Commando Archive

Thread: Brainstorm for new Commando Weapons

CarlTheWookie
Fri Dec 12, 2003 1:52 pm
#27

One more: claymores, complete with "This side towards enemy" on them. Again, for those of you that don't know what claymore is, they are basically a directional, anti-personel mine. They have about a 90 degree spread and are command-detonated.


You place them in advance, then, run up to some nasty critter, give it a noogie and run like Hell, pulling right back into the path of the claymores. After you are safely behind the cone of fire, you hit the remote. Ka-Boom. Critter bits.Or, a commando could lay a line of them down, then have a melee-type run in and pick a fight. As critter chases melee-d00d back, commando hits the clicker. These should be command-detonated, meaning you actually have to trigger them when the timing is just right.


I should think that these would have KD on them, in addtion to AOE blast or kinetic damage.


Nyce Ta'Meetcha - Bela Imperial Division
Master Smuggler/Master Commando
Retired MBH/Retired Master Sharpshooter/Retired Master Gufighter/Retired Master Ranger




Revolver - Elder FOTM / Elder Commando / Elder BH :: Serous Dex - Elder 4444G
Hutch' Davitch - Elder Melee Stacker / Gimped Pikeman :: Pops Davitch - Elder Smuggler
Tanner Davitch - Elder Ranger/Rifleman :: Boo Davitch - Elder Doc/CM
Cynn Davitch - Elder Cantina Rat :: Hump Davitch - Elder Ithy
TEST CENTER


Dedith
Fri Dec 12, 2003 2:34 pm
#28

Straight up, just use the Starwars.com DB for some base ideas.


PLEX / PLX-1/ PLX-2 / PLX-2M - Portable Missle Launcher, basically a rocket launcher with more then a single shot. Including the two firing modes, EPR for intense infrared signature targeting (such as vehicle exhaust) and GAM for gravitic targeting (such as the repulsor lifts on vehicles). Aka, just give it a bonus to hit vehicles. http://www.starwars.com/databank/technology/plex/index.html


E-Web Heavy Repeating Blaster - This is your basic tripod requiring blaster variant of a heavy machine gun. In essence, force a user to use a tripod (maybe unless their strength is high enough.) While in tripod mode, allow for a melee dmg multiplier against the user. Pretty much what others were suggesting. http://www.starwars.com/databank/technology/heavyrepeatingblaster/?id=eu


Light Repeating Blaster - I don't have a direct link for this one, but I've seen it in Knights of the Old Republic often enough. Basically a rapid fire blaster rifle. Shreds targets at close range and much less accurate at a distance.


Etc, just point a Dev to the Star Wars D20: Arms & Equipment guide for a good basis. http://www.wizards.com/catalog/product.asp?886640000


Personally, I'd really love to see more realistic SW heavy weapons.


Sedory - Commando/TK

Raptor2k1
Fri Dec 12, 2003 5:56 pm
#29

E-Web Mounted Blaster Cannon


Stationary weapon with relatively low damage, but insane speed. Firing animation only shows blaster bolts flying so no need to worry abouta smokescreen lagging everything. Takes HAM and 10 seconds to set up or deploy it.Accuracy is decent at 64m excellent at 48m and horrid at point blank. Specials focus on AE surpression and DPS depending on the situation.


Heavy Repeater


You've all played Dark Forces, right? Remember the repeater? Kinda self-explanatory really. Lower damage than E-Web and worse accuracy, but still high speed. Have an 'alternate fire' special where it fires a shotgun like burst that has a small cone effect that does a decent amount of up front damage. Accuracy is bad at long range, good at medium, and not very good, but not terrible up close. Focus here is on DPS only, as adding to many posture-changing abilities and whatnot would infringe on Carbineers.


Concussion Rifle - The Weapon for Master Commandos


At master commando I'd like to see the concussion rifle available. If you've played any of the DF games with it, you know what I'm talking about. Massive HAM cost on specials, but MASSIVE damage as well. Keeping in suit with our AE specialization (and how it's worked in other games) the specials would focus on extremely damaging AE blasts that take up a substatial area - I'm thinking at least 16m or so. I envision a pretty potent weapon, so HSW may need to have their damages upped (like people are askign for anyways) to compensate. The drawback here would be fairly long refresh times on specials, like on our other weapons, and that it would have a large HAM cost, unlike the flamethrower's cheap costs. I'm envisioning base max damage ranging from 1500-2000 damage on this thing, not enough to infringe on the heavy hitting Heavy Support Weapons, but enough to be a powerful asset in our conventional armory. Accuracy should be good at long range, decent at medium range, and excellent at short range - with a catch: the AE blast anhialates you at this range and it's rather counterproductive. Damage type would be energy.


