Commando Archive
Thread: State of the Commando Address (December 2003)
Okay, just waking up this morning, so bear with me for a little while.
Now I wanted to see if I have straight what's been the overall consensus so far:
Fix the HAR and get it working, but we really don't care all that much for the HAR as it is so we, make it a new support weapon with Temporary Armor Reduction. (Also the graphics are notvery goodon this one, I do like the Canister with Slpash idea, anyone else?)Now this becomes a Med Range weapon for us, and we add in the Beam Rifle. This seems to be graphically sound, we just need to Define the weapon.
Now on to HW's, first off get the Blast Radius and Firing in Caves thing Fixed. Now because of vehicles coming out and HAM changes on some of the things we're meant to blow up; increase damage. I'm hearing anywhere from 2-4 times it seems from what I've read about. So say 3x to be safe. Also we need some way to make these cheaper, because 1k per shot right now is rediculous, and finding someone to make them is the same way.
Grenades: Change the range and accuracy. We need to hit more often, and not blow ourselves up in the process. Also add side effects to the grenades, making them more overall useful. Oh yeah, and add a ranged firing weapon for it.
Unarmed Tree: Okay I see, Drop the Tree, Dirty Moves *Combat Knife Idea*, and Switch to Engi 4. I'm going to make another post on this today..... I want to see the overall consensus on this issue before trying to push for anything in particular.
Launcher Pistol: This needs it's own set of skills. Homing Shots, Firing all Rockets at once but 3x time to load it up, KD Shots, things like that. Here I'll make another post. A Top 4 moves wanted to be added to the LP.
E-Web: Seems to be the consensus we want some sort of Rapid Fire Weapon. I say E-Web because I think that was in the original design of SWG; and it stays true to the Rapid Fire Star Warsyness, so no conflicts there. We can talk a little more on this one later. I'd like to try to fix what we have currently before we push to get things added. If we pace ourselves we will get there; we just need patience.
Weapon/Armor Buff: Tal-N came up with this idea for a temporary buff to armor and weapons. Now so the main profs don't feel left out, maybe the Armor Smiths and Weapon Smiths could craft the kits, and we impliment them. When going up against a Krayt I'd like to see my Armor and 90% kinetic
*How do we feel about this?*
First: The very first thing that we as commandos need fixed is definition. What is our purpose? What does "commando" mean in SWG terms. Once we have a clear definition of our function then we can have a firm foundation upon which to make our claims and requests.
Second:
Concerning the Weapons we use:
> The HAR:
*Add a acid DoT to the specials thatcauses a"burn" that creates a "toxic gas" type of effect. Make the burn damage less than that of the FT specialsbut with the added "chemical"poisoning effect. This effect would make the specials unique to the HAR.
* Increase the rate of fire of the normal shots. Give the graphics a simple update from a flying stick to a larger GREEN pellet.
* Make the HAR a mid ranged weapon with no less than AP2. Add a KD or stunspecialto the standard attackof this weapon. It is suppose to be a HVY weapon and when used against personnel it should have this added effect.
> HEAVY WEAPONS:
* Cost and difficulty to make. This has to be reduced significantly for these weapons to even be considered for regular use by most commandos. The weapon(s) should be a reloadable. The cannon piece could be muli-use by virtue of the ammo types. One expensive cannon which is able to use multiple, reloadable, ammo.
* Number of shots needs to be increased. This issue could also be addressed by making the weapon(s) reloadable. You would have "clips" of 10 to 20 rounds.
* ALL Hvy Weapons should be AP3 and the AoE must be fixed. If a RL fires at a group of sentients the target should be killed and the rest of the mob in a radius of 8m should be stunned or knock down. This is a no brainer IMO.
>GRENADES:
* These need to be completely revisted. These are not only inaccurate they are more dangerous to the commando than they are to the enemy. Range and accuracy are the two issues that need to be fixed.
*Greater number of grenades per stack. No less than 20 per stack. These are too expensive and hard to come by to just have 5 per stack.
>LP
* Specials, specials, specials. This weapon should be commando only and should have it's own specials. I suggest that since this is a blast weapon the AoE should be fixed and the weapon at the very least should dizzy,stun, or KD sentient enemies.
