Commando Archive

Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*

RankorCity
Wed Feb 25, 2004 11:25 am
#40






Daker-Naritus wrote:


I don't want the HAR gone...I just want to to be merged into the flamer tree to make room for launcher pistol tree and specials.


My reasoning is damage type: Lots of things have blast and heat resists, we need a viable weapon that doesn't.


As far as an E-Web or other type blaster is concerned, my main question is why? Once they all work, we will hopefully have heat damage (flamer), acid damage (HAR), blast damage (launcher), and a whole bunch of short range (grenades) and long range (rocket launchers) expendible weapons of various damage types. With all of these weapons we can move around and use various effects.


If we get a new heavy hitting/rapid firegun, it will undoubtedly have huge drawbacks to account for the power (ex: with an E-Web on a tripod, you wouldn't be able to move and would suffer some sort of defense penalty for being stationary).Itwill also likely be energy or blast damage...both some of the more highly resisteddamage typesfor all but tanks and turrets. We will lose some of our currentarsenal, to get something with the same damage types and drawbacks as we currently have. It's not worth the effort, and will end up screwing things up more than they already are.


However, to keep this constructive, try this: Add guns like the E-Web not to player arsenals, but to bases and battlefields as structures. Make them usuable ONLY by commandos with certain skills, and unmovable structures(attached to the base or battlefield).The E-Web for bases can be bought and placed in place of a turret or in the area surrounding the base, and destroyed just like a turret. Basically, it creates a player controlled turret on the base or battlefield.


I think this would be a great addition to the game, and would give us a great role in the GCW.






Now, this I can 110 percent agree with....The E-web, IMHO, should be a faction purchasable item, at its outset, and eventually be able to be made by Master Weaponsmiths...Placeable at bases/hq's and such, and possibly in player cities only by militia members....And usable by Master Commandos only




Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
tacwraith
Wed Feb 25, 2004 11:40 am
#41

no offense lords, but if SOE had bothered to read these forums in past few months there would be no need for this thread.


i just bumped one of my threads that was back in page 4 or 5 for the 3rd time.






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

DecimusDrakar
Wed Feb 25, 2004 12:06 pm
#42

1. Scrap the current heavy support weapons i.e. rocket launcher(you'll see why), merge the FT and HAR into the heavy support weapons tree.FT and HAR are support weapons not mainstay combat weapons.(DO NOT make these disposable weapons.) title: Expert Commando.


2. Get the grenades functioning properly, at least to the point where they kill the target before us. title: Grenadier.


3. Create a LP tree with speed/accuarcy mods and specials, it IS a commando weapon afterall not a pistoleer weapon. title: Special Forces


4. Our mainstay weapon: Assualt Rifle Tree, stun dmg, 3.5 spd, 350-450 dmg. The most used weapon(in America anyway) is the M-16. M-16's also can come with grenade launcher attached to the underside. My idea is to give us an assault rifle and take our current support weapons and use that type of dmg(blast, lightning, energy) as the grenades used in the launcher. They would be disposable attachments to the assault rifle. the grenade launcher would NOT be our specials with the assault rifle, but would just be our heavy duty dmg weapon against heavily armored opponents i.e. at-st's and turrets. title: Assaulter


If these ideas are implemented correctly they could make the commando class very useful in pve AND pvp.


-Revan-

Master Commando

Imperial Master Sergeant

Zero Tolerance
StarNick
Wed Feb 25, 2004 6:48 pm
#43

Raanan said:


"My only problem with the idea of a rapid fire assualt rifle is game mechanics. Can SWG even handle that many calculations in a second"


There is ways around this..First..think Kotor...look at the hvy repeater/light repeater guns...it was one attack, but the animation was continuious bursts of fire nearly up to the second attack...really, i think the biggest problem will arise in the Art Department, not entirely the geeky programmer one..and Second, look at Pistols...either now, or in future (forget..) they can/should be able to hit the spd cap of .5...thats fast..very fast per attack...same could be applied to our rapid assault cannon


and ideas? just gimmie something that makes the enemy shiver and urinate in his pants {aka..thinking something up]





--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

StarNick
Wed Feb 25, 2004 7:49 pm
#44


KNG-117 Assault Rifle

Varient of: Assault Rifle

Certified: Yes

Speed:3.0 spd [Base]...cap @ .5

Damage:

50Min

500Max

AP: Medium


Type: Blast

Wound Percent: 35%

Range Modifiers:

-50 @ 0 m

+5 @ 35 (ideal)

