Commando Archive

Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*

LordSeckmoth
Tue Feb 24, 2004 10:33 pm
#27

The E-Web is a tripod mounted assault rifle, powered by a portable fusion generator. It takes 2-3 people to carry and operate, but is heavy fast fire against any infantry, allowing for a crowd control aspect.


*Still working on mine; planning on doing one for E-Web and one for Assault Rifle. What would everyone think of a SL/Commano combination for the E-Web and Assault is ours?*


Aidn
Tue Feb 24, 2004 11:09 pm
#28





I have been a strong supporter of the E-Web ever since I first learned what it was! My idea of the E-Web is what you have stated, LordS. It has incredibly fast fire rate and heavy damage. I know that this alone would never pass, because of the fact that it would be incredibly powerful. Thats why I would prefer it to be a stationary gun that requires a two-man team and a fusion generator, as stated above. The usefulness of the E-Web would be in PvP against bases, and maybe military vehicles in the future. I believe that the E-Web should be a Master Commando certification, because of its power and speed.


E-Web Heavy Mounted Assault Rifle


Damage Type:Energy


Min Damage: 500 Max Damage: 1200


Attack Speed:0.5


Accuracy Mods: -25@0m, +0@64m, +15@84m


Wound: 20%


Armor Piercing: 1


* Requires Master Commando certification for the main operator and Heavy Support Weapons I for the generator operator. Setup time is 2:00 minutes, and can be set up by one person, while operation requires two.


* Fusion Generators last for 50,000 shots of the E-Web before needing to be replaced. These batteries would bedifficult for Weaponsmiths to create, requiring a good amount offusion energy units andspecific metals to create the casing. The gun itself would be very difficult to create, but as I am not a Weaponsmith I cannot post ideas on this.


This weapon would be perfect for taking out those annoying turrets or providing covering fire for your group in base defense, but the limitations placed on this gun would balance out the incredible damage and speed.


http://www.starwars.com/databank/technology/heavyrepeatingblaster/?id=eu


No specials will be granted to this weapon, as its certificate is in the Master Commando box. As for the idea of a new weapons tree, I would like to see either a Launcher Pistol tree created, or an Explosives tree consisting of explosive charges and mines. Oh yes, add some Terrain Negotiation into the Field Tactics line (+30 Terrain Negotiation).

Message Edited by Aidn on 02-25-2004 08:00 PM



__w_____________________
Aidn of Shadowfire
Master Commando-Teräs Kasi Artist
Unguilded
No current residence

Ster
Wed Feb 25, 2004 1:36 am
#29

I am repeating some of what other people have said here but lets have at it anyways. I have been a commando since beta so here are my two cents on what needs to be done.


Merging the FT and HAR trees: It just makes sense. The DEVs just didnt have enough time to come up with another weapon so they split the trees. (Beat dead horse here)


Don't make the pistol launcher its own tree: Terrible idea in my opinion. This would be a cop out if nothing else. If you want to use a pistol, then be a pistoleer. I want to see weapons that single us out, not make us like another profession.


Mounted weapons: The best new weapon idea that would single us out from the other professions would be a line that is dedicated to weapons that must be constructed and mounted for use. Basically it is like calling a pet or vehicle but it cannot move. Not sure how it would be implemented in-game but it would obviously do considerably more damage than the portable heavy weapons. They would also have a considerable range.


Repeating Blaster: This would be a light version of the E-Web which is too heavy to be carried.


These are just a few ideas. I am not very good with knowing the specifics as far as crafting is concerned. Hope this helps a little.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
FrankLee
Wed Feb 25, 2004 2:23 am
#30

I'd like to see Commando as a demolitions expert. Granted we're not the light-infantry that some real-life 'commando' units are, so why not seize upon the concept of demolitions and actually make it worthwhile?

