Commando Archive
Thread: Commando Development Thread
StarNick
Tue May 11, 2004 7:01 pm
#27
heh...we need no stinkin terrain skills...we use our FT to liquify the ground, and then jump in! Promptly incapping ourselves..but hiding from the enemy!!!
Hellshot
Fri May 14, 2004 12:36 am
#28
Idea
Heavy Weapons Toughness and Dodge-like modifiers
The profession it is for
Commandoes and Bounty Hunters
Why it should be considered
Heavy weapons, as they are presently implemented in the game, put the user at a distinct disadvantage in PvE and PvP. These weapons need to be used at close range owing the range restrictions of their specials and their accuracy modifiers. This causes the user to be in melee combat while holding a ranged weapon, which in turn means that the user is being hit more often (with the 2.5x accuracy modifier) and for more damage then if they had equipped a melee weapon (since melee trees grant toughness and CoB). A tanget to this is that commandoes cannot switch weapons (as faras the server is concerned) until their cool down period has expired. Giving these weapons a toughness modifier would help survivability when using these weapons at their intended ranges.
Also, unlike other ranged weapons, there is no block, dodge, or counter attack ability for heavy weapons, so the only defense when using these weapons is ranged and melee defense. Given that heavy weapons are the exclusive domain of the 2 hybrid elite combat professions, it would greatly enhance the viablity of the use of these weapons if they received defensivemodifiers similar to elite classes that do not require mastery of sub-professions.
Hitokiri_kenshin
Thu May 20, 2004 9:57 pm
#29
I say make it like the LLC as far as delay, or heck just give us the LLC as a tree.
garvin wrote:
Over in the Correspondent Area there is a place where I can post Commando Development Ideas...This is a place where the Dev's track our ideas and take them under consideration beyond what they read while lurking in various forums...
In there we can make "brief" posts with the following info:
Idea
Basic title or description of the idea
The profession its for
Make sure to include if it's Commando, Commando and another profession, All profession, etc
Why it should be considered
This is where you have to sell them on the idea in preferably1 or 2 smallparagraphs...Is it something we are lacking or something that will improve gameplay for us and others. How will this change for us balance with other professions? etc...what ever you want to put there is fine...
They just want brief answers...something like:
Idea
Heavy Acid Rifle Revamp
The profession its for
Commando
Why it should be considered
The current HAR is a weaker clone to the Flame Thrower. It has the same specials, restrictions, delays, speed and accuracy as the FT, yet it has no DoT, higher HAM cost and is significantly weaker over all. The un-enhanced version of the weapon is also slower and weaker then the un-enhanced FT overall. The HAR should be revamped to include ranged specials preferably with state effects. If not revamped it should be replaced with a cert to another ranged weapon like the Beam Rifle or E-Web.
Since I've repeatedly stated that my main role as Correspondent is to be the Voice of the Community I thought it might be nice to start a thead to allow you all to come up with the ideas I should post over in the development threads....
So using the above format, post your ideas...be as brief as possible...if you really want to go into detail, post the idea in a seperate thread, then post a small summary of the idea here with a url link to where we can find the more specific thread.
I'll take many of the good ideas straight from this thread andcopy/paste them directly into the Correspondent Development Forum threads...This in no way means we'll get all our ideas into the game, but occasionally, some of the items posted have lead to the Devs making changes...even a couple of mine have received "That's a great idea...I'll pass it on to the Programmers to see what they can do"...
So let me hear your ideas...use the format mentioned above as much as possible...I'll post some more examples of ideas I've posted over in that other thread soon...
Message Edited by garvin on 05-07-2004 11:49 AM
Hitokiri_kenshin
Thu May 20, 2004 9:59 pm
#30
garvin wrote:
Idea
Reloadable Rockets for the Rocket Launcher
The profession its for
Commando
Why it should be considered
Rocket Launchers are extremely difficult to craft which leads to them being hard to find and costly. Once a Commando finds one, they tend to get them sliced. Rocket Launchers tend to only come with, on average, 30 shots, and due to accuracy issues, only around 18 of those shots connect with the target. Paying between 2K to 5K to slice something that can only be used accurately around 18 times and originally costs 30K+ is unbalanced.
A better solution would be to make a non-consumable Rocket Launcher Housing that can be reloaded when rockets run out. This way the housing only needs to be sliced once and will be effected by normal weapon decay like other weapons. This format/operation could be modeled on the way Stim and Trap Droids will work in game after Publish 8 (can be reloaded with traps and stims)...This make life easier for the Commando and less costly as well as give WS's an easier way to fill RL orders since the ammo crafting process should be similar to crafting grenade packs.
WOOT!
Yes, yes yes. We have a winner. Too bad SOE doen't care about little things like making sense.
Hitokiri_kenshin
Thu May 20, 2004 10:08 pm
#31
I partially agree and disagree. Our uber high DPS is supposed to make up for this as it does for BHs with the LLC, but we have one thing the LLC does not have to deal with: NINE TO FIFTEEN SECONDS OF DELAY! Sure our specials do way more damage and have a mean DOT, but the delay is just too long.
Jediwind wrote:
Idea
Adding more defenses to commandos
The profession its for
Commando
Why it should be considered
Due to lack of defenses we are given we are easy prey to alot of professions because of the low amount of defenses we are given. Commandos in this game as i recall are Vets and battle-harden and are not suppose to be taken out easy however as of now they can be taken out very easy. adding a fair amount of Def vs mods could make a commando not so easy target.
