Commando Archive
Thread: From SWGCommando: The Next Commando Weapon (as the community desires)
Melee ranged specials
Vibro Saw: Kinetic Damage. Medium Specials (futuristic chain saw or circular saw)
Launcher Pistol: Blast Damage, High Specials
Carbine ranges specials
Flame Thrower: Heat Damage, Uber Specials
Underslung Carbine: Energy Damage, Medium Specials
Rifle ranged specials
Acid Rifle: Acid Damage High Specials
Beam rifle: Energy Damage: Medium Special
Others
Grenades: Add a Sonic Grenade with Stun Damage
E-web: Energy Damage: Ap2, slow but powerful, immobile, requires a group of 8 or more to operate.
garvin wrote:
Latenighter wrote:
The overall result would be we have close range (mystery melee weapon), short range (Launcher pistol), mid range (underslung Carbine), long range (Fixed Rifle-like HAR), and non-consumable heavy weapon (Flamer). Combine that with Special Heavy Weapons (RL/HPBC/HLC) and working grenades that won't kill US faster than our enemies. We will actually SOUND like a profession worthy of 169 skill point investment.
We would be the master weapons USERS in the game, using all of them skillfully, but not as well as a SPECIALIST in one particular weapon (TKM, Pistoleer, Carbineer, Riflemen). If we want to be better in those categories, we can go spend our Skill Points to become better in those areas (250 point Commandos).
Our specialist category is in things that go BOOM, like Grenades, Flamethrowers, and Special Heavy Weapons. We will be the best in the game at using THOSE weapons. And putting in an E-web for Commandos and Squad Leaders with complementary usage benefits would be icing on the cake for our weapons specialization.
Is it even realistic to hope for this Garvin? It's a great vision, but if it get's the patented SOETyrant "fuggedaboudit" right from the start, then maybe we shouldn't be dreaming along these lines.
EXACTLY My thinking...it covers all our bases of being "Heavy Weapon Specialists"...
I've been asking Santa Tyrant to put an Underslung Carbine under the XMas tree for us for awhile...so far no word back, but I guess that's better then hearing "Ho Ho No!"...
The additions of a Carbine and Melee weapon just MAKE SENSE to me...it compliments all our pre-reqs...everything else we need can be found at home either via alterations, replacements or total revamps (the HAR)...As for specials and mods for any and all...don't worry about that...we are covered...
Silberado wrote:Melee ranged specials
Vibro Saw: Kinetic Damage. Medium Specials (futuristic chain saw or circular saw)
Launcher Pistol: Blast Damage, High SpecialsCarbine ranges specials
Flame Thrower: Heat Damage, Uber Specials
Underslung Carbine: Energy Damage, Medium SpecialsRifle ranged specials
Acid Rifle: Acid Damage High Specials
Beam rifle: Energy Damage: Medium SpecialOthers
Grenades: Add a Sonic Grenade with Stun Damage
E-web: Energy Damage: Ap2, slow but powerful, immobile, requires a group of 8 or more to operate.
you wouldn't want to make this to easy for us....
but other than that, I'm all for evrything above.
A rusty nail.
Ryubushi wrote:
Would you rather the next Commando Weapon be:
A Melee Weapon with Melee Specials 3%
A Ranged Weapon with Ranged Specials 71%
A Heavy Ranged Weapon with Melee Ranged Specials 25%
I'd rather get all three really. And I think it would be doable.
Novock wrote:
We can call it the "get out of my face" bomb diggidty.
You have my vote on that one. That's definitely a commando weapon.
I've gone over all my thoughts on commando weapons and rebalance here. Of course, no one read or replied to it, but hey, I tried.