Commando Archive

Thread: Thunderheart & Garvin What is a commando?

crZakalwe
Fri Apr 23, 2004 2:21 pm
#27

The sockpuppet was hilariously dead-on, Seck!


I like what shotgunjoe wrote.


I see Commando as a versatile and resourceful combat specialist. Master Commando should be tougher than a master elite; you've spent the points for it.


I think Commandos should have access to all ranged weapons certifications, so we canchoose what weapon we use. And maybe also be able to use some of the specials from the other elite classes. Probably easier to do than to add new weapons/specials.


Adding more pre-reqs is fine. Exploration would be appropriate. 1-handed and Survival as well. If my count is right, that would leave you with 24 points unused, which is fine. BHs have 33. So you've dedicated almost your entire life to combat. That's what being a commando means.


Currently Commando is a flamethrower. I see no point in doing more than 0040.
StarNick
Fri Apr 23, 2004 7:17 pm
#28

In reply to Lords' remark..on "Boomers"..and..err.."sneakies"...


We're a hybrid...we should be both..hence we're a hybrid of a Boomer and the best damned SOB sneakie in the whole military





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

darth_new
Fri Apr 23, 2004 11:35 pm
#29


im new to commando and have just got flame spec 4.i've been readin this thread and many others bout add new weapons and such.but to be honest some peopleare not seein the big picture here.people on other threads are sayin add the e-web or rail gunand so on,or combine the HAR treewith the FT tree.think about what a commando is........ and then think bout what a heavy weapon specialist is........you see the difference yet.yes we all want commandos fixed but if your gonna do somethin do it properly.....or buy a new one of course.im sure the devs want to fix or sort or revamp commando but dont want to come back to it havin to nerf it again or fix it.what i think we need is a spit between commando and heavy weapon specialist.ie commando should be more of a scout and such as a real commando.while heavy weapon specialist should be focused on heavy weapons.i think there are other professions that need it first other than commando although commando is pretty broken.but to me its worth the wait.



one more thing.commando should be more inflicting with the whole galactic civil war thing since well they are more military.since why should a rifleman have the same benifits from it he hasnt been trained in a war like situation.if u get where im comin from



- I support raging against the soe machine You can too
kyrus'
kenrw24
Sat Apr 24, 2004 11:47 am
#30

Good thread everyone! Lots of good input here. I just like adding my 2 bits whenever I see a thread like this one, so here it is.


Like everyone I also feel merging the FT with the HAR is a good idea,or if the HAR isn't going to be fixed so it works properly just eliminate it altogether. But I feel this can be carried a step further: Merge all 3 heavy weapons xp colums together. Have only ONE heavy weapons column.


This creates 2 available columns to add new skills in. These should be filled with skills that build upon the weapons we used to make it to commando in the first place: Unarmed(or 1-hand if changed to that, which makes a lot of sense), pistol, carbine and rifle.


Instead of just unarmed skills, or just 1-handed skills, there should be a hand-to-hand column that has offensive and defensive moves that can be completed whether armed or unarmed in close quarter combat. This would be a more accurate mode of combat-stormtrooper runs up in your face while you hold a rifle: Do you stand there trying to shoot him still? No, you swing your rifle butt across his temple and slam the butt into his chin on the backstroke.Also, add some melee defense bonuses in this column too. Something along that line.....please add comments, make up some specific skills that go along with it, etc.


The next column should be filled with skills RL commandos are trained in and use in combat. Their primary use for a rifle is sniper skills. Their assault rifle is a version of a carbine, so new or transferred carbine assault skills should be implemented. Many want a special assault rifle, but a variation of a carbine should be reasonable-let the carbineer use it, as long as we can too. Close quarter pistol combat skills. These should all be in one column, with the column being built with combat xp, since there are such varied weapons in the column. Also, put ranged defense bonuses in this column, some reasonable ones.


The last column, the grenadeer, should be altered to include heavy explosives, shape charges(a claymoor mine is an example of a shape charge) and the new and improved grenades with a range equal to that which a combat medichas with his distance heals. This column should be built with a new type of xp: 'explosives xp' or 'demolition xp', or it should be done with trapping xp, like the traps column of scout. I think it would be reasonable to make the traps column of scout a pre-req if this type of modification were made to commando. This might also require the commando to craft their own explosives, just as a scout crafts his own traps. Not wholly unreasonable-along the lines of the original intent to have us make our own grenades.