Fix the HAR, of course. Make sure the skill modifications actually function as intended. That they've gotten this far withouth being proofread/bugchecked is inexcusable. If it's an Acid Rifle capable of getting through shielding, make its AR reflect that. If not, fix the description of the weapon. If it's a big super-soaker and a waste of time, say so.

Flame throwers... I love them. I'd like to see the cone let out a little bit, I rarely catch more than one opponent in it. FlameSingle should have a greater range than the cone, it's being fired like a standard weapon for that special, it should have increased range (maybe 30m, maybe 40m).

Grendades... presently hard to find consistently, and kind of a pain to use. Also, the times I've used them, there's been problems with the damage not applying to everyone that was attackable, or applying to me. I'm ok with failure damaging my avatar. I'm not ok with a bad guy 'dodging' a grenade blast. Nobody dodges grenade blasts. They need to rethink the combat spam, I could understand if they evaded most of the shrapnel, but to 'dodge' a grenade is like dodging rain in a thunderstorm. Would be a great idea to add better NPC animations/AI for grenades too, so that if one landed in their midst they bolted, or blew all over the place when it went off. Grenades should kill just about anything made of flesh, even in armor. If the guy wearing uber composite doesn't die from the grenade, he falls down. Investigate the physics carefully; he falls down.

Emplacement-type weapons... How about some weapons that are a bit like the nalargon in use? Dropping an E-Web or heavy repeating blaster would rock, and the code models already exist. Personal turrets, mortars, howitzers, that kind of thing. The animations should be pretty straightforward, and could be stolen from other in-fight animation schemes. I'd make them have a very low chance to hit moving targets like people, but a normal or higher-than-normal chance to hit vehicles or installations. Imagine how cool it would be to have your mortar set up to assist in taking out a base's turret, or you deploy your own personal turret to try to blunt the effectiveness of that rifleman hiding around the corner? These 'emplacement' weapons could take lots of resources to craft, and perhaps require both WS and Architect parts. They'd be limited use, maybe you can drop the howitzer 5 times, but it takes time to deploy and set up, and gets beaten about somewhat in the deployment. They could improve defensive modifications for the operator, making them very 'covered' and hard to hit, but not impossible. They could also have a significant re-storage time or simply a long disengagement time where you would be a sitting duck while you were trying to climb out of a seat.

Mines... Mines should be mines. You should be able to drop them without tying up lots. You should be able to (if you were crazy enough) run up to a base or turret with 15 lbs of explosives and stick them to the wall with a timer and flee. While the PvP aspect of this is almost meaningless directly, indirectly it'd provide a great way to hole walls or take out turrets. A commando could /installtimer n where n is the delay (hope you trained that skill, otherwise you could become putty) and /affixbomb to a turret... and make the affix command have a distance of 1m.

That's my vision, take what you will from it.



FrankLee
--------------------------------------------------------------------------------
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Jedi = Luke Skywalker - What friggin' genius designed this PR campaign?
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AnXdiety
Wed Feb 25, 2004 3:39 am
#31

My idea for the best replacement to the HAR is something a bit more involved. I would recommend something towards the likes of this.

For the skills merge the HAR with the flame thrower line. Then create an entirely new line for this new weapon. The new weapon would have 5 module slots possible in it. As a sample idea for the tree it would be:

Novice

accuracy +20
speed +20

box 1 through 4

accuracy +15
speed +15
enable module +1
setup speed +5

Master

accuracy +30
speed +25
enable module +1
Setup speed +10

Now this would be a stationary weapon. The accuracy should be +0 @ 1m, +100 @ 48m and +80 @ 64m. It would also require a 60 second deployment time. This deployment time would be reduced down to 30 seconds for masters with mods. There should be a base attack that is ap0 and energy damage ranged about 100-200 damage at about 5 speed.

The idea behind the modules is to customize the weapon. Each module would correspond to the slot in which it was placed. Each module would also be designed as its own damage type. They all should be ap3 and do around 300-400 damage at about 4 speed. By having each module as a seperate damage type would could order customized weapons. Some may want a Heat/Stun/Acid/Energy/Electricity damage weapon while others may want to mix in other damage types with that. As you progress through the tree would you be able to switch the use of modules and use more varied attacks from said weapon.

