Commando Archive

Thread: How the Commando SHOULD be Implimented

CrulleFasadi
Wed Aug 13, 2003 4:55 am
#27

This sounds like an excellent idea, one of the best I have read. But looking that you need skills of Pistol, Carbine and Rifle to use all the different weapons, being a master Marksman may still need to be in the Pre-reqs.



Crulle Fasadi - Commando/Doctor
Labelchild
Wed Aug 13, 2003 9:40 am
#28

You my friend and a pure gueiness (sp?). I absolutely love the idea of being some sort of Metal Gear Solid, Solid Snake, Sam Fisher badass. I seriously hope the devs look at this seriously.


Thanks for the hard work.



COMMANDO FOR LIFE BABY




Ryoma Starfire the Human Commando On The Kauri Galaxy You need droids talk to Kagu Ocoi, he be da man


Pownage


LBC69
Wed Aug 13, 2003 2:25 pm
#29

Sony should hire this guy(original poster)right now.

Tamrael
Wed Aug 13, 2003 5:52 pm
#30

So very true... all of it


The only real suggestion I would propose issimple - Rather than including yet more types of rocket launcher in the Infantry skill tree, reduce that to only including fragmentation launchers. Then, on the other two types, include a weapon like an upgraded flamethrower. Flamethrowers just aren't the kind of weapon to be anti-armor, since fire is really only effective if it hits a fleshy part.


Also, perhaps flip out xxx Rocket launcher and grenade for an upgraded acid rifle and an acid grenade (or perhaps an acid rocket launcher that's set to do damage over time instead of a single big hit).




--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
Vardion
Wed Aug 13, 2003 5:59 pm
#31

Excellent ideas! But wouldn't that make the commando a viable combat profession?! *gasp* ....Oh, wait.....THATS THE WAY COMMANDOS SHOULD BE! haha, good post



-Toryn Bristow
Faraed
Wed Aug 13, 2003 6:39 pm
#32

Very well done DOPkick. Now if only we could get some developer attn in here.



___________
Faraed Spyne
Ibiro
Wed Aug 13, 2003 7:19 pm
#33

Good post.


In particular, I like the diversification of the Commando's abilities, bringing the Commando-myth into the gameplay more.


I would make a few changes, and these are just my initial reactions.


1) Seems to be slightly overdone on the Rocket Launchers. Weapon-wise, I'd like to see more anti-personnel weaponry along the lines of heavier repeaters and rapid-fire weapons as opposed to the obligatory boom-makers. I think some should be there, but I'd like a different equipment set for anti-infantry - whereas I think the big booms work well in the anti-armor/installation line.


2) I presume that you would leave all of the existing specials in there somewhere, but it's unclear where the flamethrower and acid rifle special attacks would be granted. Would you even include them at all?


3) Too many weapons overall. If you consider that most classes stop gaining weapons at the novice-elite level, this Commando tree is a little overblown on weapon types and variants. It seems that you used the grenade template to spec out the rocket launchers, which might be totally appropriate. Why not be certified in one rocket launcher, and gain ammunition types instead? Variable ammo would be great, and could extend well beyond what you have here - think of the Scout's traps, and you can imagine what a variety of effects might be possible.


Adidtionally, the weaponry additions (even more are appropriate, but let's keep this realistic might require nudging the flamethrower and/or acid rifle out. Do we consider these a good fit with how we're perceiving the Commando? I think so, but the group might feel otherwise.


4) Passive bonuses, specifically defensive ones, have been omitted or forgotten. Things like defense against state effects (stun, etc.), dodge, and damage resistance are definitely necessary (and logical) for what should be the most combat-hardened class in the game. I think Field Tactics, even in the current trees, should house these missing bonuses.


5) Stealth, while nice, doesn't make much sense. I think this template is a little tooaimless (but a great brainstorm) right now, and Stealth is an indicator. Stealth would be a fantastic skill if we were slated to be more like infiltrators or sabeteurs - as it is, however, all the heavy firepower isn't stealthy at all. It would make more sense to use the passive bonuses above if we're going the POW-POW route, but stealth would be a better fit if we were using things like silenced weapons, advanced camoflauge (like holo-suits?), and more "finesse" related skills. Someone alluded to Sam Fisher and Solid Snake. They had stealth, and they were very precise, often understated Commandos.


I think the key would be to pick a direction for the Commando (see my "Take up the sword..." post for a beginning ideation on the TYPE of Commando we should be, because it can vary in huge ways. Discuss here, talk much, and let's try to weather this storm and come out the better for it.


MasterExarKun123
Wed Aug 13, 2003 11:48 pm
#34

One of the best posts I've read on these forums.
SOE should hire you.


This would requirea complete overhaul of the Commando class, which would be complicated, but would be well worth it.




._-Koren Fodakan-_.
Leader of The Phantom Legion
All Around Noob



CommanDOH
Thu Aug 14, 2003 1:35 am
#35

Well, I have to say this was not such a good Idea for the most part.


Launcher pistol should NOT use pistoleer skills, its unique to commando and should have its own specials.


