Commando Archive
Thread: The Commando Rewamp!!! A Friday feature of the future?
Well i guess if you pull the fire suppression handle and shoot the people inside maybe.
Hehe well you can still do that ![]()
Most of the old Commando is still there, just suggesting to change the way some of the weapons work and adding more cool stuff. I removed the entire Acid rifle tree mainly since it was always something they added really quickly.. in ages past I think that was where we had the grenade experimentation and such, which never hit the live servers.. So they added the acid instead.
With a melee tree we get more into the fact that a Commando, Green Beret, U.S Marine Corps, Royal Marines..really are in RL.. they are Special Forces trainined in all aspects of combat.. be it to do forward recon and blow stuff up covertly, or charging in gunz blazing. But I do belive we need more melee aswell, it does not have to be silent melee.. you may scream if you like as you charge the Jedi Knight with your Combat knife and proton Grenades ![]()
And yes, we cant avoid "taking" small bits and pieces of other classes table, but cant really see that we do any damage there. We are a Hybrid career, meaning we dabble directly with several others areas of expertize.
Message Edited by Theosar on 08-21-2005 11:21 AM
"wow someone wrasted time writing this. i meen come on that is way over powerd. as for the AOE then don't ues your commando wepions to pull. ues like a pistyol or a rifle. "
In what way do you consider it to be overpowered?
The Commando of today has no specials, and rely on using that of other careers. With this suggestion we added specials, and it does not in anyway suggest that they should be alot better than any other specials. Riflemen for one should have more damage on single targets.
As for the promise made to the Commando community before the CU, Commandos would get great AOE capabilities, which we didnt get. So we now try and make a suggestion to how we feel the career should be.
There is no God Mode written anywhere here, Ive just detailed it all and explained all the parts. Im sure I could have done that with nice words for the current Commando setup aswell.. only problem ofcourse being that the Current state of the Commando is rahter dimm..
But I appreciate your well thought out reply to this thread
Message Edited by Theosar on 08-21-2005 08:06 PM
I must agree with StarNick regarding weapon decay. I don't like that idea to simply justify doing more damage. If I ADK something I expect it to last. I only get one per account and do not have the currency to buy multiples. Right now it is on my Proton Rifle but I had to destroy a nice DE-10 to recover it. That I can live with. Grenades are enough of a consumable for me. I like that this is a game and I don't have to worry much about ammo, etc. Too much immersion in reality if I must check my clips, load up with crates of weaps, etc. Bah,food and spice coupled with normay decay is enough to worry about. Else, it will be like Pre CU - 'hey wanna join us in a raid'.... 'hold on, need to find a doc, weapon vendor, food vendor.... err... maybe in an hour or so I might be ready'....
My two cents.
Xak Tsaroth
He who learns also teaches...
Theosar wrote:
Hehe well you can still do that
Most of the old Commando is still there, just suggesting to change the way some of the weapons work and adding more cool stuff. I removed the entire Acid rifle tree mainly since it was always something they added really quickly.. in ages past I think that was where we had the grenade experimentation and such, which never hit the live servers.. So they added the acid instead.
With a melee tree we get more into the fact that a Commando, Green Beret, U.S Marine Corps, Royal Marines.. really are in RL.. they are Special Forces trainined in all aspects of combat.. be it to do forward recon and blow stuff up covertly, or charging in gunz blazing. But I do belive we need more melee aswell, it does not have to be silent melee.. you may scream if you like as you charge the Jedi Knight with your Combat knife and proton Grenades
And yes, we cant avoid "taking" small bits and pieces of other classes table, but cant really see that we do any damage there. We are a Hybrid career, meaning we dabble directly with several others areas of expertize.
Message Edited by Theosar on 08-21-2005 11:21 AM
Star Wars is not Real Life. The US Military has no bearing on the Star Wars world, nor should it have any bearing on the game. The Commando profession does not need an entire revamp. The dev team can barely fix current bugs as it is, we do not need to give them anymore reason to break us even more. We could use a few tweaks, granted, to make us more inline which what we should be; Grunts. The ultimate in general combat; punishment to our enemies and to our bodies. We do not need specials. We can aquire them from another combat profession of our choice. What we need are:
1) Grenades, fixed and revamped. Why do our grenades have to be crafted? All the other professions have had their consumables removed... so why do we have to suffer? Combat Medics, Medics, Doctors, have attacks and/or abilities that used to use crafted consumable items to perform combat related tasks. I propose that grenades should no longer be crafted, but assumed to be carried by Commando's indefinately, much like a Combat Medic always has an indefinate supply of poison for his enemies. We currently have (if I remember correctly) 5 types of grenades. One that does damage, one that increases critical hit chances, one that knocks down, one that causes a bleed, one that snares. Why can't these just be like the Combat Medic's ability to inflict states?