Pros:

High Damage
Customizable attacks

Cons:

Long set up times
No movement, stationairy position





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

SuperTurbo
Wed Feb 25, 2004 3:53 am
#32

With the new DXR6 Rifle with it's AR2 and nice damage, the HAR seriously needs major, major fixing. Hopefully Publish 7 will make it a AR3 weapon since the DXR6 is an AR2 for Rifleman.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
SuperTurbo
Wed Feb 25, 2004 3:56 am
#33

Forgot to mention, the DXR6 rifle, like it's pistol, and carbine version is an Acid damage weapon. To have this new Acid rifle with AR2 while our Heavy Acid Rifle only doing AR0 is horrible. We will have to wait and see.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
HootGibson
Wed Feb 25, 2004 4:27 am
#34

If they are gonna replace a weapon I think they should replce it with the heavyriffle the Coomado clones used during the movie StarwarsII. I dont know what its called but its hold at the hip and fired from the hip pretty cammando like.


Major Hoot Gibson(All rebel baby)


Master Commado & allmost Master Tera Kasi


HootGibson
Wed Feb 25, 2004 4:28 am
#35

Sry for the crappy spelling.
Bigjimmy1
Wed Feb 25, 2004 4:55 am
#36

I just want them to fix the Acid rifle, and give us more accuracy to somthing that we can use on a daily basis.



Everyones a hero of there own story!
RSBarak
Wed Feb 25, 2004 6:39 am
#37

I like this idea of a rifle that fires quite quickly and does stun damage with specials at 30m at least. It would look like the rifle the clone troopers used in episode 3 and would have a similar looking fire effect. I would like to see it have some form of armor piercing (AP2, but preferably AP3 as the clone troopers manage to peirce the droids armour).


Also, the HAR...Why would i use it when i have the flamethrower? It should be merged with the flame tree along with the launcher pistol, which should be given a couple of specials...perhaps KD because of the blast or Dizzy because the fire all around the target causes them to be disorientated. To give the HAR a use just make it an acid varient of the flamethrower, same stats but acid damage for those suprisingly numerous things with a high heat resist.


Some kind of continuation of the prerequisite of unarmed 4 would be good to see. Perhaps a bit of melee defence or a couple of specials that involve hitting the target with the butt of your flamethrower (not much damage, the main purpose being to apply a stun state or other to your target).


This E-Web idea, its good but im not sure how easy it will be to impliment it and with high damage and low speed whats to stop players camping starports...? Maybe an E-Web could be powered by harvistable energy. Maybe only power from a fusion reactor. (just some suggestions for limiting its use)


I don't like the idea (forget who posted it) of a morter or whatever that degrades each time you place it.


The heavy weapons atm, great...if you have the means to obtain them, have a long time to shoot them and don't mind missing alot. Perhaps some kind of more significat accuracy increase at master woulden't be out of the question. More uses would also be nice to see, 100 seems a bit much but perhaps 40-50 to prevent the feeling most commandos have when using guns like the Heavy Particle Beam Cannon that they are simply shooting money at thier targets. However as i have not advaced along that tree yet and have not had the opportunity to use these weapons I will say no more about them.


Grenades, I can do more damage at less HAM cost to a target in the time it takes to throw a grenade, grenade accuracy is also not too great. However I have not yet used thermaldetonators or anything beyond cyboban grenadesso no further comment.


Basically most of what i've said is just repeating others, the majority of the ideas posted so far have been good and I would be happy to see them implmented in game. I especially like the idea of replacing the HAR or moving it into the flame branch and using the free tree to give commandos a stun rifle of some kind with a blue firing effect.


by the way please excuse any spelling and/or grammer mistakes I have made, it is late where i am at the moment. :-D



Serion Mourir
Xerion Mourir
Visit a New ST RPG: USS Lakota Website
Eonn_Topaz
Wed Feb 25, 2004 7:32 am
#38

Lots of good ideas. Some I'm going to borrow, some are my own (or at least I didn't see anyone else mention them here).


