Commando Archive
Thread: Garvin easy idea
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TatooinainWarrior
Fri Sep 17, 2004 8:19 am
#14
I vote... flame 1's i.e flamesingle1 and flamecone1 stay same.. but get a bit more damage... while the flame 2's both become 32m... i mean to get flamecone2 you must be master.. and a master can control a flame attack for 32m i think... and i say keep the damage the same... but... the acc mods should be changed a little.. so if we are doing flame 2's from 32m we should be just a bit worse than our current pointblank range mod... but around 25 m this should start to be come ideal.. and ideal should be 20m, all the time keeping the damage the same *thinks* that should scare them abit 
I think you said it in another post garvin... about the range of a FT seemed to go past 16m (LOL) but your not wrong... a common "working" range of a tipical FT is said to be 20 to 25 meters 
About the rifle speicals... scrap the HARs current FT clone speicals.. and give it 64m like the riflemen.. give abilty to use riflemen speicals (if taken as a proff) and add 2 commando rifle speicals, here just a idea: 1 can be Overwhelmshot (posture down attack 50% chance of a stun) and 2 VitalorganShot (health bleed by targeting the heart and surrounding organs, 60% chance of intemedating the enemy)... i'd put VitalorganShot at master and Overwhelmshot at x.x.x.3
But to tell you the truth.. i think the devs have made up their mind.. they are not going to work on combat anymore.. cos the ideas in CR is enough for them to handle.. they don't want to add something that then gives the CR problems.. they can't be bothered... no time cos of JTL... choose any of the above...
Kalano
Fri Sep 17, 2004 8:42 pm
#15
Skeptic666 wrote:
Personaly I dont want riffleman. Right now I have a good build Idea but I wont have Stat Defenses. BUt I dont want to have to take up rifflamen do better commando. I have a feeling there going to make it so I dont even like commando any more because Ill have to take stupid skills to make it better instead of ideas I have now.
*sigh*
Cuz to go riffleman for the skills and non of the mods that is to stupid. We need more specials in our own trees not ones that we have to take up please man think about that.
i don't want to go rifleman either, but reading all the clues and piecing together the puzzles. Our weapons will all work and they might change several things so, who knows what will be the best for you, but i don't see you forced into rifleman. The way its put, you got nothing to worry about brother, but you got a whole lot of new options and opertunities. Think of it as a remake of a car, you got many options to choose from to make the way you want it.
Grakis
Fri Sep 17, 2004 9:03 pm
#16
I would much, much rather have our own specials made better. It'd make the flamethrower like another launcher pistol to give them use of other weapon specials - it would outclass you unless you took another profession. We spend enough damn points getting to commando. Rifleman is fine if you want to be a rifleman, but you shouldn't have to take another profession to get abilities to make you competetive as a commando.
Cpl_Fisher
Fri Sep 17, 2004 11:49 pm
#17
Grakis wrote:
I would much, much rather have our own specials made better. It'd make the flamethrower like another launcher pistol to give them use of other weapon specials - it would outclass you unless you took another profession. We spend enough damn points getting to commando. Rifleman is fine if you want to be a rifleman, but you shouldn't have to take another profession to get abilities to make you competetive as a commando.
I see your point, but I took up commando to become a better rifleman, that is use grenades, and heavy support weapons. True, I have very state defenses, and very low effective (after the 2.5x to hit modifier) melee defense, but I make up for it in that I can destory just about anything, esp since I do a lot of base takedown work.
base hit template Mmarksman/rifleman commando 4/4/0/0 smuggler 0/0/1/0 medic
defense template on alt (in progress) Master rifle, fencer 4/0/4/0 pistolleer 0/0/4/0 scout 4/0/0/0 medic 0/1/4/0
Gaius_Kavadas
Sat Sep 18, 2004 1:57 am
#18
Agreed. I want our own unique specials, not another profession's specials working with our weapons.
jRaylianholy
Sat Sep 18, 2004 2:17 pm
#19
so what your saying is that there isnt going to be that "you cant do that attack with this weapon " message any more after the CRB? hehe that would be intersting
Novock
Sat Sep 18, 2004 2:26 pm
#20
changing the hvy acid rifle to use rifle mods would be fine it may help its usefulness, but I think the flamethrower should just have its specials tweaked. I don't think the flamethrower should be a percise weapon, headshot with a flamer is a bit much i think. Just my opinion. Like the thought by the original poster, back the single1 and single2 range up would be better for me anyway
Novock
Master Smuggler/Master Commando
Silberado
Sat Sep 18, 2004 7:52 pm
#21
The range questions seem to tie in more with what are we.
If we are Tanks, thenwe should have 16m and 32m specials, but to complement that we need the missing defences. I like the idea of an Armor Shield That enhances our Armor.
If we are elite front line ranged attackers melee... then commando... thencarbineer.... then rifleman. Then we need 32m to 64m specials( andwhy not 32m and48m for thatmatter). the 16m range is too close, having to live in the melee world. Yet we still need the defences.
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