You said commandos should get +10 terrain negotiation but if you get master exploration to get commando as you stated taht would not help. Only the first 50 points of terrain navigation give you the ability to move quickly uphill. The rest affect your ability to move quickly while prone.


I am fine with acid rifle and flame thrower being not meant for our main weapon IF they give us a main weapon! Bounty hunter gets pistol and carbine. And very good bonuses for it. and their own specials. We deserve at least one I think. Launcher pistol could be it, but it needs its own abilities. The ranges all need to be changed of course. 0.0 is ridiculous.


GIVE US OUR RESOURCES!




Commando/TKA
CommanDOH
Thu Aug 14, 2003 1:52 am
#36

Sorry for double posting here.


I dont think you can get this radical of a change implemented, and while the idea might be nice it wont happen!


Have to work with what we have but improve it with things already there.


One guy had a great idea of putting FT and HAR into same tree since they are basically the same type of weaopn with the same use, only one should be for range and one for close combat. Give the launcher pistol its own skill tree with its own moves. Or maybe some type of an assault rifle, but launcher pistol is best bethere since we already have it. This way we have a viable primary ranged weapon.


Hell, I would not mind Beam cannons being deleted entirely. They use charges so they are throw away, they are expensive, unimpressive, and hard to come by. I would say instead give us a knife fighting tree here. . and certain specials like Sneak attack and backstab type things. maybe throat slice. This way we woudl ahve close combat, justifying hte unarmed, and we could have some stealth skills here so we could get in clsoe to use it on ranged. doing this stuff with Vibro knives would be fun.


In order for the above knife tactics to work I would say they need to put the stealth stuff into Field Tactics tree, it is our general combat tree. Put stealth and some terrain negotiatoin in here. that way we can get teh stealth abilities to do the knife fighting and the sort of covert thigns a real commando would do.


So I would say this:


1. Combine HAR and FT trees, they can be secondary weapons then with their two lone specials. And they can be rare if they want.


2. Give us Launcher Pistol tree with unique moves for our main ranged. MAKE THIS WEAPON ATTAINABLE WITH THE RESOURCES WE CAN GET!


3.Delete Beam cannon tree! Give us some sort of a Knife Fighting tree to give us H2H combat to justifying the unarmed skills. This should have its own stealth based specials.


4.Now, put your throw away weapons in field tactics. Grenades, rocket launchers, and beam cannons. Also add some stealth and some terrain negotiation type abilities in here. Other classes already have these.


The above changes utilize only thigns that are already in teh game. And it would make the commando a viable fun class.







Commando/TKA
dopkick
Thu Aug 14, 2003 3:40 am
#37



CommanDOH wrote:

Well, I have to say this was not such a good Idea for the most part.

Launcher pistol should NOT use pistoleer skills, its unique to commando and should have its own specials.

You said commandos should get +10 terrain negotiation but if you get master exploration to get commando as you stated taht would not help. Only the first 50 points of terrain navigation give you the ability to move quickly uphill. The rest affect your ability to move quickly while prone.

I am fine with acid rifle and flame thrower being not meant for our main weapon IF they give us a main weapon! Bounty hunter gets pistol and carbine. And very good bonuses for it. and their own specials. We deserve at least one I think. Launcher pistol could be it, but it needs its own abilities. The ranges all need to be changed of course. 0.0 is ridiculous.

GIVE US OUR RESOURCES!




Master Scout gives you the last 10 points of terrain negotiation to bring it up to fifty. Only up to exploration III do you get bonuses to terrain negotiation without becoming a master scout.
CommanDOH
Thu Aug 14, 2003 3:55 am
#38

hehe, perhaps I was mistaken regarding that point. But I still feel teh same way about pistol xp and launcher pistols. How about some feedback on that second post of mine? That is the one that I really wanted people to see.



Commando/TKA
MajorDork
Thu Aug 14, 2003 4:35 am
#39

Excellent ideas I had thought along some of the same lines myself. The most beautiful aspect of this is it's an extension of one of the 3 main ranged weapons lines pistoleer, carbineer, rifleman. Allowing you to customize the type of commando you would want to be.

True a master commando would be non existant or if they were pretty much inferior to a custom commando. But this lays along the same lines as the bh/pistoleer and bh/carbineer. The accessory skills being picked up from an elite hybrid class while the main is the elite ranged weapons class. Atm bh/pistoleer and bh/carbineer are two of the most successful ranged designs in the game. Neither can be a master bh but both could easily beat a master bh any day of the week. I love it!! Too bad most people always think you must master a prof if you take it on instead of taking only the elements you are interested in. However, with this design you could obtain master commando and your primary weapon elite prof preference.

This design allows for 4 types (specalities) of commando based on primary weapon preference alone and even more when you think of the dynamics of it. This is what one of the most elite profs in the game should be. Hell implement this and raise the combat xp cost to 300k I'll still take it because it would now be worth it compared to the scrap we're dealing with currently. Whipe out all current commando skills (and even chars if necessary) if you need to for the redesign I'll be more than willing to sacrifice my entire commando title and xp for this (and even my whole character if need be).
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