-20@ 50 (Max Range)


Ham Costs: -same as LP- (excuse that i forgot )..but slightly higher


This is the granddaddy of the LP...ONLY accessible at Heavy Assault IV (HA IV)


New Tree:


Heavy Assault I - 1 new special for LP w/ +10 spd, +5 accuracy for LP

Heavy Assault II - 1 New special for LP w/ +10 spd, +5 accuracy for LP

Heavy Assault III - 1 new special for LP w/ +10 spd, +5 accuracy for lp

Heavy Assault IV - 1 New Special for LP/KNG w/ +10 spd, +5 accuracy for Lp and +20 spd +10 accuracy for KNG


Master - 1 New Special for LP/KNG w/ +10 spd, +10 accuracy for LP....+40 spd, +20 accuracy for KNG


ALL Lp Specials work with the KNG....LP accuracies based off Pistol...KNG based off Rifle


At Novice, no added LP specials/mods


Therefore, the +50 Rifle Accuracy, and +30 Rifle Spd Will be added to +60 KNG accuracy, +30 KNG spd...making +110 accuracy and +60 spd...very fast..pretty accurate...however..at times it can either miss, due to low range modifers..OR it can hit pretty low..but spd makes up for that


Same goes for LP...+50 acc, +50acuracy and +30 spd plus the +50 pistol acc, +30 spd...resulting +100 acc and +60 spd


Now for Specials:


1st Special: Lethal Shot - in many aspects very much like stopping shot, but not as damaging


2nd: special Leg Blast - Targets Action


3rd Special: Mind Blast - targets head, does not induce blindness


4th Special: Assault Blast - More geared towards the KNG, but fires quick short damaging blasts...can suppress or stun opponents [Primary, Commando Style Attack]


5th Master Special: Knockdown Burst - fires a small set of rockets, KDing the opponent..similar to the BH kd [Master ONLY]


Advantages: Very Fast Commando Weapon, the mainstray of our Armament, coupled with the LP...LP geared towards Anti-Personal, KNG geared to {Light}Anti-Vech..but effective against ppl


Disadvanatges: Like using a rifle (thus easily hit up close..not like we're not used to that), Low Min Damage (for a hvy weapon..in aspects like Rifles)


I STRONGLY believe that if we ever do get an LP tree..and an assault rifle..it be geared for AT LEAST LVL 3, and even better as i suggest, lvl 4..with a big bunch of mods at that lvl, and master..making this ONLY FOR HIGH LEVEL COMMANDOS..which it should be, seeing its a more advanced LP


Total Commando Overhaul:


Field Tactics 1 - same, but have Melee Mitigation 1 [As suggested by several melee friends..who also wanted our FT nerfed too..]


Field Tactics 2 - same


Field Tactics 3 - same -add some explore {very low lvl}


Field Tactics 4 - same -add some explore {very low lvl}


Field Tactics Title: Grenadier


Overview: Fix gernades, otherwise everything looks good here..plus the melee mit 1 ties in unarmed


Heavy Weapons 1-4 Add some more accuracy/spd mods to ALL hvy weapons for *EACH* lvl..HOWEVER, in lower increments (like +5 or +10 per) this gives more incentive to get master..but is good for dabbling, since it'll provide a sample..NOT the main course...plus FINALLY get some animation changes to some of the weapons, lower ham costs, raise charge capacity (at least double)


Heavy Weapons Title: Heavy Gunner


Overview: Basically what i described above


*New Tree* Special Heavy Weapons 1 - 4 HAR/FT TREES COMBINED! No Changes WHATSOEVER except this combination and the fixing of the HAR!...or dropping of har..either way...MAKE the commando trees MODULAR! meaning more weapons can be added without diff, at the point where we are...we can only add to two generic weapon trees!


MAJOR EDIT: You Do NOT get FT/HAR at novice! FT gained at SPH 1, HAR SPH 2 (new guns below at later lvls too!)


