Commando Archive
Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*
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
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.
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.
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]
Master - 1 New Special for LP/KNG w/ +10 spd, +10 accuracy for LP....+40 spd, +20 accuracy for KNG
Message Edited by StarNick on 02-25-2004 10:11 PM
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!
My suggestion:
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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.
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 !
Another 1 €-cent
Inoxi wrote:
My suggestion:
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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
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.
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