Commando Archive

Thread: What's up Commandos...

Vash72
Fri Sep 30, 2005 10:36 am
#40






darthbock wrote:

1) Give us a few special lines, such as a ranged armor break and a high damage series.


2)Fix our existsing weapons (broken aoe and useless grenades) and give us some master level 'mark II' versions of our low level weapons.


3)Give us the ability to place 'satchel charges' and use bomb droids. Short of satchel charges, allow us to place our grenades with a 10 second timer or something like that.







ranged armor break would be too much imo, but a close range melee attack like weapon strike that would apply an armor break while holding a ranged weapon would be nice for Commando's. Any fool that wants to get close to a commando holding a flamethrower deserves a penalty anyway. It would fit in since commando's have a basic knowledge of melee fighting (4000 brawler)


If you removed 4000 brawler though I would take it out.



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nefarious
Fri Sep 30, 2005 10:41 am
#41

I would change:


1.) High damage AOE(Think Jessie Ventura in Predator with the gatling gun, took out half the forest)


2.) New interesting weapons


3.) Grenades(give then their own use and their own xp)


As a bonus 4th I would say take brawler out of the equasion and replace it witha line in scout, seems to be a little better suited for commando.



Kadissa Wavingfly
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
Vash72
Fri Sep 30, 2005 10:56 am
#42






Helios_SOE wrote:


If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...





I haven't been a commando since before player cities were out so I'm not sure if I am in touch with the Commandos anymore. It was my first profession and I've always liked the thought of commandos in swg. They just haven't ever been worth playing IMO.I know the question is what would they like fixedbut I will take this as a chance to say what I would like to see changed.


1. Commandos IMHO, should be the ultra nuking class in the game. Very high damage at close range or at long range with special commando only weapons (rocket launchers etc). The long range weapons should have an extreme warmup time to reflect the time it would take to set up and fire a heavy weapon.


2. Anti-personal traps. Rangers are going to get the high tech bell and whistle type traps. Commandos should get crude blow your stuff up mines they can place anywhere (except inside of starports)


3. Low defense. Can't have your cake and eat it too. One of the reasons I am for keeping 4000 brawler as a pre-req for commando. Make it unique, make it ultra damage but make it a profession that can't have the staying power of a tkm or pikeman. You don't want to get stuck in the front line taking heavy fire from the enemy carrying 80kilos of explosives!!!



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M0N079
Fri Sep 30, 2005 11:06 am
#43






lostdeity wrote:

1. Remove Brawler

2. Up the DPS

3. Give us some specials






Looks right to me.




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balthazar999
Fri Sep 30, 2005 11:09 am
#44


1) AoE currently 1+ elemental .... easy fix add a multiplier to the damage of x5 to x10


This balances for several reasons the elemental damage cap for all heavy weapons is below 200


JonSolo2u
Fri Sep 30, 2005 11:16 am
#45


First off, thanks for asking.


1) More Damage - Either through new weapons or Commando specific specials or better yet,BOTH. For the love of god, allow us to live up to that 5 rating...


2) Remove Brawler Pre Req and replace with the Exploration line in Scout.


3) Fix the Nades. People should be afraid of them, very very afraid...I mean, you've never seen someone who has a grenade coming at them saying, "Hmmmmm, fiddledy-dee, a grenade, well whoopty-doo... /shrug" No, typically they are screaming "GRENADE!!!" in terror and frantically trying to get outta the way.And that's just your garden variety frag grenade, not the Thermal Detonator. Remember Jabba's reaction to that Thermal Detonator being pulled out, mmmmmm hmmmmm. The Thermal Detonator should be devastating to the point were if you don't throw it far enough it Injures You Too. Ohh yah, and if it left a smoking crater and a single flaming boot after detonation that would be cool too.




T_Sekanis
Fri Sep 30, 2005 11:18 am
#46

1. Flaming Wookiees

2. Flaming Hairballs from Wookiees

3. Really REALLY big guns for # 1 and # 2.



TSievkearniias
SeTkiarniins
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Korbo
Fri Sep 30, 2005 11:24 am
#47

1) give back the specials


2) Either lower the SAC on the weapons dramatically, or increase the damage dramatically to justify the horrible SAC costs.


3) provide new weapons that aren't always AOE weapons.





Korbo Wallach-Pre-NGE Jedi-Canceled due to Shenanigans
Evel Knieval-MBH/Mcarbs-Canceled due to Shenanigans
TwoGuns
Fri Sep 30, 2005 11:27 am
#48


1. Read this idea for improving all of our lower level weapons, as well as having commandos do more damage with other professions weapons: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=98075


2. Fix all AOE damage to 100% target/ 100% splash, and fix grenades: they need to be faster to use, higher damage, the damage area is wrong,need lowercrafting requirements,largerstack size.


3. Add Specials into commando skill trees and remove them from weapons: A damage special at master, state specials spread through skill trees. Possibly a special that turns an aoe weapon into a single target weapon?

MsNiL
Fri Sep 30, 2005 11:35 am
#49

1. Define the role and make sure it works

If "Commando" is to stay "Commando", take inspiration from Republic Commando and Real-Life Commando (but you used up all thoose ideas for Rangers ). Infiltration, tactic warfare, language comprehension, stealth, demolition etc.

If they are to be heavy weapon specialists, think about renaming the profession, becouse "Commando" is misguiding.


2. Change the pre-requirements

If "Commando" is to be Heavy Weapons, consider changing pre-requisite to something like Master Marksman.

If "Commando" is to be "Commando", consider changing pre-requisite to something with Scout.


3. Add the recoveries...

If the Recoveries are to remain in the game, add them to Commando just as you done to all other combat professions.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
JaekeW
Fri Sep 30, 2005 11:36 am
#50


  1. Fix AoE damage -- 100% targeted and splash -- these things have super high SAC cost -- let them be worth it

  2. Fix grenades -- make them faster and do damage according to their certs. Make them give heavy weapon XP if you have to to keep the FS grinders from abusing them.

  3. More master certed weapons -- High- cap launcher pistol and rocket launcher would be nice to name a couple



Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
RagNoRock5x
Fri Sep 30, 2005 1:00 pm
#51

Oh also the ability to put Power Ups on Commando weapons.



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KODAKSTEVENS
Fri Sep 30, 2005 1:01 pm
#52






Helios_SOE wrote:


If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...





ive only just masterd commando this week , so i dont know too much , but id like too see commando how it should be , a brutal, strong fighter , can only dream , but these 3 things id love to see...

1)Uppage in the damage
2)More Heavy Weapons (peferably advanced version of the rocket launcher)

3)Specials Attacks



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