2) Fix our area of effect on our weapons. The Lightning Beam Cannon is supposed to inflict 100% AOE. The PFT is supposed to inflict 40% AOE and the regular FT is supposed to inflict 60% (or was it 80%?) AOE. This is a major issue that is crippling our profession.
Other than that... I don't see a need for any more modifications to the Commando profession. Fix what we currently have. Then fix the rest of the professions. THEN COMPARE THEM. And see if all the professions are inline with what they should be.
Major revamps of a handful of broken professions will just result in more broken professions that need revamps.
Oh and... LONG LIVE COMMANDOS! :-D
Man I like that sig. Hutning durnies with a slug loaded autoshottie >![]()
But back on topic. As to the earlier mention of removing grenades as a have to be crafted item... Well yeah. If you want to make it like the CMs. Make the grenade objects, an enhancer. Just like CM has enhancers for their poison, fire and other states. These enhancer bump up dot duration and for example with heals. Healing power rather markedly for high end enhancers (I thin I've noticed at master using 1.1k enhancers that I'm healing for about 600ish, possibly more damage. I tend to pop heals on folks before they really need the full heal so i havent really tested how much (max) i can heal for). and at a cost of something like 3-500 credits a use. Ehh.. what ever. Grenades cost more per use than that damit. Especially if you pup the buggers.
That or they need to seriously boost the dot/damage of crafted grenades to make them -really- worth the cost and time involved in making decent ones. Either way hands down from a purely combat persepctive. Commando needs a revamp. Not a huge one. But frankly I think we need seperate specials, our AOE needs to be fixed. And something has to be done about the grenades to give them a good boost.
Theosar wrote:
"wow someone wrasted time writing this. i meen come on that is way over powerd. as for the AOE then don't ues your commando wepions to pull. ues like a pistyol or a rifle. "
In what way do you consider it to be overpowered?
The Commando of today has no specials, and rely on using that of other careers. With this suggestion we added specials, and it does not in anyway suggest that they should be alot better than any other specials. Riflemen for one should have more damage on single targets.
As for the promise made to the Commando community before the CU, Commandos would get great AOE capabilities, which we didnt get. So we now try and make a suggestion to how we feel the career should be.
There is no God Mode written anywhere here, Ive just detailed it all and explained all the parts. Im sure I could have done that with nice words for the current Commando setup aswell.. only problem ofcourse being that the Current state of the Commando is rahter dimm..
But I appreciate your well thought out reply to this thread
Message Edited by Theosar on 08-21-2005 08:06 PM
you know that you have to be dubble master to be good at you know relaying on one wepion will not cut it in every game i played. you don't want to ues a pistol? hell i been into pvp battles where jedi where uesing laser rifles (yes a laser rifle). i but i do like some of the things you put down like the mines. we don't realy need a complet overhaul or our wepions but i do like to see some changes to be made like at about 3-4 skills someing like heary wepion shot and maybe and attachtment for some weapionslike a knife so you can do cloes combat. i do belave we should be very strong but very short range. have some weapions that arelong (65m) but should not be as strong as out cloes range weapionsor something like that.and we are not the wrose prof in the game that all of you people are cring about.
i can name a few prof who which what we have now. and they should be fix the DE (only there for seaker droids) ranger (which cost more skill points to master then any other prof in the game) and the SL (never see them around) first.
Message Edited by cyrom on 08-21-2005 12:53 PM
I think that most Commandos would like to get Specials back to our proffesion.. fixes yes, would be great if they could implement that.
As for Commandos in the Star Wars world... well Id adivce you to look at Lucas Arts Republic Commando before you make that statement you did. The Commando there is something very different from the Commando Ala Sony.
I removed the superdecay idea
You've inspired me to change my Fix Commando thread again. Maybe I can make it look pretty like yours. For some reason on my Mac here I can't change he colors or font without changing the whole post to that color or font.
Cpl_Fisher wrote:
I am in favor of a offense of 5 type situation
Commando IS overwhelming offense for a short period of time. This means HIGH DAMAGE, HIGH SPEED, HIGH SAC.
that does not mean front loaded damage shots. If you can't empty out your action in 20 seconds with a belly full of food and spice, you arenot shooting fast enough!
You burstrun in, cause mass mayhem and confusion for 20 seconds, then eat some more pawan nutricake and get you but outta there. It's the commando way.
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Nice concept, but a bit overboard imo, some of the specials would be more suited to a squad leader (suppression type specials)
Sure TK, can use this thread for ideas and update yours,
The main thing is to get the community up and going... where we can make one good suggestion from the Commando Community where we present what we would like. And to be honest.. if we dont do that, well then we cant really complain to much can we ![]()
SOE for sure wont go in and read a single post here, so the best would be to filter our ideas through StarNick.
I keep updating this thread btw, so even though I dont always answer each post, you will find that your ides (for the most part) are to be seen in the main post.