There's my spiel! I like what many of you had to say about reasonable pre-reqs to add: Exploration is good. I'd like to see scout/traps as a pre-req too, meaning the grenades column has been upgraded to include new explosives traps and heavy charges. I can see the survival portion being a reasonable pre-req......hey, why not make master scout and master marksman the pre-reqs? Then there's no skill point reason for anyone to complain about us being uber!
darth_new
Sat Apr 24, 2004 12:36 pm
#31

also i heard someone say merge SL with commando from somewhere.now thats a great idea for instance u got a few riflemen and TKM's in a squad.all great fighters but dont have the military aspects on formations or tactics where a commando does.the most important thing for the devs to think bout is to make commando fit well in this game you may have to change other professions like rifleman.alot of riflemen think are we considered snipers or heavy gunners.they should think sniper but most think heavy gunner which should be more of a commando thing really.one other thing the devs need our help on this as much as we need theres so shoutin at them (in a friendly way)wont help i think.i get angry with the devs but the more copperate with them the better the game will become.people say commando has potential,i think the SWG game has potential and if we all work with the devs on this it will reach its full potential.


Keep up the good work people





- I support raging against the soe machine You can too
kyrus'
HootGibson
Sat Apr 24, 2004 3:57 pm
#32

What is a commando ????


Arewe kidding


1. There were clone commandos in episode 2 - lets send a mail to the devs lol "tell then to see the movie its great"


2. Lucas arts are even making agame only about commandos (http://www.lucasarts.com/games/swrepubliccommando/


It can get more clear than that what a commando is...


Hoot


RazerWolf
Sat Apr 24, 2004 4:09 pm
#33



HootGibson wrote:

What is a commando ????

Are we kidding

1. There were clone commandos in episode 2 - lets send a mail to the devs lol "tell then to see the movie its great"

2. Lucas arts are even making a game only about commandos ( http://www.lucasarts.com/games/swrepubliccommando/ )

It can get more clear than that what a commando is...

Hoot






Yeah, but put in context, you're not completely right. The Commando profession in SWG is not those things, it's something different. The whole point of the thread is basically to try and figure out what the hell this profession is supposed to be. It's called one thing, but acts like another. Strangely enough, there's a lot of confusion based around this issue.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
HootGibson
Sat Apr 24, 2004 4:23 pm
#34

SWG is trying to create the same feeling in SWG as in the movies. They cant do that if everybody runs around in composite armor and has a flamethrower " who got the idea of giving a commando a flamethrower...


I say give us some real heavy blaster rifles and combine it with some commando armor... but make the the armor only weareble at master lvl.


For the rest of the professions i think they should get stuff too but it should only be wearble when you are master..(differnt armor for different professions)that way we get rid of all the shocktroopers in composite and get real feeling of starwars as it should be.


Hoot


"..please dont nerf me "


RazerWolf
Sat Apr 24, 2004 6:55 pm
#35

Blaster Rifles for Commando I agree with, repeaters at least. I'm personally in favour of adding "styles" of Comp armour that work in a simliar way as floorplans for houses: They're exactly the same except fot the final look of them.

Message Edited by RazerWolf on 04-26-2004 10:31 PM



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Tunturi
Sun Apr 25, 2004 11:21 pm
#36

Go get a beta copy of LucasArts Commando's game and seehow they work there, thats how we expect them to work in this game also.


That aside, my biggest complaint is that Master Riflemen are better suited for taking out Turrents and AS-AT's then commandos. In my opinion NO PROFESSION other then Commando should be able to take out Turrents and AS-AT's. PERIOD. You can acheive this by only allowing commandos weapons to do Blast damage.





Fhasit
Tue Apr 27, 2004 12:19 pm
#37

I'm new to Commando, so take my comments with a grain of salt. The way I see it, commandos are the get in, kill it and get out as fast as you can. I think a commando should rule 1 on 1, for PvE or PvP. But if the commando is faced with a group, particularly a diverse one, the commando should get stomped.


As best as I can think to reflect this in the game, the commando should have heavy weapon specials that are extremely powerful, but leave the commando vulnerable to attack. All his other specials should be completely defensive. I think the HAR and flamer trees should be comined and we should get a dirty fighting tree thats not so much focused on killing but disabling the opponent. Grenades should also be focused on the defensive, smoke, stun and other things like that.


