Commando Archive
Thread: Commandos Demand: Petition for Assault Rifle (New Weapon) Give us something back!
DrogoFett
Fri Apr 09, 2004 11:07 pm
#274
/sign!!!!!!!!!!!!!!!!
I'm not even a commando...yet...even if i werent GOING to be one, i would still want the commando to have something that makes them appealing, im sick of seeing people burst into flames cause the Commandos have nothing else to do so gives us something that can just tear holes through them!
Foxxxhunt75
Sat Apr 10, 2004 11:04 pm
#277
/sign
Assualt Rifle?
/feh.
Give me a chain gun.
A minigun whould be a fine addition among our other broken weapons.
Commando for life.
DarknessNinja
Sun Apr 11, 2004 12:52 am
#278
/sign/sign
/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign/sign
we really need new weapons....................................................
kenrw24
Sun Apr 11, 2004 10:57 pm
#285
hmmmm...
Kind of, but not exactly. Here's how I see it:
Navy Seals and Green Berets, true life commandos, are trained in the following:
DEMOLITION - Grenades, shape charges(like claymoor mines) and heavy demolition charges.
HAND-TO-HAND COMBAT - Unarmed, dagger or other weapon in hand, they're thoroughly trained in close quarter combat.
SNIPER SKILLS - Commandos are covert soldiers, operating stealthily to take out their target(s). They do not run around flaming everyting. Maybe that would get them killed? Hmmm...
ASSAULT WEAPONS AND TACTICS - Use of assault carbines and pistols. Yes, they can go beyond the marksman level.
HEAVY WEAPONS - Yes, this part was correct.
MEDIC - Who patches up a wounded commando? The other commandos.
So, I propose this:
1) Merge all 3 heavy weapons columns into 1. Divide the xp however, just add it up, doesn't matter. And make these weapons effective at medium range, not melee.
2) Create an unarmed combat column, with vibraknuckle certification added at novice commando. These skills should stand far and above unarmed 4, brawler, but not touch the TKM.
3) Create a column building on the weapons built up in Marksman-providing sniper skills for rifle(that wont rival rifleman), assault tactics for carbines(that wont rival carbineer), and close quarter fighting for pistols(that wont rival pistoleer). Build with combat xp since it's supporting such a variety of weapon types.
4) Change the grenadeer column to a demolitionist column, adding in the heavy charges and shape charges. Utilize trapping xp to build it, or create a new xp type. An additional pre-req could be the trapping column of scout.
I believe the scout exploration column and first column of medic would add valuable skills for a commando, but dont need to be required.
This would create a commando class that would be well rounded and definitely provide the skills that would make the commando into what a commando should be.
Kind of, but not exactly. Here's how I see it:
Navy Seals and Green Berets, true life commandos, are trained in the following:
DEMOLITION - Grenades, shape charges(like claymoor mines) and heavy demolition charges.
HAND-TO-HAND COMBAT - Unarmed, dagger or other weapon in hand, they're thoroughly trained in close quarter combat.
SNIPER SKILLS - Commandos are covert soldiers, operating stealthily to take out their target(s). They do not run around flaming everyting. Maybe that would get them killed? Hmmm...
ASSAULT WEAPONS AND TACTICS - Use of assault carbines and pistols. Yes, they can go beyond the marksman level.
HEAVY WEAPONS - Yes, this part was correct.
MEDIC - Who patches up a wounded commando? The other commandos.
So, I propose this:
1) Merge all 3 heavy weapons columns into 1. Divide the xp however, just add it up, doesn't matter. And make these weapons effective at medium range, not melee.
2) Create an unarmed combat column, with vibraknuckle certification added at novice commando. These skills should stand far and above unarmed 4, brawler, but not touch the TKM.
3) Create a column building on the weapons built up in Marksman-providing sniper skills for rifle(that wont rival rifleman), assault tactics for carbines(that wont rival carbineer), and close quarter fighting for pistols(that wont rival pistoleer). Build with combat xp since it's supporting such a variety of weapon types.
4) Change the grenadeer column to a demolitionist column, adding in the heavy charges and shape charges. Utilize trapping xp to build it, or create a new xp type. An additional pre-req could be the trapping column of scout.
I believe the scout exploration column and first column of medic would add valuable skills for a commando, but dont need to be required.
This would create a commando class that would be well rounded and definitely provide the skills that would make the commando into what a commando should be.