Commando Archive

Thread: What is Our Number One Issue?

Marforce
Sat Sep 20, 2003 12:29 pm
#40

Fix the HAR tree.



Kieca Oliaw
Xytroncore
Sat Sep 20, 2003 12:31 pm
#41

yes, the HAR right now is certainly teh suk and really needs some work, it's far too slow/weak I suggest the replace it with a heavy repeater gun...yes....that would work nicely



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Manimal : Gunslinger
Solstise
Sat Sep 20, 2003 12:57 pm
#42

I think the commando class needs to be totally redefined really. The profession needs a little more versatility than just Big Booms with 3 weapons, grenades and 4 high powered cannons/launchers. Here's what I suggested awhile back:



  1. Combine the Flamethrower and Heavy Acid Rifle trees into one. A tree just for liquid based stream weapons. Their specials are really similiar (Flamethrower has a dot, that's about the only difference isn't it?). This also would leave room for future weapon add-ins such as a Cold-damage type liquid Nitrogen sprayer or maybe even a stun dmg type sonic weapon (it's not liquid but I guess you could say the sonic waves could be produced in a way that streams and also can be used in a cone shaped pattern.)
  2. Create a new tree that has special skills for the Launcher Pistol, Beam Rifle, and a special high speed cannon. The Pistol and Rifle would be based off their respective marksman skills. The Cannonbe a gun with no specials, could be fired only in the prone position, but had very good damage and a very high rate of fire with a decent AR (at least 2). Think of it as a big gun that has to be fired with a tripod extended.
  3. All grenade certs moved into the Heavy Weapons Support tree. Aren't grenades support type weapons anyway? Unless you're using a grenade launcher they're not really supposed to be a primary weapon. Also wanted to see the AR on the LBC and ASL bumped up to AR2 and the HPBC bumped up to AR3.
  4. Redo the Field tactics tree. Have it still based on combat exp. But gives special skills, such as:

    1. Covert deployment-A commando is able to mask himself from the radar of other players provided he doesn't move or fire. You could call it a hack on the GPS. The big downside to this would be that while in this state, the commando's radar is also knocked out. This would give a big incentive to players in PvP to plan ambushes over ridges and to dress in camoflauge colors. As it is right now, you can run around in a neon pink suit or a camo suit that perfectly matches the terrain and it won't matter since you're always gonna show up on that damned rebels/imperials portable radar system.

      1. A counter to this skill could be given to the Ranger profession. This would give them a niche in the GCW as scouts and recon on large raids to try and find commando ambushes in the path of a strike force that's heading for an enemy base.

    2. Covert Deployment II-This is the same as the first one, and it has all the same drawbacks except with this one, you can now move at a walk or lower speed without reappearing on enemy radar.
    3. Silent Kill-A commando using the Covert Deployment skill that is able to sneak up on an enemy that doesn't detect them (the game could check to see if the victim has the commando targeted) can instantly incap them with a "neckbreak" move. It will give us a little reason for having that unarmed skill. Plus it'll teach the enemy to put out sentries when camping.
    4. Covert Squad Deployment-A commando using this skill will blanket any player in their group that is within 20m of the commando as if that player had used the Covert Deployment I skill.
    5. And at master Commando you could have Covert Squad Deployment II, which is the same as the other, it just allows the players to move slowly and is 30m or so.

  5. I'd still like to see the Launcher Pistol with at least AR 1. As far as the Beam Rifle goes, I think it should be just like the Laser Rifle, only about 150 added to the Minimum damage. Making it roughly 180-350dmg 6.0 speed and Medium armor piercing on average.



Why do I suggest the above changes? Well if you just make them nothing but a point and click class it's just going to get boring as hell especially with the severe lack of playing styles. Bounty Hunters can at least do investigations as well as having several different special moves and skills to help keep the class from being so boring. And as the commando class itself stands right now there is very little room for future expansion in the class. Two of the four trees are dedicated solely to one weapon each. So all that's room to add is more heavy cannon/launchers. More Grenades or more weapons that use marksman skills yet have no special moves attached.


I really think the Covert ops things would be great because it will add two things.



  1. A secondary role for the commando.

  2. Something that is really really needed in the current GCW system. That radar that shows all players is really the dumbest thing ever in regards to player vs player combat.




Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
LightG1138
Sat Sep 20, 2003 1:24 pm
#43

I would say the lack of defensive mods, as well as the uselessness of the field tactics tree, I have not seen one grenade thrown in my entire time playing SWG. should be a tree that focuses on somthing else altogether, as well as taking the grenades and make them able to be thrown by anyone.



Litus Litan

-Jedi Knight
X-Life
Sat Sep 20, 2003 1:26 pm
#44

Add more weapon and defence mods for once you reach master commando. Right now Master commando really isnt worth getting. Equally, i would like to see the HAR fixed.



Xero Life, Master Commando, Eclipse

CooperHawkes
Sat Sep 20, 2003 1:38 pm
#45

oh most important thing you should do is :


ask the devs what they want our class to be : are we ment to


-have the higest dps


-low range on non charged weapons


-getting new non charged weapons


-will the har be a copy of the flamethrower if yes will they put them together in one tree ?


-are we ment to be only good against at-sts and towers (thats what a lots of people think)


-how will our char look like in 6 month


could you ask the devs such things ?


shutout
Sat Sep 20, 2003 1:51 pm
#46

by getting master smuggler, the minimum % for a slice also goes up. i only take my weapons and armor to master smugglers for this reason. sometimes you get a bad slice. and if a master smuggler does it, then your bad slice isn't so bad.


master commando gives flamecone2 and acidcone2. 2 specials that are rarely used. although, i will say that i use them a lot. its nice getting close to a group of people in pvp and unleashing he!! upon them.




--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
BuzzardBoy
Sat Sep 20, 2003 1:56 pm
#47

Yes, the HAR and Master Commando. As of right now, I hink I am just going to gt the first three branches because the HAR is basically just an underpowered, DoTless Flametrower. Also, There is veey little incentive to go to Master Commando, only a new thrwn weapon cert and some Rocket Launcher skill...I say add +20 Flamethrower speed and accuracy mods and same for HAR.



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Zaphar Waverunner Dark Jedi Padawan
¤ Inept and out of control ¤ BBQ ¤ Actually enjoying the CU ¤

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Raihn
Sat Sep 20, 2003 2:41 pm
#48

Combine Flamethrower and Heavy Acid Rifle into onetree. Combine "Heavy Weapons" (expendable type) and grenades into one tree.


Add more depth and features to Commando class with now two free trees.


Examples:



  • Stationary mini-gun type deployable tree (might act like a droppable item like the narglon(sp?) instrument

  • Give Launcher pistol tree w/ specials and bonuses

  • If we "must" keep the worthless brawler pre-requisite, give us some sort of close range "shoulder check" KD, + melee defense tree

There are many many more ideas to give the commando class more depth, these are just a few a couple commando friends and I have talked about.





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Xytroncore
Sat Sep 20, 2003 3:17 pm
#49

  • Stationary mini-gun type deployable tree (might act like a droppable item like the narglon(sp?) instrument

  • YES!!!! Then we could have a better purpose on battlefields then it stands right now, right now we practically have to melee all the time on battlefields to do some big damage, but this would allow us to deploy the gun by our base and deffend it.....I can sort of see how this would be usefull in large PvP battles, but I can also see how this would tip the scales a bit too much for us....maybe making it a battlefield only weapon :/




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    Manimal : Gunslinger
    Nerfbath
    Sat Sep 20, 2003 4:05 pm
    #50

    Simply put,


    outside of flame cone 2, Master commando is not worth having. In fact, I'm considering dropping HAR, Heavy Weapons support, and Field Tactics - and only keeping flame 1 - 4. This is coming from someone who spent the time to work from novice to master. In terms of character efficiency and maximizing one's capabilities in PvE and PvP, master commando is a complete and utter waste of skill points. I'd either like to see our current capabilities acheived only at master commando, thus reducing the effectiveness of non-masters, or a bonus given to master commandos to make it worth while.


    If I don't see a long term master commando plan, I will surrender 3 out of 4 of my skill trees and use those skills in more effective areas.

    Oracle_Centuria
    Sat Sep 20, 2003 5:23 pm
    #51

    Number 1 issue for me as a master commando is that the only advantage to getting master is the title.


    why? Make master mean more.




    Oracle Centuria (RR)
    Rebel Rousers
    Ahazi Server, SWG
    gobhigh
    Sat Sep 20, 2003 6:29 pm
    #52

    give HAR ap1 and fix the accuracyand speed bugs.
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