Commando Archive

Thread: From SWGCommando: The Next Commando Weapon (as the community desires)

Silberado
Thu Dec 02, 2004 9:40 pm
#14


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.




EQ3SWG The Everlasting Beta
Pfej::Kauri h Master Commando/TKM M
Bulldog::Naritus h Pistoleer N
Silberado::Chilastra h Noob
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Ryubushi
Thu Dec 09, 2004 11:20 pm
#15






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...








Try adding an "...or else!" to your request.





***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
***Eclipse - Ryushidosha, freelancer; Scaley Master Carbineer, ranger, merc for hire, and general sociopath...that despises the NGE.
***StarSider - Ja'ahn Woo [PYRO] of the Alliance - The Galaxy's first Jawa commando/carbineer...who also hates the NGE.

People like me...because I force them to...with violence!

glorydragon
Fri Dec 10, 2004 12:05 am
#16


Silberado wrote:

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.





you wouldn't want to make this to easy for us....

but other than that, I'm all for evrything above.
WolfGuy
Fri Dec 10, 2004 4:48 am
#17

I would love for our next weapon to be a board, with a nail in it.

A rusty nail.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
JohboBocal
Fri Dec 10, 2004 10:15 am
#18






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.








Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Novock
Fri Dec 10, 2004 10:50 am
#19

I'm still hoping for a new craftable weapon. It will craftable by commandos. It will require 1 proton grenade, 1 mark IV engine, i datapad and 1k of radioactive gas and some chewing gum. Once engage the weapon will be fired by the engine hitting the oponent. The chewing gum assuring the weapon adheres to the opponet. The thrust of the engine would launch the oppent 400 meters away instantly DBing the oponent on impact and giving beautfiful mushroom cloud animation. We can call it the "get out of my face" bomb diggidty.







Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

JohboBocal
Fri Dec 10, 2004 12:09 pm
#20






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.









Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
RazerWolf
Fri Dec 10, 2004 12:12 pm
#21

Crafting Schematic certified at 0/4/0/0 McGyver...



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
nbd9k
Fri Dec 10, 2004 8:46 pm
#22

what if, and this is purely hypothetical... the HAR was actually a rifle, and not an acid thrower.


imagine, if you would, a large, hi velocity long range rifle shooting 80mm rounds, each tipped with a specially designed acid round primarily designed for armor piercing. (those with military experience, think shape charge)


the round would fire, arm in flight, strike the target, with the initial force generating slight armor penetration, but more importantly releasing the acid on impact. thanks to the velocity of the round, the acid would move forward into the impact area, cutting and burning its way through the armor, until all of the acidic material of the round has been neutralized. further rounds striking the same or similarly effected area would have a more severe impact.


putting this attack in SWG terms, the round would not be DOT (sigh), but would instead increase in severity with every strike.


the first hit does 200 damage, the second 500, the third 1000, etc.


such a weapon could be programed using entirely current code and graphics, would give commandos another worthwhile weapon, as well as something that could damage some of the high end content (provided its not acid resistant)


i think im gonna give this its own thread.

Stiscohuh
Sat Dec 11, 2004 10:41 pm
#23

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=78011

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.
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