Commando Archive
Thread: My idea on hearing just a word of having riffleman skills work with commando!
garvin wrote:
Ya know I luv ya Skeptic...no worries...
Think about the idea this way as well...What if you are left with 2 options...one where you can enhanced your defenses via TKA/TKM but you give up the offensive ability to get ranged specials...OR...your can enhance your offensive abilities via ranged specials, but you give up your potential Defenses by not being able to get TKA/TKM...That's where strategy comes in...what would be more important to you...what if we gave every Commando that option, the choice of whether they would rather have better ranged specials to use with thier Commando weapons or would they rather be close range tanks with higher defenses but little or no ranged specials (only Melee Range specials)...
Which template would you rather play? Or would you try to meet somewhere in the middle of the 2?
Right there we'd create Commandos with different "specialization" possibilities...Not all Commandos would look and feel the same...
Message Edited by garvin on 09-17-2004 10:04 AM
Ok. Color me enthusiastic.
If I'm understanding the thrust of this idea, a Commando (and a Commando ONLY) would be able to use the specials dedicated to other weapon classes (pistol, carbine, rifle) with our non consumable heavy weapons (FT, HAR, LP).
In order to earn the use of those non-commando specials, the Commando would have to earn those specials by dabbling in the other professions (Pistoleer, Carbineer, Rifleman) in order to earn them.
These special attacks would be governed by the heavy weapon accuracy / speed (shrieking gasp) that the Commando possesses, not the pistol/carbine/rifle accuracy / speed modifiers that would be earned by dabbling in the other professions. This will make us slower and more inaccurate in using these specials with our heavy weapons compared to the other base professions, but our damage base is/will be higher using the FT/HAR than the base profession weapons (LP already uses the pistol speed/accuracy mods and we shouldn't nerf it). And if we want to use the higher speed / accuracy, we always have the option to switch to the DE-10/T21/Elite for the base profession - we earned the use of those weapons by dabbling.
What does that give us? EVERY Commando will receive the ability to use the specials we EARN in the marksman tree with our Heavy Weapons! What does this do for us? It only gives us the ability to target EVERY pool (Mindshot1, Healthshot1, Actionshot1 plus Head/Body/Leg shots). We ALREADY have these skills, we just can't use any of them with Commando heavy weapons except the LP with healthshot. This makes our base skill requirement USEFUL to us. I think this part would apply to your hybrid friends the Bounty Hunters, since they have Master Marksman Pre-Requisite also. Perhaps this is a skill unlocked in the Master Marksman box?
If you'd rather have better defenses, go ahead and take TK. You don't get the use of more ranged specials that you didn't earn with Skill Points, but you survive longer using the Commando specials at closer range. What that range is, is debatable. I like the 32m suggestions personally to get us out of lunge range.
You want to use Fanshot with the FT? Go dabble Pistoleer. Want Strafeshot2 for your HAR? Go Master Rifleman. Want to have some crowd control? Look for it in Carbineer. Or maybe you are a tricky type and want to surprise the heck out of your opponent ..... Smuggle your way to Last Ditch. This seems to be what a 250sp Commando would be all about!
Now the one thing that I would like to see in this that hasn't been discussed or suggested ..... what is the deal with our unarmed pre-requisite? Why is it useful to us? That would be answered if we had the ability to use the Brawler Unarmed tree specials WHILE we have a Heavy Weapon equipped! We'd be able to Lunge1 to KD, Blind, Stun, and UnarmedHit1. Not sure if Beserk would make sense, or if we should ask for Center of Being while FT equipped (helps with those defenses we lack, no?), but it would suddenly make our pre-requisite USEFUL to us and give us the ability to do some very basic state applications other than SuppressionFire1 posture down.
If this vision is what you are talking about Garvin, I think it would be REALLY interesting. Letting us use the Pre-Requisite profession specials as a hotfix PRE-Combat Revamp would make HUGE differences, and would be easy to code. Having this pick and choose ability reserved for Commando would make us truly a class to be feared and the wide ranging death dealer profession. It's a good idea if we think it through.
Or I could be totally off base and will hear about it shortly!
The mission is yours if you choose to accept it. This tape will self-destruct in 5 seconds.
Rien - Master Commando
Corbantis
Message Edited by Latenighter on 09-17-2004 11:41 AM
Message Edited by Latenighter on 09-17-2004 11:47 AM
Latenighter wrote:
garvin wrote:
Ya know I luv ya Skeptic...no worries...
Think about the idea this way as well...What if you are left with 2 options...one where you can enhanced your defenses via TKA/TKM but you give up the offensive ability to get ranged specials...OR...your can enhance your offensive abilities via ranged specials, but you give up your potential Defenses by not being able to get TKA/TKM...That's where strategy comes in...what would be more important to you...what if we gave every Commando that option, the choice of whether they would rather have better ranged specials to use with thier Commando weapons or would they rather be close range tanks with higher defenses but little or no ranged specials (only Melee Range specials)...
Which template would you rather play? Or would you try to meet somewhere in the middle of the 2?