>Unarmed IV
* If we are going to be required to have this we should have a special "Rambo" survival blade and the special moves that would go with it. But since it is "Unarmed IV" that we master then I suggest we are given special "Judo" or "Aikido" type KD moves to either stun or disarm a sentient enemy when forced into hand to hand combat.
ok first we have to define what are profesion is sapos to be
what are we
anti-infatry or anti-vehicler
personly i think both
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=35059&highlight=my#M35059
but if we are anti-infatry
then we need thees fixes
1 flame thrower rang specials up to 35 m (if unarmed lunge will be abel to reach 20m then this is a must)
HAR specials uped to 35m and fixed its not only buged but out classed the wep is the slowets wep in game when useing specials is the only rifel that cant use rifel specials hase the worst acrucy out of any profesion at master and the lowest dam out put for any profesion at master
needs to be mad a carboin copy of the LLC but does acid dam and has AP 2
and the LP needs kd attack and delay attack and dizzy attack and a lock on attack and a high power attack
we need back are turits and are eweb-blasters
but the HW ovoiusly tell us were not ment to be only anti-infatry and the flame thrower proves we are partly sapos to be anti-infatry
but if were only sapose to be anti-vehicler
(vehicls have 40k life weps need a mager up in dam )
the flame throw rang needs to be up to 20m and have ap 1
the HAR needs replaced by the BEAM RIfle and i needs to be a carben copy of the LLC but does blast dam and haveing ap 2
the RL needs to have + vers big mobs and - vers small mobs and have 40kmin50kmax dam and 25m radious
the HPBC needs to have + vers big mobs and - vers small mobs and have 20kmin40kmax dam and 25m radious
the gernads need to have all dam and acrucy way UPED and the proton needs to have one use pere a set but 40kmin 45k max and radious 45m
all in all the dam needs to be way uped but remaber this only if we made to be anti-vehicler
but i would rather they just fix are trees the way they should be
like so
(NUMBER 1 THING TO DO FIRST)
FIX AP and AOE
and remove being abel to do ocs2 and sapresion fire from the HAR and FT
make gernades and are hws useable in biuldings
Fix Accuracies Prone should be better than Kneeling!!!
(HEAVY ACID RIFLE)
make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2
The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.
(FLAMETHROWER)
needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m
needs dot wounds removed or lowerd but keep same dam
The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.
needs a cure for it besides watter suggestion
a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel soyou couldnt get it cured other wise )
(LAUNCHER PISTOL)
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a
-rang kd-
-rang dizzy attack-
-lock on attack- (that would give us +100% ac for a bit on one target) ,
-high powered attack that hits random pools-
and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m
make all hw have atlest 50 charges
make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m
make the HPBC and the RL have + ac and +4.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
The LC needs more dam the LLC does more dam then it does
Lower HAMs (heinously high)Since the weapon is consumed the costs are out of balance.
make ALL have AP3
and up the dam on each by atlest 1k
(GERNADES)
need a few more charges maybe 20..... 5 is just to littel
make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect
(hey plzs give us a phouspherious gernads to
)
theres been alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot
the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be
ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32
Max Range should be 48m (at least equal to what a combat medic/ranger can toss)
make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)
make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)
make speed on gernades 2.0 (this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif) You are tossing a grenade. It doesn't take that long.
make all gernades have ap 3
make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m
make it so u dont hit ur shelf with ur own gernades
add a command to role instead of only toss/throw and this would make them do more dam .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode giveing ppl time to move
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high of ham
this gives you about 4 diffrent ways for you to shoot for
but plzs do remaber thees new vehicles in TC have 40k life and thees are not player made i was tould that player made ones in tc are allrady rangeing around 50k life and have weps mounted on them wich meens we will have to be abel to kill thees things fast we wont have 5 minets to stand around shooting at this thing like we do with the 40k life buildings
Grenades: The Skill Tree for grenades needs to be merged with Support Weapons (which is what grenades are). Grenades do not need their own skill tree. This will free up another tree for other purposes such as the High Rate of Fire weapons.
Unarmed Tree: I do not think Engineering would be the right skill tree. I believe Exploration would be it. Special forces must know how to perform land navigation and also for Escape and Evasion tactics (living off of the land). All soldiers in the world's nations must know how to do this.
E-Web: There should be more than one kind of high rate of fire weapon. Perhaps as its own skill tree in which three weapons types would be used; a SMG (unless considered to be a carbine), MG (E-Web), and HMG (Heavy Repeating Blaster). Each with their advantages and disadvantages (for example the HMG will prevent a character from moving when it is fired).