Message Edited by Jediwind on 05-08-2004 06:55 PM
Keloshin
Sat May 22, 2004 4:16 am
#32
Idea
Defensive Bonuses for Grouped Commandos
Relevant Profession
Commando, Squad Leader
Why It Should Be Considered
Commandos represent highly trained military personnel, as such they should be most feared when operating as a cohesive unit. A small bonus would be given for each additional commando in the group (upto a cap), with further bonuses when a Squad Leader is included.
This would increase interaction both within the commando community, and between commandos and squad leaders. Working together they would be a formidible force in the GCW and greatly increase the sense of there being opposing military forces (as opposed to what is presently more akin to a riot).
JediBadall
Mon May 24, 2004 3:41 pm
#33
Idea
LLC Certification
Relevant Profession
Commando
Why It Should Be Considered
Why haven't we been able to use these HEAVY Weapons since the beginning? Right now, the majority of commandos only use their flamethrowers - Many others who just dabble only get the FT line anyway. I also agree with all the previous posts on combining the FT and HAR lines and opening up a new "Assault Weapons" line for us. Like all the other Ranged Weapon profs, it'll open doors for adding new guns. Everybody likes new guns.
Jedi_Master_Fiction
Mon May 24, 2004 6:47 pm
#34
We should be feared when alone. We should be feared even more when in a group and/or with a Squad leader. Commandos are well trained to kill any thing in the blink of an eye not to be taken likely. What are we on SWG? novice medic pwns us. We should have higher def.vs melee. Terrain should be like running down a hill. We should have a conceal bonus (commandos do were camo). Our HW's should work and have a reason to use why be forced to use nothing but the FT? I mean i like being a commando but come on we need some work done here.
Vagrantprodigy
Mon May 24, 2004 7:07 pm
#35
JediBadall wrote:
Idea
LLC Certification
We are supposed to be the Heavy Weapons people, so why not give it to us? Use it to replace the HAR, put it in the FT tree, and give us the same accuracy and speed mods, as well as specials, as BHs get.
Peudas
Tue May 25, 2004 1:55 pm
#36
As many of you well know a large amount of BH's would love to give the LLC to us Commando's but lets not forget to mention that they get something else that is unique to take its place. Lets not act like pistoleers whining for the Scatter pistol cert.
Feelixx
Tue May 25, 2004 3:32 pm
#37
Quote:
Idea
Grenadestate effects
The profession its for
Commando
Why it should be considered
Currently,commandoes have a very limited number of state effects that they are able to induce compared to other ranged professions. By adding the following state effects, commandoes could be brought more in line with other elite combat professions without having to spend more skill pts on top of the 169 required to reach master:
C22 - Blind/Stun
Cryoban - Stop movement (maybe some sort of knockdown if stopping isnt possible)
Glop grenade - Acid DOT
Imperial detanator - Dizzy or a powerful stun
Thermal detenator - Knockdown
Proton Grenade - Knockdown and dizzy
Addition to idea:
Increase the to hit modifier - make it as easy to hit as a Combat Medic can hit with poison. Reduce HAM costs and/or lower the delay.
C22 - Bleeding Dot (fragments - i.e. shrapnel - do tend to cause bleeding in most realities)
Cryoban - Some type of action penalty or dot. Slow down their movement or delay them.
Glop - I like the Acid DOT - makes sense
Imperial Detonator - see above
Thermal Detonator - Heat DOT (like having White Phosphorous)
Proton Grenade - Heat DOT (come on - it's a small nuke) + Knockdown & Dizzy
Any grenade could stun/make dizzy etc.... (those things happen when you are next to an explosion of some sort) Radius of damage should be increased for certain types of grenades.
JediBadall
Tue May 25, 2004 3:37 pm
#38
Idea
Razor Knucks NOT Doing Heat Damage
Relevant Profession
TKA, Commando
Why It Should Be Considered
Check out the screenies of the new Razor Knucks here http://www.teraskasi.net/forum/viewtopic.php?t=464&highlight=
If this doesn't worry you, it should. With the growing popularity of TKM's and the DeathWatch bunker finally live, the second highest resist that people will have on their armor will be heat. This is bad for Commandos and Pistoleers, now that I think about it, who's primary weapons do Heat damage (Flamethrowers and FWG5's). Why not make the RK's do one of the more neglected damage types? There are certainly enough of them out there... Cold, Electricity, etc. As if TK's don't have enough powder on their nuts already.
If this doesn't worry you, it should. With the growing popularity of TKM's and the DeathWatch bunker finally live, the second highest resist that people will have on their armor will be heat. This is bad for Commandos and Pistoleers, now that I think about it, who's primary weapons do Heat damage (Flamethrowers and FWG5's). Why not make the RK's do one of the more neglected damage types? There are certainly enough of them out there... Cold, Electricity, etc. As if TK's don't have enough powder on their nuts already.
Feelixx
Tue May 25, 2004 3:46 pm
#39
Idea
Specials & Effects for Launcher Pistol
The profession its for
Commando
Why it should be considered
Currently the Launcher Pistol has no special. You only gain additional bonuses if you choose to go pistoleer. This weapon fires "explosive" bolts and if you have ever been standing next to to the target of one - you know that everything rumbles and shakes with lots of fire and smoke. As it stands now - it is a "light show" that annoys melee classes in your group. If it creates that much havoc - then it should have the ability to knockdown and/or stun a target. I would also propose an automatic bleed of some type (big holes blown into a torso are bound to hit some kind of artery)