Commando Archive

Thread: Commando Wishlist!

TK-132
Tue May 03, 2005 2:44 pm
#27

Well I've been thinking how to improve things. So here I go.

First levels.

My idea makes it so levels equal levels.

What I mean is if your CL is 80 you should be able to kill to 8 level 10 NPCs.

Or two level 45 NPCs (And creatures too).

This prevents 80 level players from being god like and going to say one of the old static bases and fighting like 6 level 25 NPCs and winning.

So to level 80 folks a Level 1-19 NPC is Consider Grey. Level 20-39 and is Consider Green. Level 40-59 is consider Blue. Level 60-80 is consider White. Level 80-85 is consider Yellow. Level 86-90 is Consider Red. Level 91-95 is Consider Purple.

So by a system like this no player could ever be uber powerful to lower level NPCs and proceed to mass slaughter things. This also makes the solo game possible to level since there won't be such a huge gap for players on what provides XP.

So here's an idea.

Battle Droids Level 60
Super Battle Droids Level 75
Stormtrooper Level 25
Rebel Troopers Level 15
Rebel Commandos Level 30
Storm Commandos Level 30
Dark Troopers Level 32
Nova Dark Troopers (Dark Phase II Troopers) 88
Bull Rancor 86
Rancor 80
Ancient Krayt Dragon Level 92
Generals-Admirals Level 60-85
Thug Level 10
AT-AT Level 110
AT-ST Level 80
(Player) Light AT-ST Level 55

I think such a system could vastly imporve SWG.

This way you have good XP rewards for all and keep anbody from being to powerful. This way you also prevent Level 80 NPCs like Rebel Medics from existing from missions. I've heard many complaints where people are seeing the exact same type of NPCs and creatures but because they are someone's missions they are many more times more powerful then standard spawn ones.

Also this means you could have 4 Level 25 Stormtroopers prove a Challenge to a level 80 Character and still provide some XP, without seeming un-realisic on a mission. Most NPCs on the Corvette and DWB should be level 60-90 so people can fight their way through such places needing a group, but no one Mob would be god like except for a few boss NPCs (Admirals, Dark Nova Troopers, Death Watch Overlord, Tusken Executioner etc.)

Nick if you agree with such an idea please, take it up to the Devs. Some of the Damage Modifers might need to be rebalanced and obiviously a level 15 NPC is Consider Purple to say a Novice Player at Level

Ok besides that.

Things like the RL and Particle Beam Cannon should be weapons that we carry and fire on our shoulders! Right now the RL reminds me of a giant explosion gun and nothing more. I've never seen a Star Wars RL carried in one's hand like a gun. Also the RL should KD 40% of the time, not 1/10th.

So RL should KD 40% of the time.

Particle Beam Cannon should KD everything in a straight line. This should be a Tier 4 weapon.

Lightning Cannon should Stun opponents.

Acid Streamer Cannon should Blind opponents.

Also a Master Level Rocket Launcher would be very nice, perhaps a must?

All above weapons should have AoE of 5m.


Grenades should have an AoE of 10m.

Grenades should be equipable and come in stacks of 20. And when I say DPS I refer to estimated DPS.

C22 should have DPS of 150 does extra wound damage.

Glop Grenade should have DPS of 200 blinds enemies.

Cyro Ban Grenade should have DPS of 280 and stun enemies.

Thermal and Imperial Detonators should KD 90% of time and have DPS fo 350.
(These grenades should only be able to be thrown every 8 seconds for balance issues.)

Proton Grenades should do DPS of 400 and have Fire DoT.
(Can only be thrown every 10 seconds.)

The FT, LP, Acid Rifle, and Plasma FT should have AoE of 3m. Would be nice if LP fired little rockets again, but not needed. Also would be nice if the advance weapons (Like Plasma FT) looked or fired differenly then their basic versions.

Oh the Underslug Carbine would be cool too.

Message Edited by TK-132 on 05-03-2005 03:00 PM



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
Xantevelon
Tue May 03, 2005 2:46 pm
#28


  1. A master level rocket launcher

  2. A weapon that does not have an AoE cone

  3. Underslung carbine at master

  4. I really like the idea of attaching grenades onto weapons like the LP

  5. Oh yeah a better LP at incindiery IV

  6. The ability for commando's only to use high level faction pets. i.e. AT-ST and so on...

  7. I'd also like to see a different in game model made for the Plasma flamethrower, so you can easily tell which is which, even a color change lol. Reg FT = Green. Plasma = Black or something like that.