But otherwise everything else seems ok.
Oh yes;
Wish List: Jet Packs.
Everyone **edit** about the unarmed requirement as being useless.
Let me ask a respectful question: how do you survive as a commando right now with the X2.5 dam mod?
Follow up: how do you plan on surviving with the reduced- but not eliminated- dam mod and NO PETS over cl lvl 10?
Unarmed is how we deal with melee opponents. My guess is the deves just chose this from the brawler skill tree semi-randomly after realizing in Beta that Eng 4 for commandos blows. But it makes sense. As an elite combat class we should be proficient in hand to hand.
So all this talk about dropping it is pointless. It doesn't make logical sense to remove itand more importantly it will be far too hard for the devs to code a removal.
So, we should focus on how to bring in specials relating to unarmed into our advanced trees. Excellent suggestions have already been posted here.
/tortureSlap1
*slapslapslap* Tell me where you hid ye'r hullocroooon
*slapslapslap*
tac: haha very funny (actually it was)
Commando since the beginning, back when it was gated.
I would love to have KD special for the launcher pistol. But i was kinda thinking and came up with an idea for the HAR:
Acid Stream1 - 2x dmg and stuns target
Acid Stream2 - 4x dmg and KD + stunds target
would also be cool if the acidcones did similar, but i'm sure we would hear a lot about it.
Take down a mob= acid cone2 + flame cone2 ![]()
I became a commando when I opened the book saw the names of all the different proffessions commando sounded the coolest so without knowing anything about the game that was what I was going to be, even with all my friends telling me they were broke didn't stop me. shortly after I got commando the big fix came and we didn't suck anymore, then the cries for nerf came and we started sucking again.
now that I'm a master the only thing I have to look foward to is that the devs will finish the game someday and start fixing the stuff in their game. I will not stay in a broken class while everyone arguees how it should be fixed with ideas the devs will not use. someone said that anything could be programed it's just a matter of willingness. that is 100% correct, why fix a class that most people say is too powerful.
You should set your goals much lower get something done to prove that the devs will do something for us. try getting the tags fixed and the HAR acc and spd fixed, that will be the easiest for the devs to do then start trying to get new specials and other things that really don't belong in a prue combat class.
Just remember everyone says we're overpowered until you can prove them wrong. Look at the first few posts in the first top 5 issues to see the people saying we need to be nerfed. PvP is now all but dead leaving PvE the thing we are really good at meaning that you should keep your eyes open for a new wave of nerfhearding.
I say give up on commando, we will never be what we should be.
(1) The HAR is a RIFLE...we need a medium range weapon. I think the HAR should be extended to an ideal rangeof 32m, a negative accuracy at 0m. Make the specials work to a maximum of 35 instead of 16. It has no burn effect, there is no reason for the range/delay to be the same as a flame thrower.
(2) Your discussion of grenades is fine, but makes no mention of the most important part...HAM costs!!! The ham costs are WAY too high for the little damage that they do, and the fact they are expendible (their use limitation is that they cost money).
(3) Unarmed - Leave it...we need to be more than just an advanced marksman. We are powerful because we are are a hybrid-elite profession, and taking the unarmed requirement out turns us into a pistoleer/carbineer/rifleman (and will get us nerfed). I actually like the unarmed requirement because it sucks to grind, and keeps there from being 10 million commandos. If anything we should replace the unarmed requirement with the movement scout tree...it makes sense that a commando would have good outdoor movement skills.
(4) Launcher Pistol - If we are asking for our own specials (rather than getting to use the awesom pistoleer ones) we need to specifically list what we want. If we don't we leave it up to bonehead developer discretion (BAD idea...see decay). Remember...3/4 of the people we are asking for help don't play the game regularally and have no idea what it is like or what we need. At a minimum we need: (1) Ranged knockdown (makes sense...you areshooting a bunch ofmissles at someone), (2) blind (smoke/shrapnel), and (3) something comparable to stopping shot.
Fix the HAR and get it working.
#1 issue is to fix this. The obvious bugs need to be fixed first. I would also add an acid burn DOT to it that damages the action pool of the target. Temporary condition changes seems too difficult to do, nor do they seem like they would do much compared to a FT(FT DOT is probably going to kill quicker than any armor reduction). While changing the graphics would be nice (is their graphics department going to be doing anything between now and development of space expansion?).
