Commando Archive
Thread: Idea to the devs for possible commando redesign (please read before dismissing)
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Axolotle
Thu Apr 08, 2004 4:05 pm
#27
Nighthelm,
A lot of good ideas here. I specifically like the E-web suggestion - this would give commandos a purpose and make them valuable to the team. With an E-web to defend as well as attacking the opposition much more stategy would be introduced to the battle.
When I picture a commando (or small unit of commandos), I imagine a small elite group who frighten their enemy and would give the impression of a much larger attacking force than there actually is. The E-web could add this to the game. For example, snipers etc could hide behind the defence of the E-web or other commandos with rocket launchers.It could also act as a "base" for the team to re group or send out waved attacks, returning to the "base" to get healed, buffed, reload rocket launchersetc.
To me a single commando should be able to stand his/her ground and stand up to a group of attackers due to their imense fire power, it would be good if our weapons would allow us to stop anopponent in their tracks from the impact(maybe E-web/grenades could do this), keeping them at a safer distance. We could then use our flamer when they get in close. We are (or should be) fighting machines with skills that allow us to excell in battle situations. Obviously other professions would have the ability to break through our fire, or run round it. We would give enemy snipers a strategic target to take out and TKA's to jump from behind.
Also, I agree that we need an "everyday" weapon. This should not be as powerful as our other weapons butmust be fast, some sort of machine gun would be good. Could shoot 50 -100 shots per second at 10-20 energy damage perhit. Obviously this could not be too accurate but would be good for close up crowd control. The combat spam would need to be averaged over a second though.
My only additional suggestion would be for increased knockdown defence for close combat - you can not cause damage if you are on your back and how easy do you think it would be to knock down a commando (not very i think). Although if your other suggestions were introduced perhaps knockdown defence would not be so important.
Nice Work !! Hope the devs pay attention.
TuskcatTamer
Thu Apr 08, 2004 6:05 pm
#28
I have been retired for a month now but I have to say that this commando would totally rock! The E-web would greatly increase fun in pvp for everyone but the DC-17 would be enough to bring my commando out of retirement.
Oback
Sun Apr 11, 2004 3:40 pm
#30
i think this idea is great, e web idea is a fantastic idea!!!! these idea would be great to impliment and would make commando one of the funnest professions out there
kenrw24
Sun Apr 11, 2004 10:39 pm
#31
I have a slightly different view of what to do with the skills that are already there, and which ones to add.
I thought of what I feel should be in the commando skill trees after reading up on the Green Berets and Navy Seals - making sure I had a decent idea what real life commandos do. Here's a quick list of the skills they have:
DEMOLITION- Expertrise in explosives: Shape charges like claymoors(traps in essesnce) as well as grenades and heavy demolition charges.
HAND TO HAND COMBAT - Unarmed, dagger or other weapon in hand. Obviously not trained to the level of a martial arts black belt master who has studied nothing else(TKM), but much better than someone who is a pre-novice streetfighter(unarmed 4).
SNIPER - This is a key commando skill. Commandos do not go running all over blasting everything with a flamethrower in real life. Why? I'm not an expert, but my guess is, that would be stupid and they would die. Commandos do things in a covert fashion, under cover of darkness, stealthily.
MEDIC - Who patches up a wounded commando? Other commandos.
HEAVY WEAPONS - How about that? At least one aspect of it is in there for us. Oh yeah, we do have grenades also, which are no more beneficial than flamesingle2 at the same distance.
The standard weapon of a commando would not be a heavy weapon, but more of an assault carbine. They would also likely have a pistol which would be a last ditch weapon or for extremely close quarters.
So, with this in mind, I propose the following:
1) Merge all the heavy weapons exp columns into one-all 3 of them. Just add all the things together - FT, HAR and all those depleting heavy weapon certs. Add all the required xp together to build the column as far as I care. It wouldn't make that much difference, especially at the rate I obtained the xp from mowing down war gronda on corellia. Also, the effective ranges of the heavy weapons should be altered. The FT should not be the weapon of choice at very short range. That should be hand-to-hand, perhaps pistol.
2) Create a hand-to-hand combat column. Unarmed? Sure, as long as the novice commando gets vibraknuckle certification. This column should in no way rival TKM. But it should seriously outclass unarmed 4 in brawler.
