Commando Archive

Thread: The E-Web: The Weapon of the Commando

VXXXJesterXXXV
Tue Mar 16, 2004 1:22 am
#14

Logitition,



You make some valid points, although I don't see a huge difference in 1.2 and 1.5 that is not a big speed decrease, so cool I can go with this change. As for a 5min set-up time that I feel is absurd. This weapon would mainly bea PVP weapon, I envision it primarily for base defense and battleground scenerios. Also to insure balance make this similar to the new rules for calling pets and vehicles. If you are in combat you can not construct it. Sometimes with a base defense you get warning other times you dont. If a base I'm around gets a warning that rebels are showing up at our shuttleport, I know in 20seconds I can have my defense ready.



I should specify as well I picture this as sort of a pill box/mounted turret, meaning in my eyes I see this only having access to attack in saw a 120degrees to the front of the weapon. Thereby making strategy to take this out neccesary. Have your melee attacker sneak in behind the operators, who can not leave the weapon unless it is destroyed or dismantled(which to make it fair in a battle dismantle time is 1-2mins)


Perhaps these changes would balance a bit more as there would be vulnerable points to the weapon as well as restrictions to the use of the weapon. Like I said last post I like feedback.



Jester Aeweok
Wanderhome
Shooting for
Master Swordsman
Master Pikeman
Master Brawler
zenixoda
Tue Mar 16, 2004 8:16 am
#15

i dont think the ewb would really be a comando weapon an assult rifle would fit better if ya ask me



***********************************************************************************************
George Carlin "Think for a moment about flamethrowers. The fact that we have them at all. What it indicates to me is that at some point, some person said to himself, "Look at all those people across the road. What i wouldn't give to set them on fire. But i'm much to far away. If only there was some device that would shoot flames on them"
nachos
Tue Mar 16, 2004 8:55 am
#16

Here's an idea...to keep in the spirit of it being a two man weapon: You must *buy* a npc gunner mate to run the cooler. If he dies or becomes 'capped you can no longer fire the weapon. So you better buy a few of these mates for your Datapad...the enemies will be gunning for them!
mka
Tue Mar 16, 2004 8:58 am
#17






zenixoda wrote:
i dont think the ewb would really be a comando weapon an assult rifle would fit better if ya ask me





Isn't an assault rifle more of a Rifleman weapon?


I really like the E-Web idea, but IMO it should be more of a GCW weapon.



Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
DarthJaster
Tue Mar 16, 2004 4:19 pm
#18

http://www.wizards.com/starwars/images/eq_Blaster-E-web.jpg




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Rayth Bane-KOTOR
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Xenonarius
Wed Mar 17, 2004 12:33 am
#19



Commandos!


Wow! Such great comments and education on my part. I appreciate the replies. I hope the developers hear what you have to say. A couple things I neglected to mention which did come up in the thread:


(1) "First..i dont believe there was ever an F-webb...and E-webb was used by both sides (of course not seen in movies)"

Stern Synex


Response: True. I guess I was using the "F-Web" concept as a "Rebel" alternative/variation and it is mentioned in the Star Wars databank.



(2) "the weapon takes 3 to 5 minutes to set up by the 2 man crew it takes to use the gun"

Cprl. Zarj Lorak


Response: I love Nachos suggestion: "You must *buy* a npc gunner mate to run the cooler. If he dies or becomes'capped you can no longer fire the weapon."



(3) "Damage Type: energy with AP2 o r3.Range: I say Max Range of 85 with45 being optimumand20 as minimum"

Jester Aewoek


Response: This is more reasonable, though I would take it to AP3. I like Uben Haum'Qui's response, "Maybe AP3 400-600 spd 1.5 capped, takes 5 minutes to unpack and needs an energy cartridge to use. Range 20-65m -1 @ om +80 @40m +60 @65m ham costs really low."



(4) "A commando should be feared, but the idea that we are bunker troops just doesnt work for me. I think this weapon
should be reasonable quick to set up and have a long cool down time, i. e. take down time. We should be able to drop
these weapons in a hurry clean up some rebel scum and rest after the battle. The idea thatcommandos have to build
a bunker is more of a ranger/scout ability and maybe could be used in conjuntion with the commandos gun to create a
pill box."

Ranelan


Response: Answers the "pill box" issue or at least makesit an option.



(5) "Sorry to tell you, but 64m is the max range for any weapon. The game system won't let you set it any further. Rifleman
wanted a 75m range. The Devs tried it, but they found that the system won't let any **player** weapon go further than
64m. NPCs, Creatures, and Turrets are different."

Leovi


Response: Thanks for the info! Hopefully, the developers will find a way to give us a littlle more range...Hopefully




(6) "When and where would you use this thing?"

Drimli


Response: I consider this weapon heavy artiillery.

(a) Obviously, not practical for PvP.

(b) A weapon that balances the tables against targets such as turrets and AT-ST's.

(c) Attacks againsthard structures (bunkers, forts, bases, etc.)



(7) "Also, on damage, with base damage so high, I would recomend not implementing any specials, and simply letting it
autofire. Giving it a lower delay, AP3, and a damage of around 1-2k would probably be a more reasonable request."

Rapto2k1


Response: Sounds good to me.



My idea of the Commando is one with stealth, who masters heavy weapons and, if you're the enemy, you'd better look out for. Kinda like calling in for Napalm in Vietnam. The guy your hoping will show up when the battle is swinging the other way, when the odds are against you and hope is failing. It seems (from reading other threads) that there is almost a bitterness when we arrive on the scene. Some of us have even become "loners" because of the apparent disdain some players have for us. I think most of us are aware the the power (or potential power) the career of Commando holds when we work with hunting or raiding parties and we try and balance that power when working with a group.


When I was working on Marksman there were plenty of times when Iwas glad to see a blast of flame shoot across the battlefield taking out a creature our hunting party was barely able to kill. The arrival of the Commando said "we've got backup... FIREPOWER!"


Though our attack rates are slower, they should be more accurate. I don't mind our fire rate being 5.5 if our accuracy of 8 out of10. Intead we see more like 2 out of 10. Not good...


Commandos ARE NOT LIKE EVERYONE ELSE! We are a hybrid career. The best of both worlds.


Thanks again for the comments guys!



Xenonarius Uruhu
Master Marksman
Commando - 3-3-3-3
Rifleman - 3-3-3-3
Staff Sargeant - The Alliance
Paladins of Justice - Corellia



Xenonarius Uruhu
===============
Master Marksman
Master Rifleman
MasterCommando
Leader-Paladins of Justice
Wilkins
Thu Mar 18, 2004 1:57 am
#20

if commandos had this every one would be a commando ....



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