Now on to HW's, first off get the Blast Radius and Firing in Caves thing Fixed.
Issue #2. The bug in the caves is first. Expense/Lack of rechargability is second. Accuracy is third. With the changes to creatures on Test Center, I'm not concerned with damage. Speed should be slow and these shouldn't have a radius effect, just do a lot of damage to a single target (grenades should be the radius and lower damage).
Grenades: Change the range and accuracy.
Same as issue #2 except the range needs fixing. All HW should be long range (near 48m to 64M) and grenades should be mid range (32m to 48m). The HAR and FT should be short range (16m to 32m) and the LP point blank range (0 to 16M).
Unarmed Tree: Okay I see, Drop the Tree, Dirty Moves *Combat Knife Idea*, and Switch to Engi 4.
Issue #4. Can't switch to Eng 4 for obvious reasons. I would have suggested master brawler before this game came out, but it's too late for that. The options are to Drop the unarmed requirement or add unarmed skills to commando. I feel a commando needs to be skilled in unarmed to be a "commando", but if he never uses it, then why make a requirement? So I would suggest TK's be better at PVE with unarmed and commandos be better at PVP/NPC (using throws... obvious KD, arm and leg traps/arm and leg breaking... delay, neck snaps... ooo heavy mind damage/insta kill?)
Launcher Pistol: This needs it's own set of skills.
Issue #3. IMO, this should never have existed and a real grenade launcher should be in the game, but since the FT at short range still causes a melee modifier, we need something at shorter range with less of a modifier. This would work if it had specials (LIKE A KD! or even a dizzy since we have suppresion fire, I mean, don't you get dizzy when you shoot this thing and the screen shakes?) and then could move back to range where we belong. And since we can use a FWG5, this pistol needs it's very own specials that can't be used by other pistols.If it can't get it's own specials, I suggest at least a dizzy special to differenciate this from the smuggler ranged KD and the pistoleer melee KD. Adding some mind damage or a mind DOT, or even secondary stat damage.
E-Web: Seems to be the consensus we want some sort of Rapid Fire Weapon.
Issue #5. We have slow weapons, we need a fast one, plain and simple. To reduce accuracy on this weapon would be fine, just so we can hit with a good amount of damage and have more than one hit every 8 - 10 secs.Even if it misses a few times, as long as it shoots every one or two seconds, I'd be happy.
Weapon/Armor Buff: Tal-N came up with this idea for a temporary buff to armor and weapons.
I'm against this because of the new mitigation and lowered melee modifers to weapons and lowered creature stats. Try that out first, then complain if it's not enough. I would agree that we shouldn't be using pets, and should have great power, but I think we will have a degree of that.
Summary of our issues (fix what we have, add unarmed, add faster weapon)
1) HAR - fix bugs, add action DOT
2) HW/Grenades - fix bugs, fix cost of weapons/resources or add recharges, accuracy
- range changes (see in my reply to grenades)
3) LP - needs skill set, possible skills: dizzy, mind and/or statdamage, mind DOT
4) Unarmed - either remove requirement or add skills (for PVP/NPC), and bonuses
5) Fast Heavy Weapon - we need a fast heavy weapon
Additions
FT needs balancing or HAR needs improvement
Tree needs restructure and correct titles, suggestion (actually more of a wish):
1) Field tactics - remove grenades, add unarmed skills and bonuses and keep defenses
- add terrain negotiation (see Combat Medic)
- add brass knucks or allow a knife to be used in unarmed
- tree would cost UNARMED xp
2) Heavy Weapons specialization- add Fast Heavy Weapon and skills for it to this tree
3) Liquid Weapons specialization - Flame and Acid Rifle tree as is
4) Explosive Weapons specialization - LP and grenade tree
- tree would cost combat xp
5) Master Commando - needs more incentive to be one
Commando's should at least have field tactics 4 and at least one fullspecialization (in principle, even though some think dabbling is wrong...), not everyone at 0/0/4/0 or master
Finally, why don't we have ranged mitigation? would it hurt to have both?
Getting an E-Web blaster would be really cool. Although there is a lot more to fix I would love it!
So the 10 page thread of our top 5 issues was to appease us and we have to do that all over again?
LordSeckmoth wrote:
Okay, just waking up this morning, so bear with me for a little while.
Now I wanted to see if I have straight what's been the overall consensus so far: