Commando Archive

Thread: What to do with our Brawler *Unarmed* Tree?

MightySquid
Fri Dec 05, 2003 7:54 am
#27

I would love to see some sort of grappling move. Something that would delay both you and the attacker while providing a root. Only usefull in a group as another character is required for damage, but still useful.



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Gard Keylley
Teras Kasi Master, Commando 4040, Master Marksman, Scout 4040
Retired Master: Scout, Brawler, Entertainer, Creature Handler, Ranger, Commando
TechnoHic
Fri Dec 05, 2003 8:25 am
#28

Alright, I have had enough.


Leave UNARMED requirement where it is!


For god sake are you fools? This is the only saving grace that I think can justify us being super soldier type class, otherwise, BH's should be by far tougher than anyone and we should be no better than a pistoleer.


Dont you get it? While I admit that like Tal said that it is poorly implemented, we need to work to get it implemented properly not get it removed. We are commandos, not some sort of master marksman explorers. If you say drop the unarmed, I say if they do they should keep the 2.5 damage mod for us cause there would no longer be any justification that we should be any togher than any other marksman and without unarmed, carrying a huge weapon, there would really be no way that you could thwart a melee attack. If you dont know how to fight to begin with, surely with both hands busy holding something you wouldget creamed by some melee weapons expert if they got ahold of you.


Unarmed requirement justifies us being tough. Those that say add exploration to the profession, when are you going to learn you dont need it anymore? For god sake, go buy a mount, or speeders will be coming here soon, get on TC and try one out. While I see that commandos need to be able to survive and such we dont need to be trying to change the requirements. Look at CM's. They dont got scout but got terrain negotiation. Who cares anyway.


As far as making our own weapons and stuff? No way. It will still cost us to find the materials and then it would take us more time. I used to be a weaponsmith and trust me, I left cause I couldnt stand how much time I was spending trying to craft crap. I make plenty of money to go buy the stupid things that your worried about that dont work anyway. Just focus on getting them to be worth the money instead of us making more worthless **edit**.




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Elder Commando
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ChewGoBack
Fri Dec 05, 2003 9:53 am
#29

I like the Royal Navies description of our profession .


I think we need something like that from the devs. We need to know what their vision of the profession is.


Personally I would prefer exploration 4 as a requirement, its more useful andthey could continue the line in field tactics.


I personally don't want any melee moves, maybe they could give us some throwing dagger/star skills. Like traps that can be used on humanoids, give us the ability to apply poisons/drugs to them for stat effects.




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TheBlacksword
Fri Dec 05, 2003 9:54 am
#30

Either get rid of the Unarmed requirement entirely or give us some kick-butt unarmed moves. Of course, good commandoes with nice FT's can do thousands of dmg, so why use a combat knife or something? Maybe give us a one-hit-one-kill throat-slice combo or something. Make us get in close, but make it worth our while.



Rokran Chogar, Nemesis Syndicate Council Member
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LordSeckmoth
Fri Dec 05, 2003 10:20 am
#31

To let you know where I personally stand:


I am in-favor of keeping the unarmed tree, because it would be nasty i that was changed for current Commandos, and adding moves for us. Nothing to compete with TKA, but some dirty tactics that would be fun and useful in Combat. Disarm moves that would delay the shots from the next attacks, things that would basically make it so if someone did get in close we could get back away to ranged where we belong.


Also I want to clarify what I mean by needed skill sink. If we removed the Brawler Tree, the Dev's would want to replace those SP's with another tree, not free up more. So I am thinking ahead and we would need to suggest a tree to shift those points to. Nothing that would be useless

tacwraith
Fri Dec 05, 2003 10:32 am
#32

lordsecko, the problem is that practically *any* unarmed move we can get will be fluff and nothing else.


think about it. If you are in punching range of a ranged player, you are MUCH better off flaming him. Why use any unarmed skill? its outright stupid.


If you are facing a melee player, then what form of melee ability can we possibly get that would help us? Nothing, a melee will, and SHOULD, slap us into the dirt to punish us for being stupid enough to drop the napalm squirter and raise our fists.


insofar the unarmed tree is a point sink. nothing else.


"Nothing to compete with TKA, but some dirty tactics that would be fun and useful in Combat. Disarm moves that would delay the shots from the next attacks, things that would basically make it so if someone did get in close we could get back away to ranged where we belong."


we already have it. its a BRAWLER (not 'unarmed') skill. its called Warcry.


and we cant ask for a better warcry because master brawlers would then be seriously pissed. we cant ask for better COB or the true melee classes would be cheated out. we cant even ask for effect 'punches' because they are all teras kasi moves!


we cant get anything out of the unarmed tree... would be better to switch it for engineering4 and get our own charged weapon schematics.