Special Heavy Weapons Title: Expert Commando


*New Tree* Assault


Assault 1-4 Exactly stated above


Assault Title: Marine


Overview: This tree ties in the MM, the others are more commando-only..but this tree is more of a "hybrid"-how it should be


Defenses:


SAME! Ranged/Melee is GOOD as is, -however- we need a counterattack...along with the melee mit 1 in Field Tactics 1, give us +10 defense acuity...Novice +5 counterattack, Field Tactics 1 +10 Counterattack, Field 2 +5 counter, Field 3 +10 counter, Field 4 + 5 counter, Master +15 = +10 defense acuity, +50 Counterattack......Also limiting our proffession...make this counterattack COMMANDO ONLY! where it wont stack with other proffessions! Thus, while a TKA can get another brawler or two with counters...and stack...WE cant!...ALSO, we should gain nearly NO SPECIAL DEFENSES..that is our MAJOR weakness


Message Edited by StarNick on 02-25-2004 10:11 PM



--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

StarNick
Wed Feb 25, 2004 7:56 pm
#45

Also...in response to my above post...many would say..WHOA! thats way too strong for you..but it isnt


We took MM, and Unarmed..Therefore we qualify for a total of 4 Elite Proffessions off the back...with that in mind..we take from All (cept carbineer..hehe) therefore we should be one bad person to deal with..but our weakness is our hvy weapon spd..aside from Assault, and our low defenses..without proper support or in a bad situation (elite commandos pick their battles) we can easily be KDed, stunned, blinded, suppressed, you name it..but in the process we can counter, we have a tiny TKA element, and some defenses..but not as much as a tank


and in coherence with that last word..WE ARE NOT A TANK, therefore just because we get boosts in dmg..does NOT mean we can solo everything...i found some remarks by either JustG and TH (forgetting..) somewhat offensive when they stated that we should NOT be able to solo..and we only do well in groups (which someone made a comment..sounded like an SL!) We are no where near that now, nor will ever be....as proposed above in my post, a commando has High Power, BUT certain chinks that are flagrantly exposed..and goes back to the old saying...170 skill pts should bring us higher than a 92 skill pt proffession


and on a side note with profs..my Master brawler, TKM, Fencer friend has just soloed that geno. cave on yavin..Soloed it...ya you hear me..meanwhile they say that we shouldnt be able to solo, and ignore us..other proffessions are soloing off the wazoo...that needs to be change, and so do we...with those above changes..it basically states the obvious: We need to get off the Flamethrower, We need a New Primary Gun, we Need those fixes + mod additions!





--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

StarNick
Wed Feb 25, 2004 8:10 pm
#46

-=-**New Gun Ideas**-=-



Heavy Ion Cannon

Ap: 3

Damage:

400-1000

Type: Stun


Catagory: Special Heavy Weapon

Spd: 5

Wound: 40%

Ham: 20/40/15


Range: -60 @ 0, +15 @ 35 (ideal) -30 @ 64 m


Specials: Heavy Droid Bombardment - Affects Droids Only (for droid invasion), the big killer for droid armies

Organic Disabiler - Targets Organic nervous system, produces blindness/stun..very little damage

Vehicle Destroyer - Affects vechs only, the "big whammie" immobilzes vechs for a short time, maybe reduces the dmg/armor/shielding for a small time?


Notes: uses new skill set, place in Special Heavy Weapons III (Har being II, FT being I)


-------------------------


Sonic Blaster

Ap: 1

200-700 dmg

Wound: 15%

Spd: 1.5 spd

Type: Kinetic

Ham: 10/20/5


Specials: Ripper -tears thru flesh, creating burninng (small dot)

Mind Nullifier - stuns opponent, targets mind....main focus is mind


Range: -10 @ 0 m, +25 @ 25 m, -100 @ 48 m(max)


Notes: powerful at short range, very ineffective long [uses pistol skills], place in Assault II






--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

ZyrokYikre
Thu Feb 26, 2004 8:56 am
#47

Im fine with keeping the acid rifle myself, I would just like to see it reworked like alot of people do so that it provides something different other than a flame thrower clone, something that provides us with some variation.



Zyrok Yi'kre
Bothan, Male
TKM/Master Brawler/0423 Fencer
Inoxi
Thu Feb 26, 2004 9:47 am
#48


My suggestion:


-----------------------------------------------


Skill-Tree IClose Range Abilities(Title: Expert Commando)


XPType: Knife XP


Weapon: Commando Knife (new weapon, you know how it usually looks, modified Survival knife))


Specials(only useable at melee range) : Knife Attack 1 (Bleed similar to Health Shot 1), Knife Attack 2 (Damage enhanced similar to Body Shot 1) Backstabbing (Damage enhanced similar to Body Shot 2), Special Sneak attack (Mind Damage similar to HeadShot3)


add some Terrain Negotiation and Camouflage but no melee bonuses.