Flashbang


New grenade type that does no damage, but has an unavoidable AE blind effect (unless you have resists to blinding)


Proximity mines would be cool, but I'm not sure how we could practicallu implement them at this point.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


maxwell907
Fri Dec 12, 2003 7:33 pm
#30

What the commando really needs to me is as follows



something with AP. I dont know what, something like a machine gun laser rifle that shoots really fast and has relativly low dmg.


Better looking flame thrower that dosnt shoot massive balls of fire, if you havnt noticed flames arnt in a ball of crap you shoot at someone, its usually a stream of fire.


HAR to be usefull.


Grenades that are usefull. More grenades in a kit. paying 3000$ for 5 grenades isnt worth my money.


Seeing as how we are Commandos (Elite soldiers) we should be able to outdamage someone who is punching dont ya think?


something to use heavy support weapons on. I have a couple and have only fired one once. Besides that my flamer does more damage. And for the cost it isnt worth it.


I would really like to see commando specific armor, maybe something with a cool camo scheme.


thats about it.

RebelFire
Fri Dec 12, 2003 8:27 pm
#31

Don't forget a flechette launcher, area effect weaponwith specials to use anti-personelor anti-vehicular flechette canisters.





Glubby McGlubGlub - Eclipse

Otwoo Reehihop - Kettemoor/Eclipse
NobodyHasThisHandle
Fri Dec 12, 2003 8:57 pm
#32

An Light Ion Cannon.
In the Star Wars universe, ion cannons are used to disable shield generators, droids, and other electronic equipment.
With new stuff rumored for Droid Engineer, Vehicles, and the already implemented personal shield generators, an Ion cannon weapon would be useful.
Stick it in the HSW tree somewhere around level 3.
Low HAM cost, best accuracy at long range.



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
Zariell
Sat Dec 13, 2003 6:46 pm
#33

folks, pistoleers shoot at 1.0 speed, hell even master rifleman do as well.


Its simply retarded to ask for a machine gun with 1.0 attack speed.


Change that to .1 or .05 and you have yourself a decent machine gun. (Thats 10-20 rounds a second)




Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


DrummDude1
Sat Dec 13, 2003 6:58 pm
#34

some type of mounted machine gun


some kind of commando kit for feild tactics. (Camps maybe, camo?)


Mines or remote grenades




Vanrok A.K.A. Vanrok of -HK-
Breaking Imperial hearts and faces on the daily. Bukuma's sharer if wife. Glow bat of non existence wielding forum posting hottie
(ggggggggggggggggggg][gccccccccg][ggggggggggggggggggg)


GalakFayar
Sat Dec 13, 2003 9:01 pm
#35

Personally i'd like to see the Commando recieve some or all of the following


Camo Camp kit .. when constructed looks like a hollowed out log or something that looks like it could be prt of the region its placed in.. the commando inside should be hidden from veiw and should be able to attack from this location .. althought shots and muzzle flash should be visable. standard healing of wounds could be performed byt only by the commando .. and only he/she should be able to make use of it .. no groups sitting round the camp-fire on this one.


Thermoptic Camo Suit .. almost completely invisible suit that provides little to no protection from anything but the mark 1 eyeball. This should be usable by the commando for a limited time.. say a maximum of 5 mins before requiring a recharge with droid batteries (maybe more than 1).. this would enable a commando to slip into a facility or areaun-noticed.. although droids and turrets should be able to detect the commando due to the visual systems incorperated into the devices.. this suit would allow the commando to make good use of the next item...