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TechnoHic
Fri Dec 05, 2003 10:37 am
#33

Ahhh I see now. Some of you are just barely commando arent you? lol and Blacksword is almost master scout. And another talks about using BH skills with the LP?


It is important to see what I'm seeing now. I think I'm seeing BH's dablling in commando lol and they want to be both lol. That brings up another thing. I dont think the DEVs want commandos and BH hybrids all over the place. Oh, or lol.....omg...yeah then I think you can be a Poke Master and Master Commando both. ROFLMAO! I hope our correspondant knows who us full hearted commandos are out there. I was wondering from what rock some of these people crawled out from under.


If you want to say that commandos need scout more than unarmed I would argue with you. All soldiers in every military anywhere have always learned hand-to-hand combat and while I see your point of needing survival skills and terrain negotiation you could also say we need medic for basic first aid, and yes also artisan to field strip our weapons.


/mood sarcastic


Heck, why dont we just take all the professions as a pre-req. Yeah, thats right, then we can just do everything and live as a hermit in the middle of nowhere cause we dont need anybody. Yeah! We should even be able to dance naked in front of a mirror for ourselves to heal our own battle fatigue, not to mention, imagine how much battle fatigue you can heal when you can do the full service job to your self. Maybe I could fly to, oh and tame creatures, yeah thats right rancors, graulers, or just make em since I can do everything. Maybe even build my own deathstar. Now that would be cool.


/mood normal


You see what I'm getting at? A real life commando can do a lot of things unfortunately in this game you got 250 skill pool points and thats it. We got the combat part of it so our profession should be focused on that working. The other things we can still do by choice like in real life you got in special forces the guy that knows first aid, another guy that scouts ahead, another one thats a sniper, and another guy that controls the comunication lines, etc. We got enough skill points after we got master commando to do a lot of things and that is why I didnt go BH. A BH is stuck with only being able to master just BH and barely able to dabble elswhere and I dont think thats right but as for them and us, we both should accept it and expect our professions to be a little tougher than the others.




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Elder Commando
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bricks1010
Fri Dec 05, 2003 11:41 am
#34

Now I could be wrong, but with all the prof the devs had tried to bring RL in to it, I beleve what they were thinking with having us commandos take unarmed is what were we to do went we cannot attack with our ranged weapons, why they chose unarmed and not 1handed sword or some thing else I am not sure. But not to flame the devs, I do not beleve they thought beyond that, and how it would meld with the system as a whole. (I do a little programming, this does not mean I have skills on level with the Devs, this is just an over view) Anyone who has worked on a project that has more then on componet to it knows you have mult, programmers all do a certain task, when they finish and make sure it works they hand it off, with a hard copy or something along those line exsplaining what they did and how it works. Then that person or persons take it with all the other componets and squish it together. It looks to me at this point the Dev's, or QC did not really look at it as how it really works in the game it's self, (other then, that it worked)
Yes I know i am just rambling, and should stop, but i am addicted to rambiling.

As for unarmed I may use it if needed, I don't do PvP so my chances of being disarmed are slim unless NPC can do it which i have found none



___________________________________________
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With carrion men, groaning for burial."
Julius Caesar ACT III SCENE I
Skeld101
Fri Dec 05, 2003 11:43 am
#35

Tal,


As far as delaying your opponent, isn't that what Warcry does?


I'm still in the marksman tree but I always try to land a Warcay and Intimidate in every fight.

TheinGrumm
Fri Dec 05, 2003 11:52 am
#36

I am with those that are adamantly against removal of the Unarmed requirement. I think there are some good ideas here for justifying the Unarmed requirement, but rather than add specials into our tree (and thus piss off all the TKA's out there), couldn't the devs just bump up the damage done by unarmed attacks? I mean, presently, Unarmed 4 is worthless because it doesn't do any significant damage. I would have no problem applying a flame DoT and then switching over to unarmed if it actually did any good outside of eliminating the 2.5 damage mod.


I think that improvement within the unarmed branch is really the only equitable solution to the problem here. If they add specials for us, it pisses of TKA's and eliminates a portion of the niche in which they operate. If they move the skill requirements to another tree it pisses off those of us who built our characters around the current requirements (and realistically, it makes no more sense to have the points in Exploration than it does Unarmed...to me Unarmed actually makes much more sense, given the nature of our class). If they do nothing, we are left with a skill point sink with noreal justification.