3) Create a column that builds on the weapons we had to learn to get to commando in the first place, pistol, carbine and rifle. This column could be built with combat xp since it builds various weapon types and could provide skills for sniper with the rifle, close quarters fighting with the pistol and assault tactics with the carbine. Once again, the rifle skills should not beat the rifleman's, the pistol skills should not out do the pistoleer and the carbine skills should not out class the carbineer. But these skills should set the commando apart from the master marksman. A commando is supposed to be an elite soldier, not just a walking flame factory.
4) Change the 'grenadeer' column into the "demolitionist" column, or the like. Cause grenades and the newly added shape charges and heavy demolition charges to grant trapping xp or create a new type of xp - demolition xp or explosives xp. Build this column by using the skills within it, instead of how commandos built all their columns - flamethrower. All flamethrower for both heavy weapon and combat xp.
I could see adding some pre-reqs, like traps for scout to build towards the demolitions column. Realistically, a commando might have the exploration column also, from scout, as well as a bit of medic. But I can't see requiring those last 2. If people want them, they'll get them.
If all this were implemented the commando would be very well rounded. From long range, sniping with a rifle. Medium range with assault rifles and heavy weapons. Close range, hand to hand and pistols. Setting traps for enemies and demolishing bases. Kind of like a Commando really ought to be.
I thought of what I feel should be in the commando skill trees after reading up on the Green Berets and Navy Seals - making sure I had a decent idea what real life commandos do. Here's a quick list of the skills they have:
DEMOLITION- Expertrise in explosives: Shape charges like claymoors(traps in essesnce) as well as grenades and heavy demolition charges.
HAND TO HAND COMBAT - Unarmed, dagger or other weapon in hand. Obviously not trained to the level of a martial arts black belt master who has studied nothing else(TKM), but much better than someone who is a pre-novice streetfighter(unarmed 4).
SNIPER - This is a key commando skill. Commandos do not go running all over blasting everything with a flamethrower in real life. Why? I'm not an expert, but my guess is, that would be stupid and they would die. Commandos do things in a covert fashion, under cover of darkness, stealthily.
MEDIC - Who patches up a wounded commando? Other commandos.
HEAVY WEAPONS - How about that? At least one aspect of it is in there for us. Oh yeah, we do have grenades also, which are no more beneficial than flamesingle2 at the same distance.
The standard weapon of a commando would not be a heavy weapon, but more of an assault carbine. They would also likely have a pistol which would be a last ditch weapon or for extremely close quarters.
So, with this in mind, I propose the following:
1) Merge all the heavy weapons exp columns into one-all 3 of them. Just add all the things together - FT, HAR and all those depleting heavy weapon certs. Add all the required xp together to build the column as far as I care. It wouldn't make that much difference, especially at the rate I obtained the xp from mowing down war gronda on corellia. Also, the effective ranges of the heavy weapons should be altered. The FT should not be the weapon of choice at very short range. That should be hand-to-hand, perhaps pistol.
2) Create a hand-to-hand combat column. Unarmed? Sure, as long as the novice commando gets vibraknuckle certification. This column should in no way rival TKM. But it should seriously outclass unarmed 4 in brawler.
3) Create a column that builds on the weapons we had to learn to get to commando in the first place, pistol, carbine and rifle. This column could be built with combat xp since it builds various weapon types and could provide skills for sniper with the rifle, close quarters fighting with the pistol and assault tactics with the carbine. Once again, the rifle skills should not beat the rifleman's, the pistol skills should not out do the pistoleer and the carbine skills should not out class the carbineer. But these skills should set the commando apart from the master marksman. A commando is supposed to be an elite soldier, not just a walking flame factory.
4) Change the 'grenadeer' column into the "demolitionist" column, or the like. Cause grenades and the newly added shape charges and heavy demolition charges to grant trapping xp or create a new type of xp - demolition xp or explosives xp. Build this column by using the skills within it, instead of how commandos built all their columns - flamethrower. All flamethrower for both heavy weapon and combat xp.
I could see adding some pre-reqs, like traps for scout to build towards the demolitions column. Realistically, a commando might have the exploration column also, from scout, as well as a bit of medic. But I can't see requiring those last 2. If people want them, they'll get them.
If all this were implemented the commando would be very well rounded. From long range, sniping with a rifle. Medium range with assault rifles and heavy weapons. Close range, hand to hand and pistols. Setting traps for enemies and demolishing bases. Kind of like a Commando really ought to be.
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