  8. Take away the massassi knuckler.

That would be my wishlist right there. Other than that commando is great






Eekes.
Latenighter
Wed May 04, 2005 12:56 am
#29

Remove Unarmed pre-requisite.

The CU has made us a ranged profession. We MUST dabble other ranged professions to gain damaging specials. The brawler/unarmed prereq is 29 wasted skillpoints in getting beneficial specials. The Smuggler/Commando, TK/Commando would still be ABLE to spend those skillpoints and gain their template, it just won't be REQUIRING those who go for a Rifle/Carbine/Pistol template to have 29 lost points.

The devs could reinstate the Master Marksman requirement for Commando. This would:

1) put those 29 points into marksman,
2) give us some additional general modifiers,
3) keep our heavy combat pre-requisite load,
4) block triple mastery (Dev goal, not mine!)

You likely are already picking up one of the pistol/carbine/rifle lines, so you would be picking up the other two ranged trees and the master box. And while I'm wishing, reduce the master marksman (and all other novice professions) box to 1 skill point to keep it all balanced (29 points). No one needs master novice except rangers and giving them 5 net skillpoints is a nice benefit to them.

If reducing the skill point cost of the novice master boxes wouldn't work, then require commando's to have Marksman 4/4/4/4, which would give us 1 extra skill point net.

For your consideration.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
DarthMercilous
Wed May 04, 2005 3:34 am
#30


My wishlist, unrealistic though it may be:



  • The DC-17m from Republic Commando withat leastthe following attachments: Sniper, Carbine & Anti-armor

  • DC-15s Side Arm Blaster from Republic Commando

  • Grenade Launcher with options screen for selecting which grenade from your inventory you want to use

  • Night Vision / Infrared SEA for our helmets or some other device / option to give us this

  • All recovery specials

  • Master level non-AoE precision based specials for the Proton Rifle or Tusken Rifle

  • Golan Arms FC-1 Flechette - similar to a shotgun, AoE weapon, but can also fire 2 grenades at a time.

  • DC-15 Blaster Rifle - fires blue plasma bolts, extremely precise, available in two versions, the pistol above, and a long-barrelled sniper like version, the DC-17 is a variant on this weapon, but with interchangeable options.

  • Stouker Concussion Rifle - fires an AoE concussive blast, creating an explosian that spreads in a large radius

  • EMP2 Pistol - droid disabling weapon, also an AoE, could be converted so that it's a stun and uses electrical based special damage

  • Mer-Sonn PLX-2M Portable Missile System - shoulder mounted rocket/missle launcher, noted to be one of the most powerful rocket launchers in the galaxy

I'll add more later if I can think of any thing else.

Message Edited by DarthMercilous on 05-04-2005 11:47 AM



Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
ShufIrathe
Wed May 04, 2005 4:38 pm
#31

We seem to be right back where we were at launch. Sub-par weapons with sub-par damage and only one weapon that we can really use. The state effects are nice, and AOE is not always a bad thing, but I'd like to be closer to where we were. Monsters of damage dealing.
tacwraith
Wed May 04, 2005 6:22 pm
#32

- Rename non-consumable heavy weapons as 'Light Cannons', remove their AOE effect and leave them as state-effect inducers+ damage and lower the action costs by half.


-Return our consumable heavy weapons with increased damage and with aoe damage appplied. consumable heavy weapons would be on a timer that will lock out all *commando ONLY* weapons from being used, refire delay of 10 seconds. Damage is to be high, in the 1500 per hit range. MAKE CONSUMABLE HEAVY WEAPONS A MASTER BOX PERK!!


-Grenade timer reduced to 8 seconds and current grenade damage increased by 40%.


-Revamp the launcher pistol to be equivalent to the FWG5 but with area effect damage of 10 meters. And please return the old pre-holocron time firing graphic (the read streaks heading to target, you can remove the stupid smoke it spits out).


-Add BEAM RIFLE certification to COMMANDO, make the BEAM RIFLE be a 'lasing' weapon.. aka you acquire target and it begins to do DOT-like damage as long as you keep the target in your 'sights' (aka you dont target something else). No action cost to use ..make firing graphic be like the oldconsumable HPBC..but make the color of the beam be darkblue.


-Bounty Hunters have their BH armor. Please ask for Republic Clone Commando armor (ARC) armor to be given to master commandos. Same stats as BH armor but just looks different..shouldn't be hard to do and it would be VERY cool.


