Commando Archive

Thread: **Commando Poll Requirement Change?**

NjallParker
Fri Sep 30, 2005 10:31 am
#27

Ranged support IV + Trapping IV can be a good idea... at least, it can't be worse than Unarmed IV (but I'm not objectiv, I'm planning to go Commando/SL)
birdinga
Fri Sep 30, 2005 11:55 am
#28

I think having 0040 Medic would be a great thing to have on the battlefield. You could make a much better temp with that added healing then you can with unarmed. Scout pre-reqs are better then melee but I say medic would be the most effective in combat.



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sothh
Fri Sep 30, 2005 2:54 pm
#29

while i rather have more melee def. for the melee tree requirement, scout trap does make sence.



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KODAKSTEVENS
Fri Sep 30, 2005 2:59 pm
#30

yea trapping branch , that would be more perferable because maybe they can add like some human versons of traps to throw at NPC's (can tell i aint done traipping ever in my life time lol)



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ravisher
Fri Sep 30, 2005 3:07 pm
#31

really, i think that the only prereq for commando should be master marksman. unless they change it so you can more effectively mash someone's noggin with a launcher pistol then you should just be the king of guns.







Meat, the Rorwook

Oft-disputed lord of the crappiest planet in SWG.

ravisher
Fri Sep 30, 2005 3:09 pm
#32

cause i'm kinda thinking that the ability to use last ditch an a big group of ppl (when/if they get it fixed) should require us to use more SP than what it currently takes.







Meat, the Rorwook

Oft-disputed lord of the crappiest planet in SWG.

Wolfmann31
Fri Sep 30, 2005 4:15 pm
#33

The Star Wars concept and role of a commando dictates unarmed.


So, if we're to follow that concept, we need to find the mechanics to make it work to become a well rounded profession that has a foundation in Star Wars and a balanced fun profession to play.


However, if we're not to have a Star Wars concept and role as a commando, but instead being the Arnold socalled commando, we can ditch anything that really isnt 'bout ranged.


thats my vote, thats all you get, until we know our background and place in Star Wars, and what we're founded on.




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ravisher
Fri Sep 30, 2005 4:17 pm
#34

This game stopped being based on the SW universe on 06-27-2003

Message Edited by ravisher on 09-30-2005 06:17 PM







Meat, the Rorwook

Oft-disputed lord of the crappiest planet in SWG.

Pe-Ell-Morgoth
Fri Sep 30, 2005 4:22 pm
#35


I think that taking away brawler from commando would not be good at all !!- commandos new build once revamped should be more geared towards adding damage to both melee and ranged aoe attacks.The commandoshould be a well balancedfighting machine - skilled atmelee attacks and rangedattacks.Not very many people want to build grenades all day~ just my opinion.



-GAME OVER-

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GhosT

Daker-Naritus
Fri Sep 30, 2005 4:31 pm
#36






StarNick wrote:
Just in my opinion, I think we're fine as is for pre-reqs but we need a better overall concept to connect those parts into the ideal - a guy who is bloody lethal at any range, and is a proficient combat guy.





/sign


My thought exactly StarNick.... I DO NOT want another ranged prereq... I would rather just have a High DPS commando knife that we can use at close range on a single mob.


NOTE: The reason I say "High DPS" is that we get no speed or accuracy modifiers for "unarmed" fighting, nor do I think we need any. If the devs give us a knife that is balanced to give equivalent DPS to a mid-range Taras Kasi, I think that would be perfect.



I see the knife as a "stealth option without the stealth." All of our weapons are big booming and have AOE. If you get in a situation where you ONLY want to attack one mob and not aggro others (assuming they are not helpers), you could whip out your knife and dispose of the mob.


memnoku_xiaolong
Fri Sep 30, 2005 6:02 pm
#37

how about they just do waht we aske pre cu? give us back our cone/single abillities for flamer and acid, make the pistol launcher a bit more damaging and give us melle defence


instead of making the mockery of the comando proff we have to day?


i hate the current our weps are our skills thing


sucks having to change wep evry time you want a diffrent attack even the current flame sfx isnt as good as pre cu :/






memnoku the devil.

I am your ticket to hell
MohdriDarkstar
Fri Sep 30, 2005 8:43 pm
#38

Hey Starnick -


When I suggested Trapping IV and Ranged Support IV as prereqs I did so for very carefully thought-out considerations.


Many people will be like, "give us something that will actually be useful." These people aren't thinking of the macro game, how other professions fit in, and how balance must be achieved.


Prereqs aren't really going to be useful, anyhow. The only utility I've ever gotten out of a starter profession line is maybe something out of medic, and that is not something that should be the realm of the Commando. They already threw us a bone by allowing us to easily pick up a lineCombat Medic as a double elite mastery!


Trapping IV makes sense, if there has to be a theme justification, in that commandos do use traps, explosive devices, grenades (read: would need a slight upgrade in this department).


Trapping IV because Bounty Hunter and Ranger are slated to use Exploration IV already (which is going to lose its terrain negotiation and burst run efficiency anyway, you'll have to dive into the Ranger tree to get those now, and lots of it!) Hence, it would be an unfair lighter SP sink to become a BH/Commando with anything other than a line within Scout that is NOT Exploration IV, since Commando and BH already also share the Ranged Support line as combat hybrid elites.


Having a Brawler pre-req is silly. Switching weapons in combat is suicide. Commando is geared toward ranged. Since when could you use a Rocket Launcher in melee except for a weak Firearm Strike?


MohdriDarkstar
Fri Sep 30, 2005 8:55 pm
#39


Also, looking at how many of the other hybrids are being tied to Scout, you're only hurting yourselves by not moving there as well.


The schema I proposed elsewhere:


(Already Implemented) BH 0004 Marksman 4000 Scout


(Already Implemented) SL 0004 Marksman 0004 Scout


(Soon Implemented) Rngr 0040 Marksman 4000 Scout


(My Suggestion) Commando 0004 Marksman 0400 Scout


(My Suggestion) Smuggler 0400 Marksman 0004 Scout


If you look at that, it allows you go to MBH MCommando + 4000 CM for healing, which is the trend of all the 'normal' ranged elites. (My BH for instance is MBH, MPist, 4000 CM.) You could similarly go MCommando MSquad Leader. Any time two hybrid elites have a shared line, they have enough SP to pick up 4000 CM. Any time they don't share any lines, the best you can do is 0240 Medic. Also, you can still go for the more traditional ranged elites to round out your template like Rifleman, Carbineer, Pistoleer. But this time you have the added benefit of maybe adding in Improved Duelist Stance, or picking up some Squad Leader, perhaps Ranger.


*Or you simply keep Smuggler and Commando over with a Brawler Pre-Req. If you have any designs of picking up any Squad Leader, Ranger, or Bounty Hunter, you'll have to gimp your healing ability. Which all the ranged-templated Rangers, Squad Leaders, Bounty Hunters, and normal ranged elites will have. That you won't.

Message Edited by MohdriDarkstar on 09-30-2005 11:58 PM

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