Cumorah
Tue Apr 27, 2004 4:23 pm
#38

When you read this thread you find a lot of people who want the commando to be more than one in RL would be. Sneaking and hiding, hitting fast, getting out of combat quickly, assassinating enemies with his combat knife; able to deal with every situation he (or she) is faced with. More like "Rambo". I wonder why no one hasn't come up with the idea that we should be able to perform parachute drops at master level....

What those guys forgot is that we do not play a game that can be compared with real life. If you want "Sneakies" go and play Operation Flashpoint or something like this.

Hey we are playing STAR WARS not Navy Seals!

Can you imagine a fully composite-armored commando crawling towards an enemy base equipped with an knife???

When I think of a STAR WARS commando I think of episode 5 when these two stormtroopers were setting up the e-web.

If you compare the commando with the real life you should go back to world war 2. Flamethrowers, machine guns, bazookas these are the weapons a commando should use.

I didn't choose a commando because I wanted to rule in PvP. BHs and TKAs can do that and thats what they are supposed to do. I choose commando to be something special.


Here is what I think a Star Wars commando should be like:

No other combat class should fear us when faced one on one.
But they should fear us when we arrive in packs.



Give us a placeable cannon -like the e-web-, gunner at master, assistant at novice; an armor-piercing assault carbine for support; make the HAR a rifle with which we can use the rifle abilities we have with master marksman; give us one or two unique pistol/carbine/rifle specials we can use and a knock-down-kick that can be performed while armed with a weapon and gives us a chance to get away from attacking melee-fighters. Make the rocket launcher reloadable and add a grenade launcher (speed and accuracy depends on the weapon, damage type and amount on the rockets/grenades)

But that's only my vision of the STAR WARS commando!
thepunisher286
Tue Apr 27, 2004 7:41 pm
#39






Cumorah wrote:
When you read this thread you find a lot of people who want the commando to be more than one in RL would be. Sneaking and hiding, hitting fast, getting out of combat quickly, assassinating enemies with his combat knife; able to deal with every situation he (or she) is faced with. More like "Rambo". I wonder why no one hasn't come up with the idea that we should be able to perform parachute drops at master level....

What those guys forgot is that we do not play a game that can be compared with real life. If you want "Sneakies" go and play Operation Flashpoint or something like this.

Hey we are playing STAR WARS not Navy Seals!

Can you imagine a fully composite-armored commando crawling towards an enemy base equipped with an knife???

When I think of a STAR WARS commando I think of episode 5 when these two stormtroopers were setting up the e-web.

If you compare the commando with the real life you should go back to world war 2. Flamethrowers, machine guns, bazookas these are the weapons a commando should use.

I didn't choose a commando because I wanted to rule in PvP. BHs and TKAs can do that and thats what they are supposed to do. I choose commando to be something special.


Here is what I think a Star Wars commando should be like:

No other combat class should fear us when faced one on one.
But they should fear us when we arrive in packs.



Give us a placeable cannon -like the e-web-, gunner at master, assistant at novice; an armor-piercing assault carbine for support; make the HAR a rifle with which we can use the rifle abilities we have with master marksman; give us one or two unique pistol/carbine/rifle specials we can use and a knock-down-kick that can be performed while armed with a weapon and gives us a chance to get away from attacking melee-fighters. Make the rocket launcher reloadable and add a grenade launcher (speed and accuracy depends on the weapon, damage type and amount on the rockets/grenades)

But that's only my vision of the STAR WARS commando!





What on earth would that enforce? A group of any combat proffesions is hard anyways. Being only effective in only groups with OTHER master commandos is pointless as to theres very very few left.


Commando should NOT be spec ops, like every one keeps describing, but for the sake of the combat proffesion that spends the most points in straight combat, we should be the best. Im saying get an "I win button" but the upper hand when compared to every elite proffeion. Its only logical. We SHOULD be better than a rifleman, or a carbineer, or pistoleer.


I dont want these crazy special abilities like sneak kill with a knife ( although you act as if that bull already doesnt happen. Look at all the leet d00ds with fencer and tka. They wear composite but hold a knuckler. ) What i want is to be a REAL RANGED PROFFESION! I dont want to get master marksman to only work in melee range. If I wanted to be melee range based fighter, I wouldnt have mastered the "Marksman" proffesion! I want a Rifle, a rifle that does ranged specials. I want a pistol, with ranged specials. I want AP1 at the least!


Its not asking for much at all - A rifle tree, pistol tree, ranged specials for both weapons ( after all, we did master the marksman proffesion, please, at least make it look like we have range ) , change our defenses and fix our worthless consumables.
Page 3 of 9