However, by improving the unarmed tree, we receive no benefits that are not available to TKA's and it makes the grind to Unarmed 4 a bit more palatable. I actually don't have a problem with the current grind to Unarmed 4, yes it sucks, but I did the Unarmed 4 grind AND the TK Novice grind, so trust me, I know how crappy grinding Unarmed exp can be. I just feel that the Unarmed tree itselfis under-utilized and could be made a bit more useful if the devs would take a good look at it.




Thein Grumm - Master Commando - Scylla
JohboBocal
Fri Dec 05, 2003 12:13 pm
#37

DO NOT CHANGE THE UNARMED TREE TO SOMETHING ELSE!!!


No way. You have to justify the unarmed tree, or (yes I will say it) drop it as a prerequisite.


If you can justify it and give us commandos some benefit from taking it, then we should keep it. At present any skill in the unarmed tree we have gained is not up to par with a commando, and these skills are seldomely used, if ever. So either give us some great unarmed moves within the commando tree (I sure would hate to have to grind more unarmed to get up a tree in commando though), or drop unarmed completely.


Before you cry bloody murder, think about this:


Those of us commandos that decided to go up tka lose NOTHING if the unarmed tree is dropped. You will still have unarmed and TKA.


The only way we would get screwwed is if the unarmed tree replaced with something else. That is where it would be a HUGE mistake.


Also, currently commandos have used there points in other professions like TKA, CH, Medic, Smuggler, etc. Giving them those points from the brawler tree would allow us to use our heads to come up with better ways to be support. And wether we like it or not we are support. With these points we could implement them in different ways, so as to be better support people. If we were all exactly the same, that would kind of blow. But if I applied those points in the medic feild, and another commando applied them in the TKA feild, and if another applied them in the entertainer feild, etc. We would start to be more of a support character, and in many different ways!!!


Anyway, DO NOT CHANGE THE UNARMED TREE TO SOMETHING ELSE!!! If you can justify this requirement. If not, drop it.


Give me my points back.





Jobo & Jobi

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Ozzymydus
Fri Dec 05, 2003 12:28 pm
#38

There is no way you could remove/change the unarmed requirement, imagine the havoc that would play with all the current commandos. Plus I see it as a detterent to the dabblers. Commandos are supposed to be the best "soldier" out there, and what soldier isn't trained in unarmed combat.


I would be plenty happy if theyaddedsome melee toughness to the field tactics tree along with a vibroknuck cert or some other melee weapon that only commandos could use with the unarmed specials. You gotta remember we can't be good at everything, that is why there are other elite and hybrid professions out there.


Field tactics line would be useless, especially with mounts and vehicles. I remember never wanting to dump explore 3, but now who cares when you can jump on your mount or jump on your swoop and travel 3 times as fast.




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Tormstrooper
Fri Dec 05, 2003 12:33 pm
#39

Dear JohboBocal,


For the love of all that is holy, PLEASE take that little blue (or yellow, or pink, or whatever the hell colorit is that's supposed to mellow you out a little) pill that your doctor prescribed. Now, that being said, I didn't see a post from anyone that mentioned what would or wouldn't be fair to BH's. I could personally care less, as Commandos and BH's have nothing to do with one another (other than their shared interest in killing things that get in their way). If you were referring to my post, you might want to check again because (if memory serves) I merely stated that WITHOUT some kind of skill-point sink, that the combination I proposed was possible (and is one of those "thethingthatshouldnotbe" combinations). And as far as the skill-point sink is concearned, most (if not all) of the hybrid professions have them. It's inevitable, just grin and bear it. As far as sinks go, we should count our blessings that it's at least tied to combat, and not some form of crafting or merchant skill . Searching for an alternative (for all the good it will do) is a good thing, as it allows people to express their views in creative ways, and it even sparks some good debate. But saying things like "Justify why we have this pre-requisite, or drop it!!!" is not being either creativeor sparking GOOD debate. A PRE-requisite is just what the word's individual parts suggest. Something that is REQUIRED as a PRIOR condition. Kinda like a high-school education. It may be required for you to get a job whether you actually USE algebra or history in the scope of your employment or not. I have a few more points but I will (thankfully, I'm sure) cut this post short, as I'm at work and this post is already one of the longest run-on paragraphs I think I've ever written.




Ekiw Aloge (Tempest) - TKM/Master Medic/Master Doctor
Neswyk Rodamik (Gorath) - Master Wanderer
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