Commando Archive
Thread: First Draft: State of the Commando Profession, May 2005
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Vithar
Fri May 27, 2005 3:38 pm
#27
When I think of heavy weapons I think of the mini gun in Predator or the 4 shot rocket launcher in Commando. Devastating damage done in a mass area. To me this means we should be doing a lot of damage in an area effect. Our down side should be that we basically draw all of the aggro and without a Combat Medic or Doctor permanently attached to our hip we are pretty much doomed to be incapped every fight. We wear assault armor for a reason.
Now of course if they increase the damage output on our weapons we are going to start seeing a lot of dabblers again. I think the easiest way to fix that is with the encumberance impedements they have built into the new system. A novice Heavy Weapon user would have a lot of encumberance, they are HEAVY Weapons after all. Where as by becoming a Master Commando the Heavy Weapon penalty is now reduced to zero. The high damage gives people a reason to want it, the heavy encumberance penalty gives them a reason not to dabble.
As far as AoE is concerned I think I would like to see about 50% damage to targets other than your primary. An increase in damage is going to be too powerful in an AoE effect. The damage should be reduced to all secondary targets. The state effects on weapons should last only a few seconds. If you want to keep the same state effect in place you need to keep firing that particular weapon. Otherwise MCs could Knockdown with RL, Blind with ASL, and Burn with FT all by just switching weapons quickly? Nice but a little over powering.
Long duration effects should come from Grenades. Grenades should do a reasonable amount of damage. Say the equivalent to the 50% damage that our heavy weapon AoE effects are doing. However they have a much larger radius and the effects on them last for 30-60 seconds. They should have a high material cost to prevent people from just tossing them like candy. However I agree with the stack size of about 20. They should also keep a short throw range to prevent them from being too useful when engage with ranged mobs.
So a compentant Master Commando could open up the encounter with a devastating blast from a High Damaging RL. Which of course aggros the entire nest/camp. The mobs run to engage the Commando in melee. The commando tosses a grenade which does a decent amount of damage but more importantly snares the enemies long enough for the Commando to switch to his FT and initiate a high damage blast and a DoT. The snare breaks and the Commando has the choice to throw another snaring grenade, or possibly a knockdown grenade. Or if he is out of grenades or being frugal he can engage Hand to Hand with his as yet determined H2H weapon. At this point without a Doctor or CM the Commando is likely to get incapped.
Additionally this makes the Commando do well against melee mobs but not so great against ranged mobs due to the short range on the grenandes and the short duration of effects on ranged heavy weapons. That makes teaming with a Carbineer or Rifleman promising as they can handle the ranged battles better.
StarNick
Sat May 28, 2005 12:41 am
#28
Ill revise a bit later today, making a note about elemental (as yes, it is broken as its not even appearing in expanded combat chat).
Great ideas so far!
Great ideas so far!
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