Commando Archive
Thread: For You Review: Commando Summary
LordVisivius
Fri Jun 11, 2004 8:42 am
#40
Garvin,
The only thing that I didn't see that everyone may have overlooked was the FlameCone attack and Acid Cone attack. They hit a very narrow cone of people, usually only 1, more if you're really lucky. The cone should be a much large cone than what it currently is. Add this if you believe this is important. It is to me.
garvin
Fri Jun 11, 2004 9:27 am
#41
Our Heavy Weapon Consumables were recently "fixed" so that they should work in all indoor areas now...I've personally tried my Rocket Launcher and Grenades in various caves with sucessful results (and by success I mean, they fired...I didn't say they hit their target...
Ajo79 wrote:
Excellent points, garvin (and everyone else). Good work.
I might have missed it (or perhaps its fixed) but do Heavy Weapons (RL, HPBC) work inside in caves and bunkers? Its definatly a No-Fun factor.
PramieJager
Sat Jun 12, 2004 10:44 am
#43
You made mention of it once, but I would love to see commandos more like those in the new Republic Commando game. Push that point like the devs push SE as being like a MMORPG version of X-wing.
I would gladly give up the HAR for an assault rifle that (like a carbine) falls in between the FT and BP. Keeping the acid damage though might be nice since most of the targets I've seen with high Blast or Heat resist have acid or electrical weakness.
I love the idea of the launcher weapon which we can load ammointo (replace the current launcher line) maybe even the grenades so we can fire them further than we can throw them (believe WS use grenades in the crafting of these launchers.
Maybe the above two ideas could be in one weapon. Arifle & launcher in one where using the rifle is the default attack and the launcher is like a special. But the special only works ifthelauncher ammohas beenloaded like a power up.
A team of commandos should be a feared fighting force. Strong on our own for 1 on 1 combat, but as a team able to conduct quick strike raids on enemy bases and strong holds.
gtheath
Sat Jun 12, 2004 5:48 pm
#44
I apologize if this has been posted in other threads. 
Concerning a possible assualt rifle:
I was flipping through the pages of June/July issue of Star Wars Insider and found on page 74 the 'Blas Tech A280 Blaster Rifle'. This rifle was used by the rebels at the battle of Hoth. Granted, this battle is further then SWG's timeline, but nothing says it wasn't used by combatants earlier. Blas Tech is also the manufacturer of the DH-17 carbine.
This would give SOE a nice reference to the actual movies.
Warmaker01
Sat Jun 12, 2004 6:50 pm
#45
That would actually make a pretty cool schematic for Rebel players. Imperials with E-11s and Rebels with their "Hoth" rifles.
But I'm kind of drifting off now.
Raptor2k1
Sat Jun 12, 2004 10:27 pm
#46
Yeah, I've been hoping for some cannon weapons to be added to the game myself, including the 'Hoth guns' and the ones used by the Rebel strike team on Endor.
Feixeno356
Mon Jun 14, 2004 5:00 pm
#48
Aye, I just suggest you really really stress a new assault rifle like weapon ( more like assault carbine )
close range, its own specials, works with carbine specials in the carbine tree, blast damage.
heck just try and beg for a assault rifle ( close range weapon though )
NEVERTHELESS.
I love this list. love it, absolutely love it.
good job Garvin.
close range, its own specials, works with carbine specials in the carbine tree, blast damage.
heck just try and beg for a assault rifle ( close range weapon though )
NEVERTHELESS.
I love this list. love it, absolutely love it.
good job Garvin.
Laozlilozl_Rufflz
Tue Jun 15, 2004 1:53 am
#49
I have a really short post here. Commandos are supposed to be somewhat of a supersoldier, right? But we can get taken down in just a few punches in PvP. That just isn't right. If we're going to have an unarmed prereq, why shouldn't we have better melee defense?
Laozlilozl_Rufflz
Tue Jun 15, 2004 2:02 am
#50
I see that's already been added, but I can't edit. Go figure.
koinor
Tue Jun 15, 2004 5:10 am
#51
Great list indeed.
I've been a commando when the game launched and i enjoyed it very much.
Though i didn't feel llike a commando. imo a commando is able to use heavy equipment to take out static defences and armored vehicles. Also he/she would be able to assist the normal infantery with heavier weapons like grenade launchers, flametrowers etc to take out smaller defences like bunkers and machinegunnests.
I think what this game needs are:
Mobile weapons to support the infantery (more about this below)
revamp of the outposts/bases
- gates which can be closed during raids...this way players can't rush in and have to set up a good assault
- ability to fire from the walls
- if the assault succed their should be a choice to destroy or take over the base.
- more "open" room outside the base which makes it possible for defenders to move to differend points to defend
Mobile weapons and transport
- rocketlaunchers (unguided, long reload time, fast rate of fire from one stack of rockets - like the rusian katuska in WOII) mobile cannons (shorter ranges then turrets, heavy armor, moderate load time) artillery (long range low accuracy slow reload time weak vs all attacks)
*only a commando that is in a group can call one of these as most need more people to operate. when the party disbands the vehicle will be useless and can only be stored (same should count for at-st)
- troopertransports to transport the troops to the battlefield (doh)
Small player made defences
- pillboxes, or some kind of sandsacs to setup ambushes or help defend a base on the outside
*only a comamndo can deploy them...maybe add it in the fieldtactic tree like camps in the scout/ranger trees
I think this will make commando feel more like commando and it also will be a great addition to the gcw feeling.
Skeptic666
Tue Jun 15, 2004 7:22 am
#52
Sounds good
. But.... I would also like to see something done showing us to be better for the fact that they changed it so that we use to make our own weps to needing Unarmed 4. That being that by needing Unarmed 4 Master Comando/TKM was a hmm what do you call it. I meant combo. That was a combo they made easiyer to get and by needing it they kinda implied the combo. That being said we do need to have some more defenses I think to help out. I am a commando that took tkm but I find more and more tha im a TKM that has commando
its kinda sad. And when I fight any thing its flame II then put my wep down fast as possible to take less damage the second I see my fist hit I reequip and Flame II again. THe 12 second delay isnt to bad some times. But come on hehe. 12 seconds in a battle is a eternity.