Right there we'd create Commandos with different "specialization" possibilities...Not all Commandos would look and feel the same...
Message Edited by garvin on 09-17-2004 10:04 AM
Ok. Color me enthusiastic.
If I'm understanding the thrust of this idea, a Commando (and a Commando ONLY) would be able to use the specials dedicated to other weapon classes (pistol, carbine, rifle) with our non consumable heavy weapons (FT, HAR, LP).
Never really said that...just said that with my hypothetical idea, Commandos would be able to use any other profession specials with our Heavy (Non-Consumbale)weapons, and of our Specials wouldn't work on theirs...
This idea could possibly be expanded for other professions to share specials...who knows...But Commando specials would be off limits because of their power and the fact that we are a higher costing hybrid profession...to use Flame specials, you'd have to have a FT equiped...and if that's the case, you'd have to deal in Commando Speed and Accuracy (so you'd have to have more then 1 tree to be as good as a more committed Commando)...
I can see a Rifleman using Carbineer specials and vice versa...heck, they earned the specials, why shouldn't they be able to use them across their various weapons? Would make for some interesting template building and open up some cool possibilities...
But remember, I've said it repeatedly, this is all hypothetical...just because I participated in this discussion does not mean that I'm speaking from my knowledge of the Combat Revamp...I'm just idea generating to see how open or closed you all would be to this idea...
/heavyWeaponSingle2
garvin wrote:That's why certain high end specials would have to be restricted to or restricted from certain weapons...just like other weapons wouldn't be able to do our Flame or Acid Specials, our FT wouldn't be able to do Last Ditch...it would all have to be tested for "over-uberness"...
IdrisTycho wrote:
Hmm, Last Ditch shot with a Krayt Flame Thrower... This could mess things up more than help I would think.
Gentlemen,
Are we sure about this observation? Yes, Last Ditch is a great special. But it's not THAT much better.
..................Speed Mod......Damage Mod
Last Ditch............x4............x9
Flame Single 2.....x4............x8
Not a huge difference. When you consider that the Flame Single 2 gives a DOT of 10% of the initial damage, it does pretty much equivalent damage to Last Ditch which provides no DOT. I got this information from a pistol special speed calculator and the Zhorx Speed/Mod listing. It looks like this could be something like a 5-10% increase in DPS (adjusting for DOT) between the two specials, which is pretty marginal, for an investment of 20 skill points.
As such, while it would SOUND like a big advantage, it's actually not a huge step up in damage that we would deal. As Garvin said, everything has to be tested for "Over-uberness."
Rien - Master Commando
Message Edited by Latenighter on 09-17-2004 01:36 PM
Message Edited by CyberData4 on 09-17-2004 04:38 PM
Gunner_excel wrote:
I dont understand Garvin I am a 250 point commando but unless we get defense then taking my TKM and putting in to anther range proffesion would mean pretty quick death in pvp. Im harping on the range increase for the flamer as a quick easy fix that would help us as a community right now, it should be an easy programing fix and every commando in the game would love it right away, and it would not be to powerful or unbalanced.
garvin wrote:Never really said that...just said that with my hypothetical idea, Commandos would be able to use any other profession specials with our Heavy (Non-Consumbale) weapons, and of our Specials wouldn't work on theirs...
This idea could possibly be expanded for other professions to share specials...who knows...But Commando specials would be off limits because of their power and the fact that we are a higher costing hybrid profession...to use Flame specials, you'd have to have a FT equiped...and if that's the case, you'd have to deal in Commando Speed and Accuracy (so you'd have to have more then 1 tree to be as good as a more committed Commando)...
I can see a Rifleman using Carbineer specials and vice versa...heck, they earned the specials, why shouldn't they be able to use them across their various weapons? Would make for some interesting template building and open up some cool possibilities...
But remember, I've said it repeatedly, this is all hypothetical...just because I participated in this discussion does not mean that I'm speaking from my knowledge of the Combat Revamp...I'm just idea generating to see how open or closed you all would be to this idea...
I didn't mean to put words in your mouth. Commando specials would definitely be off limits to non-commando weapons. And I think any profession should have full use of it's pre-requisite professions when using the tools of their elite profession. If a Rifleman wants to earn Carbineer skills and shoot strafeshot2 with a carbine, I'm not going to begrudge them that. But maybe having the ABILITY to do that tied to the master marksman box would be a way of adding some cost/benefit to the equation.
And I don't think I tried to reference the Combat Revamp in any way. All I said was in an edit that it would be great if the ability to use pre-requisite specials with the elite profession weapons equipped Pre-CR (for timing purposes ONLY! Heck, how about doing this today!). I know you would never betray the CR documents (When the HECK are we going to hear about them!!!) in putting out your hypothetical. I actually thought of it in terms of your "What specials would you like to be able to use from another profession" post from over a month ago. It's a great thought and if you were in charge of things at SOE, this game wouldn't be frustrating so many people.
Does this mean I was close to Revamp ideas? LOL. Don't answer that!
Thanks for the prompt read.
RIEN - Master Commando
Corbantis