-------------------------------------------------


Skill Tree IICombat Support (Title: Pyromaniac)


XPType:Heavy WeaponXP


Weapons: Launcher Pistol, Flamethrower


Specials for Launcher Pistol: Boomshot 1 (Increased Hit Ratio), Boomshot 2 (Increased Damage Ratio), Dustblow Increased Damage and Speed)

Specials for Flamethrower: As is


-----------------------------------------------


Skill Tree III Long-Range Combat (Heavy Weapon Specialist)


XP-Type Heavy Weapon XP


Weapons: Assault Mini-Cannon, Flamethrower


Specials for Flamethrower: As is. Nothing else

Specials for Assault Mini-Cannon : Assault1 : Particle Beam Attack, Assault2: Acid Attack , Assault3: Blast Attack, Assault4: Ion-Attack


Assault-Mini-Cannon, if equipped makes the Commando as slow as a New Player without Terrain-Negotiation walks up a straight mountain. (Its a HEAVY Weapon) Also there are encumbrances at Stamina and Focus)


Skill-Tree IV Explosives (Title: Explosives Expert)


XP-Type: Combat XP


Weapons:Grenades, Rocket Launcher, Scatter Bomb, Timed Explosives


Specials: None, but advancing the Skill Tree gives possibility to use Weapons mentioned in this order. Grenade Abilities are kept like they are.


Scatter Bomb is a not throwable Explosives Pack for Anti-Infantry, stationary and not moveable. Timed Explosives are only to be attached to destroyable Buildings (Turrets etc)NOT to AT-ST or AT-AT !


-----------------------------------------------


Mastering Commando adds accuracy and the Possibility to Attach Explosives to moving enemy Machines. Also he gets one special that is to be newly introduced: Unmount Shot. Players of enemy Factions are unmounted immediatly if being hit with the Assault Mini-Gun. Chance to hit: 40 %


-----------------------------------------------


My 2 €-cent


Sidious Inoxi

Novice Commando

Mos Wulf, Tatooine, Starsider
Inoxi
Thu Feb 26, 2004 9:52 am
#49

Little Correction: I want Edit




Inoxi wrote:


My suggestion:



-----------------------------------------------


Skill Tree III Long-Range Combat (Heavy Weapon Specialist)


XP-Type Heavy Weapon XP


Weapons: Assault Mini-Cannon, Flamethrower


Specials for Flamethrower: As is. Nothing else




My 2 €-cent


Sidious Inoxi

Novice Commando

Mos Wulf, Tatooine, Starsider




Another 1 €-cent

Froggoy
Thu Feb 26, 2004 10:29 am
#50


Grenade launcher would be cool.Because those grenades you get certifications for arn't really that good in pvp.So how about a gun you can launch them with.Just equipt the grenades tothe grenade launcher.
The grenade launcher's attack will be like 100 damage more then the grenade since it's going to hit the target with speed.Also how about when you get master commando you gain a special skill that shoots multiple targets with it.The type attack should be blast.It should have the same ham cost asa flamethrower or a little more.Speed should be 6.3 average.It should be able to hold about 5-10 grenades then needs to be re-reloaded.Armor piercing should be heavy.
Krenadel
Thu Feb 26, 2004 4:30 pm
#51

If i was a dev i woulod think along the lines of this and tweak it as it goes. But if your just looking for weapons i list my ideas for the new one at the bottom of the post


Novice commando: keep the same but add a Assualt Carbine. i am not good with thinking up names for it so someone think fo something.


Field Tactics tree. Move HAR here with it spd and accuraccy Mods not the specials.


Field Tactics 1 : Ranged Damage Mitigation 1


Field Tactics 2 : Grenade Launcher Cert


Terrain Negotiation +10


Grenade launcher Spd +30


Grenade Launcher Acc +30


HAR Special Mind Shot2. (This will be HAR's only special don't want to step on the Rifleman's toes)


Field Tactics3 : Ranged Damage Mitigation 2


Field Tactics 4 : Title: Expert Commando


Terrain Negotiation +20


Grenade Launcher Spd + 20


Grenade Launcher Acc + 20


Heavy Weapons Support Tree (Add LP to this tree Drop All the consumables except Rocket Launcher bare with me on this)


HW1: Luancher Pistol Acc +10


LP Spd +10


HW2: LP Acc +10


LP Spd +10


LP Special: Blast Stun (Stuns Target)


HW3: LP Acc +30


LP Spd +30


HW4: Title Heavy Weapons Specialist


E-web cert


Rocet Launcher Cert


LP acc + 10


LP Spd +10


LP Special: B;ast Knockdown (Knocksdown Target)