-Give commandos a few utility specials.. not damage specials or crowd control or debuffs.... im thinking more like 'commando-ish' skills .


Aka give us an active ability similar to force run.. except that it just pumps our terrain negotation to the max for about 2 minutes. Re-use timer is 5 minutes.


Ambush- similar to rifleman cover but for commando you HAVE to be prone AND stay still and cannot move at all or the ambush breaks. Ambush is NOT broken by anyone coming near you, it is only broken by player's own actions.






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Knightcrest
Wed May 04, 2005 7:03 pm
#33

Heh sad thing is that it is so late and no time for fixes before the expansion and we should be complete with the CU portion... it sounds like we are needing a full revamp with the amount of issues



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
JohnAdams
Wed May 04, 2005 9:26 pm
#34

I'm prinarily a WS with a Commando alt. I have always wanted grenades to work better or at least be useful. I was okay with the idea of them applying states, but the states just don't last long enough. Given the resource demands combined with the PIA factor of Commando weps and grenades, I'd really like to see them be more powerful. As it is, an HPBC or Rocket launcher does about as much damage as a high end pistol. Combined with the specials other profs get, we almost do less damage than others.


My vision would be this. Lob a grenade or use a heavy weapon for an opening salvo. This gives us time to close to FT range and do some real damage. Swift and overwhelming damage.





CrazyBob - grumpy old weaponsmith
Check your global south of Dearic on Bria
Rathask
Wed May 04, 2005 9:42 pm
#35

Um...actually, the damage per second on Rocket Launchers and Heavy Particle Cannons is somewhat substandard. Factoring in rate of fire, by far the best commando weapon in terms of damage is the Plasma Flamethrower, followed by the Lightning Beam Cannon, then the Acid Beam Cannon. High-end pistols such as a Scatter or Republic Blasteroften end up with a higher DPS than even the Plasma Flamethrower by about 10 or 15 points.



- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire

- Raythen: Master Commando/MBH/Pistoleer TC-Ep3
Knightcrest
Wed May 04, 2005 11:03 pm
#36






JohnAdams wrote:

I'm prinarily a WS with a Commando alt. I have always wanted grenades to work better or at least be useful. I was okay with the idea of them applying states, but the states just don't last long enough. Given the resource demands combined with the PIA factor of Commando weps and grenades, I'd really like to see them be more powerful. As it is, an HPBC or Rocket launcher does about as much damage as a high end pistol. Combined with the specials other profs get, we almost do less damage than others.


My vision would be this. Lob a grenade or use a heavy weapon for an opening salvo. This gives us time to close to FT range and do some real damage. Swift and overwhelming damage.






Why in star wars is the primaryweapon of a commando a flamer? Just because it was our only working weapon in our previous era does not mean that is what DEFINES a commando as good many are saying. To me a flamer is a backup weapon when my explosives failed and my ability to end the hostile at range....so I end with my close range flamer as they close on me. It should be a final result since we can't delete it and let us blow stuff up in our primary.




Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Tuscanspeed
Wed May 04, 2005 11:38 pm
#37

1. full damageAOE for the plasma flamer.


2. turn the burn up about 70 points.


3. Heavy rocket launcher at master with 75% knockdown.



my scatter pistol is more powerful than any of our "commando" weapons."dubya tee eff mate!"


yeah we are "more balanced" now... but only because we were totally fubar before.


we are NOT the heavy damage dealers.


MAYBE the proton rifle will help to remedy this... maybe.




Tweaked Askani
Last of The Elder Commando Elite
I'm ****ing staying here and don't be weird about it!
Vendor Located @ -3882 -2141 on Corellia 1k from Tyrena in Candyland
Theosar
Thu May 05, 2005 3:42 am
#38

Introduce Veteran ranks..


How about remote detonators? C4 and the likes?


Change the Commandos role in base takedown, make them have to place a number of detonators instead of what they do now...







__________________________________________
THEOSAR GREENSIDE
__________________________________________
.: R E B E L C O U N C I L :.
Republic Storm Commando
"Si Vis Pacem, Para Bellum! "
TwilekKilla
Thu May 05, 2005 11:59 am
#39

1>AoE to work
2>Some more damage(we have a 5 offence, and 3s are beating us)
3>At least one special, possibly a high enrgy cost shot, or one that takes more from the mind pool, ect.
4>A tank
5>Master lvl Rocket launcher

That's all I can think of atm



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