Commando Archive
Thread: Every age has its wars, and every war has its legends.
Therfore, the emphasis needs to be much more on content, rather than abilities.
TK-863 wrote:
Hmmm... so maybe just long and extended themeparks woud be a better idea? Something for the storied proffessions can benifit from? That way it would not be disimiler to say Jaba's thempark that gives out schematics for feitherweight FWG5 pistols, my alt has a goraxed one, and it is very nice. I think the main thing is to bring back SWG to everyone, not just jedi.
Remember the little people. Remember the non-Jedi.
/rollseyes
Tyreal18 wrote:
Wow....didn't think that so many peeps would be angry at me putting in a stealth line, but it does have bearing. Many people view Commando differently: some think it is mass chaos, others belive it is special forces. Heck, some might just think of a commando as a dude with an explosive-tipped crossbow. Point is, The stuff I added in was just as an example of types of bonuses the tree could give. +20 terrain neg. wouldn't be too much, about a 45% reduction in terrain penalties. Plus, the camo could be tweaked as so a Commando could not do anything while in stealth....instead of flaming try giving other options, because then others can a.) see your point of view correctly, and b.) continue a discussion due to adding in new ideas. Cpl, I think we need to start a new thread talking about this theory, because some people aren't getting what you are saying I think....
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Message Edited by Phenix1050 on 06-13-2005 09:34 PM
Phenix1050 wrote:
You want other options? Here's a good one: focus on skills that are already in your template and work on making them better, rather than asking for skills that have NOTHING to do with your profession. Perhaps more powerful versions of the novice weapons. Advanced Launcher pistol certs. a themepark for commando's where destruction on a large scale is emphasized? I'm not trying to flame, but every now and then when I weild the common sense bat,people come off feeling a little hurt.
I think every combat profession's master box could do with some improvements on the novice weapons. It would be nice to have the ability at master to wield a "featherweight launcher pistol" or similar...
Phenix1050 wrote:
I think the issue at heart is "what do commandos DO that is different than other combat classes?" The same can be said about Ranger, so I understand where you guys are coming from. Commando should be SO much more than simply a profession of weapon certs. There needs to be a role for them, something that makes people go "we need one of these guys if we're gonna take this base". In my opinion, that should be true of most if not all the "story" professions. In my opinion, regular professions like riflemen give you skills-- professions like commando, ranger, SL, BH, smuggler, etc. should give you a role to play.
Commando's are meant to be high-damage soldiers whose weapons penetrate armor and suppress the enemy. Certain weapons, such as the high-explosive ones, should be used mainly to break armored materials, and I'll explain what I mean by that in a minute. Others could be used to suppress an enemy. In my head, Squad Leaders should be able to set up fortifications during battle, which would have a limited lifespan but would not only cut them off via LoS (line of sight) but would also provide large accuracy and defensive bonuses. I would also love to see some fortifications that had mounted weapons, but we'll return to that concept in a minute.
Now giving fortifications to SLs would help commando's as they'd have a high-priority target. regular weapons would be ineffective against such an armored target, but grenades could be used to get the people behind the fortification (only grenades would bypass the Los) and then rockets used to destroy the fortification itself. Other targets that would be armored materials would be stuff like turrets at bases, communication towers (destroying them would prevent respawn outside of base). Like fortifications, these things should almost always be hit when a rocket is fired, since they're immobile.
The third thing I'd add as armored targets would be vehicles with weapons on them. Essentially, the way this would work is that characters are placed into the vehicle and the weapon on the vehicle is equipped as their weapon (no certs). You could even haveseveral turrets-- the people in them simply choose a target and fire.Some specials would work, most wouldn't. But these vehicles would be armored, and as such would be difficult for a squad to face. However, a Commando would make short work of these guys because the damage of rocket launchers would increase against armored targets. Similar to the vehicle idea, it would be possible to add turrets where players "enter" the turret and they assume control of it by picking targets, as the turret becomes their equipped weapon. Commandos could destroy those as well.
This has nothing to do with what's being discussed here-- even if everything I just wrote was implemented, there would need to be more stories/missions for the commando. But this would start to give commando's a great role in combat, as they'd always be needed, just in case the other side had fortifications or vehicles.
of course, that's my view from being a Ranger, I have no idea if it's the direction you guys would like.