Rocket Launcher Acc +40


Rocket launcher Spd +40


Eweb Acc +30


Eweb Spd +15


Flame Thrower Tree: Keep the same don't break it more don't "fix" it more. Change Title at FT4to Pyro Tactitician


Assualt Carbine Tree (actually Uses Carbine Xp to raise this tree)


AC1: Assualt Carbine Acc +20

Assualt Carbine Spd +15

AC2: Assualt Carbine ACC +15

Assualt carbnine Spd +10

Assualt Carbine Special: Full auto single 1 (Damages all ham pools with multiple shots 10 sec special wait)

AC3: Assualt Carbine Acc +15

Assualt Carbine Spd +10

AC4: Title: Shock Trooper

Assualt Carbine Acc +20

Assualt Carbine Spd +20

Assualt Carbine Special: Dizzing shot1 (take a guess...... yep it dizzies your target)


Master Commando: Ranged Mitigation3

Grenade launcher Acc +30

LP Acc +30

HAR Acc +30

FT Acc +30

Assualt Carbine Acc +30

Eweb Acc +30

Eweb Spd +30

Melee Defense +25

Range Defense +25

Rocket launcher Acc + 20

Rocket launcher Spd +20



HAR Changes: AP2

Damage type: Acid (ofcoarse)

Ideal Range 48 m +20

Min Range 0m -15

Max Range 64m -5

Specials Range 64m

Make this weapon a real rifle not a slower underpowered w/ no dot Flame thrower Clone


Rocket Launcher Change: Still Consumable

Unuseable against Player Characters

Useable against Turrets & ATs & pets & Droids

Damage type: Blast

basically up the accuracy and Damage it does leave the spd as is this is oyur specialized Armored Vehicle weapon. there is no reason to have thirty thousand clones of this.


New Assualt Carbine: AP0

Damage Type: Energy

Ideal Range 28 m + 10

Min Range 0 m -10

Max Range 64 m -15

Specials Range 48m

Standard spd 3.5

Standard Damage 300 - 500

Special Atk Cost 30 Health 25 Action 20 mind

Eweb: AP1

Damage type: Energy

Ideal Range 48m +10

Min Range: 10m +0

Max Range 64m +0

Standard speed 2.5

Standard Damage 600 - 800


There is a10 to 20second Deployment and recovery time in which there is no movement or fireing possible by the player.

While equipped no movement is possible like as if in a kneeling state.

The Player sacrifices mobility and defenses for a high rate of fire and good damage.

I envision its main use as base defense.


Grenade Launcher: Reloadable weapon

Standard Spd 4.0

Ideal Range 48m +10

Max Range 64m -5

Min Range 28m - 5

Existing Grenades acts as the ammo for this weapon. The Ammo is consumable not the weapon. to load the weapon the commando must drag his grenades onto the weapon in inventory screen. only one type of grenade in the weapon at one time. Change the existing Grenades to do state changes with one grenade that is for pure damage.

The question is how many should the launcher hold?



I am not looking to be uberI am looking to be versitle. The existing spd and acc mods on all the weapons are on par with what we already get with flame thrower. I don't think they are too high if anything some of them might be too low.

What do you think is over powered? What doyou think is under powered?



Kren'adel

Master Commando/ Master TKA/ Novice Medic

Crimson Legion

Gorath

JeffIncredible
Thu Feb 26, 2004 4:45 pm
#52

How could we possibly justify totally nerfing the HAR? For those of us that have purchased them, what happens to the money we spent on them? More importantly though, the weaponsmiths willbe getting highly screwed. They used resources and spent time and money on making these. Why should they just up and disappear on them?


I havn't been around since launch like a lot of other people on the forums, but I can't say i'm aware of any weapons just being straight out nerfed. I'm all for getting the HAR's mods fixed and a well deserved AP1 (or 2 if they feel nice). The new weapon ideas I see here are all great and some seem very possible. But I really have a tough time seeing them implementing a new weapon anytime soon, especially when they can't even fix the silly little mods on the HAR.


Assault rifle sounds cool, I personally prefer the idea of a grenade launcher or perhaps a combination of these 2. Grenade launching being a secondary special. At least the grenade launcher would just be building upon pre-existing items. Seems the more viable option.


Maybe a long ways down the road some of these new weapons could be made but I just wouldn't expect it for quite a while. This does seem like a convenient distraction taking away from our current issues though.



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
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