Remote Detonator Triggered Explosive Charges.. Name says it all really.. should do a minimum of1000 damage per charge. These should be planted on a stucture or in the path of something that you wish to destroy, charges could be placed in groups or thrown but any explosion near by.. even a simple blaster shot could cause the charge to detonate early... usefull if the commando places numerous charges (maybe the detonator only should trigger the last charge placed) Commandos wearing the Thermoptic camo should be able to place these whilst hidden from veiw.. but when the trigger is armed the camo should flicker and have the remaining charge time left cut in half.. interferance from the remote arming device


Commando Survival Knife.. Think Rambo's blade, should obviously be close ranged but should deal a large amount of damage.. say 200max (i know its not that large but we dont want to make the thing into a vibroblade.. unless thats what it becomes) nothing much to say really about this one as it functions the same way as any other blade


Ranged Weapon Alterations.. A commando should be able to modify his/her weapons.. adding a silencer / suppressor being the modifications i had in mind, this should make the weapon almost completely silent and remove any muzzleflash.. at the cost of reducing the damage done, accuracy, range and rate of rire (although not by massive amounts.. 10% max).



Just my 2 creds worth




i wrote a sig here once, it had colours
y 4 r u teh h8???? ¯\(º_o)/¯
PanzerGR
Thu Dec 18, 2003 9:00 pm
#36






DukeGnarley wrote:

Currently as it stands, i am a master commando and my FT is 3.8 860-1149. i am being out damaged by all of the non elite classes including pistoleer (non krayt weapon at that) and teras kasi. Commando, IMO, should be the most damage dealing class in the game. currently, after being commando for over two months, feal that the class is broken and worthless for the skill points used.


If commandos were to get a new weapon, i think it should be something much faster. I have no idea what an E-Web is, but if it's something similar to a heavey machine gun, then it would be very worth while. I think the normal shot should be a cone, so it could affect multiple targets. to keep things fair, commandos using said weapon could be limited by having to walk (not what most people refer to as walking, but actualy walking, there is a command for it, try it out some time).


Right now teras kasi does more damage (per time interval) than we do in PVE, and most non elite combat professions (pistoleer, rifleman, carbineer, teras kasi, etc.) are kicking our butt in PVP. the skilll points these people use to get there professions only equals the skill points we need to obtain the requirements for novice commando. am i the only one noticing this?








what world are you living in?


i can not hope to do more damage than a commando can. Speaking as a master pistoleer i think your nuts sayingyou cant do more damage than me.


i guess that means i could kill an ATST before you too


/sarcasm off





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Darkanarkio
Thu Dec 18, 2003 9:13 pm
#37

Guys be realistic we have to maintain some kind of weapon balance...

What about something really usefull

Now ATSTs sport 50K ham and dont miss so why not:


Heavy EMP Launcher: Disables the armored vehicle or defense weapon ( turret ) for lets say 45 seconds. Why u ask, well these weapons have insane dmg... This game lacks stratergie, well other games use "calms" and "mezzmerisations" why not have a weapon that gives electronical disability for 45 seconds, this way they still are powerfull, owners and defenders must take out Commandos in order to prevent this disabling of their devices... makes perfect sense.

--------------------------------------------------------------
Launcher Pistol Defense Line: As u all know, most commandos run in with vobro knucklers or LP to rocket launcher or any kind of heavy weapon RANGE. ATST currently blast u just by hiting the 64m mark. So why not have a chance to evade this first attack before runing into the range... same goes for turrets.

OR

remove or replace the HAR from the game and give us some kind of shieldng device in which we cant attack while carrying it but gives us an enormous amount of ENERGY DMG shielding the kind turrets and atsts shoot.
NobodyHasThisHandle
Thu Dec 18, 2003 9:22 pm
#38

In short, make AT-STs useless again?
Did you notice that since the AT-ST got blast damage vulnerability that imperials almost never used them?
Every time I saw one in Anchorhead during an imp raid, the rebels would always be dusting off their shirts afterward asking why that idiot brought it with him.
Now they're hard to kill, just like they should be. Nobody in the movies soloed an AT-ST (at least nobody human/non jedi) so nobody in this game should be able to either.



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
Darkanarkio
Thu Dec 18, 2003 9:28 pm
#39

Man i see u write stuff and i actually think u are a cop in real life, power trip is all u really want huh? be able to take down ppl by just sending in something thats not even strategic or hmm have u thought about it, NOT FUN for other side... just like having a gun in your hand with a badge in your chest... oh wait, your imperial... lol
Page 3 of 4