First, make the Commando Profession one that actually USES the skills that are required to achieve Novice. Right now we do nothing with UA, and we can only use Marksman Specials with the Launcher Pistol (and only the Pistol or Rng Spt Specials at that). More to follow below.


Second, modify the trees as follows:


Field Tactics - Grenade Certs are good, keep them as is, though the accuracy seems to need work. Add in a UA special or two, a "Takedown" move that allows us to both KD and Stun an opponent that we sneak up on. Add in a "Stealth" modifier that helps us sneak up on the opponent.


Heavy Weapons Support - Add in the Light Repeating Blaster and some specials. Maybe "Heavy Weapon Legshot", "Heavy Weapon Bodyshot" and "Heavy Weapon Headshot", thus allowing us to target specific HAM Pools with our weapons.


Commando Weapons - This is a combination of the Flamethrower and Acid Rifle Tree, plus it would include the Launcher Pistol. Keep the specials that are already in place for the FT and AR. Add in similar specials for the LP, and add in speed and accuracy mods for the LP. Finally, allow your Marksman mods and specials to be used for each weapon. Pistol mods/specials for the LP, Carbine mods/specials for the FT, Rifle mods/specials for the AR. There might need to be a reduction in the FT/AR/(proposed)LP mods to keep the combat balance, but we would now get to put our Marksman skills to work.


Emplacement Weapons - This would be for the E-Web and other similar "crew-served weapons". A previous thread discussed how for this weapon you have to kneel and don't get to 'Dodge'. Great idea. No to add my own. You can carry these "Emplacement Weapons" with you, but to actually emplace it or displace it activates a timer, 60 sec in duration, during which you can only kneel in the spot where the weapon will go. As you progress in skill boxes, your 'timer' gets shorter. These weapons should be devestating in power, but have some limitations. Limited uses is one, though able to 'reload' would be cool. Also, have them decay like vehicles, this to prevent camping. Specials should be included, like an "EmplcementAreaFire" or "EmplacementAutoFire".


That's my thought on the subject.





Eonn Topaz
Galactic Freedom Brigade
Daker-Naritus
Wed Feb 25, 2004 9:58 am
#39


I don't want the HAR gone...I just want to to be merged into the flamer tree to make room for launcher pistol tree and specials.



My reasoning is damage type: Lots of things have blast and heat resists, we need a viable weapon that doesn't.



As far as an E-Web or other type blaster is concerned, my main question is why? Once they all work, we will hopefully have heat damage (flamer), acid damage (HAR), blast damage (launcher), and a whole bunch of short range (grenades) and long range (rocket launchers) expendible weapons of various damage types. With all of these weapons we can move around and use various effects.


If we get a new heavy hitting/rapid firegun, it will undoubtedly have huge drawbacks to account for the power (ex: with an E-Web on a tripod, you wouldn't be able to move and would suffer some sort of defense penalty for being stationary).Itwill also likely be energy or blast damage...both some of the more highly resisteddamage typesfor all but tanks and turrets. We will lose some of our currentarsenal, to get something with the same damage types and drawbacks as we currently have. It's not worth the effort, and will end up screwing things up more than they already are.



However, to keep this constructive, try this: Add guns like the E-Web not to player arsenals, but to bases and battlefields as structures. Make them usuable ONLY by commandos with certain skills, and unmovable structures(attached to the base or battlefield).The E-Web for bases can be bought and placed in place of a turret or in the area surrounding the base, and destroyed just like a turret. Basically, it creates a player controlled turret on the base or battlefield.


I think this would be a great addition to the game, and would give us a great role in the GCW.


Message Edited by Daker-Naritus on 02-25-2004 11:00 AM

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