11:42 am
#21

Put Launcher Pistol mods into the Field Tactics line. That helps provide benefits to that line, and keeps the class more balanced than putting the mods into the Heavy Weapons Support tree (which already certs new weapons as you go up the tree, and adds mods for those weapons as you climb anyway). Putting the mods into Flames makes absolutely no sense, and just results in more 0/0/4/0 Commandos. Putting the mods into the HAR box would be much the same problem.


Going into Field Tactics, and providing decent bonuses and mods as you go, would result in more people getting Field Tactics skills, and eventually, with Grenades fixed, more balance to the class. Even without fixing grenades, you'd have people looking for say a better knockdown skill mod from the launcher pistol as they climbed the tree.


Offer a short knockdown mod with the first box of the tree, and a longer one (though still fairly short relatively speaking) in say the third box of the tree. Do NOT stack that knockdown with any other mod. Do not carry any other mods from other skills/professions.


Offer speed boosts with each box in the tree, and add range and accuracy boosts with each box, including the master Commando box.


Basically, you become more accurate with the weapon, get longer ranges, and faster speed with it as you get to the top of the tree.


With those changes, you'd have a weapon that could be close to a pistoleer's output, and that would make a great alternative to the flame thrower.


For an even better boost, offer some armor piercing capability with the launcher in the master commando box. That would really make the weapon worth using ona more regular basis.





Ivoni wrote:
LP be put in a line somewhere.

LP get AP1.

Novice Commando get accuracy speed = to master marksman with pistol. Add on with each tree to this. Have master commando = master pistoleer with accuracy/speed.

Special ideas
1. Knockdown - we have none, this would be awesome to knockdown and switch to other of our weapons.

2. Dizzy - since animals run when dizzy I've come to hate it.

3. Alt version of Aim - call it Lock On. (it is 4 mini missiles after all) Make it equal or greater to stopping shot.







---
Yay!! decay on PvP deaths is gone, now how about in Creature deaths?!
ShufIrathe
Thu Oct 30, 2003 11:46 am
#22

Personally I'd say


1) Add a big AOE special for it at skill 2 or something medium damage big area.


2) Add a stun attack special (this will be really useful with our 2.5x melee damage as stunned opponents do half damage)


3) Add a front loaded long delay attack lockon that will pause for like 7 seconds before it goes off. When it goes off it hits with 100% accuracy and has a chance of doing a knockdown.


4) Misc accuracy and speed modifiers.


maddogs
Thu Oct 30, 2003 11:49 am
#23

ok a few things i see some one keeps saying throw the HAR in the FT even tho this is LP fix i will say why we dont whant it there


this is what we whant for the HAR


(HEAVY ACID RIFLE)


make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2


if u go throwing that in the FT line that TREE be way over powerd every one and her brother would dabbel into i



now for the LP yes i say we whant it to have its own speed ac mods and specils like this


(LAUNCHER PISTOL)


give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a


-rang kd-


-rang dizzy attack-


-lock on attack- (that would give us +100% ac for a bit on one target) ,


-high powered attack that hits random pools-


and for mods that only work for the lpsome thing like this by the time u get master +25 ac why moveing +50 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )




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


Daniel' Judson-Leonheart

EcadMistflier
Thu Oct 30, 2003 11:55 am
#24




2) Add a stun attack special (this will be really useful with our 2.5x melee damage as stunned opponents do half damage)






Right now alot of Commandos are using Warcry1 to attempt to stun a creature or huminoid enemy before initiating a Flamethrower attack.I agree with the premise of a stun attack with a weapon like the LP.This would provide us a tool to initiate a melee attack thatcouldsomewhat offset the 2.5x melee mod when weswithch to the flamethrower.The LP should :


1.) Be at least AP 1


2.) Provide a stun effect.


3.) Have at least a 10-16m radius AOE.


4.) Have it's own Commando only specifc specials and be a Commando only weapon.





Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
AlufNull
Thu Oct 30, 2003 12:36 pm
#25

I really think that suggesting the launcher pistol be romoved from the pistol framework and made a stand alone weapon is unrealistic.

Posts of this type are suggesting that commando should be an uber stand alone class and that is just not how the game was designed.

I have posted it above, but it bears repeating: Removing the other pistol abilities from the LP makes the commando weaker. You have plenty of pts to get the most important pistol skills (accuracy, knock down and delay...we dont need heavy damage shots becuase we can do that with other weapons)

I did like the lock on idea above though. I don't think it is too much to ask for a special with a long delay that has a chance to stun, thereby lowering the melee damage modifier. This would probably pass the community without much fuss since we are not getting a direct mod reduction, just a chance for one with a specific weapon special.



"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
EcadMistflier
Thu Oct 30, 2003 12:52 pm
#26

Is the LLC a class specific weapon? Thought so.



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
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