Commando Archive

Thread: Commando Development Thread

kenrw24
Wed May 26, 2004 7:22 pm
#40

IDEA


Make hand grenades reasonably functional


THE PROFESSION IT IS FOR


Commando


WHY IT SHOULD BE CONSIDERED


Current usefulness of grenades is nil due to the limited throwing range that often leaves the commando within the blast radius of the grenade, and the very small maximum stack size of grenades. Two things would greatly improve the usefelness of a grenade: First, increase the throwing range of grenades to be equal to the range of a combat medic's distance heal, or at least increase the range by 2 or 3 times what it is now. Second, increase the stack size to 10. 10 would certainly not be an unreasonble stack size for grenades.


PS-simply doing this, fixing the HAR mods, and fixing it so the skill mod tapes for commando would actually work would make everyone extremely happy, with only minimal changes to be made. jsut a thought.

StarNick
Sat May 29, 2004 8:42 am
#41

Idea
Melee Specials for Commando Weapons


The Profession its for

Commando


Why it should be considered

Melee specials for the weapons will incorporate our pre-req of Unarmed IV into various special moves such as proposed on the Commando Forums:



Weapon Bash

Used with: Special Heavy Weapons

What does it do?: A KD effect similar to Pistol Melee Defense, hits harder due to the weapon using...


Launcher Head Bang

Used with: Launcher Pistol

What does it do?: It Stun your opponent....the commando grabs his enemy, and bashes the LP right over his head/body etc...maybe can cause Blindness instead (and a black eye)


Melee Spin Storm

Used with: Special Heavy Weapons

What does it do?: No effects...just one hell of a clobbering hit, its an AoE attack and the commando spins with his Special Heavy Weapon..using it like a Club of Whupass.


These are only a few examples and thoughts that could possibly be added, however they will give the Brawler pre-reqs more meaning PLUS help the commando out in Melee Range - as all of our specials take place in Melee range (with a 2.5X melee to hit mod)..and our Launcher Pistol is a Pistol..which is usually in/around Melee range anyways. Since we also need Master Marksman, it may be a good idea to incoporate new melee specials along the lines of Pistoleer's Pistol Melee Defense 1 Special, without hvy weapons..especially since they're "Heavy" (can be used like a club in certain isntances) and we work more in melee range than any other ranged profession [plus unlike Smuggler who is getting Dirty Fighting Unarmed moves...we're the only UA pre-req ranged class that reqires ALL of Marksman as well]. Also, true Unarmed Dirty fighting moves can be added - but it can also be wise to make a hybrid out of this addition (like as we're a hybrid..make UA moves geared to our weapons)



--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

DukeRith
Sun May 30, 2004 8:53 am
#42

Idea

Defences


Profession

Commando


Why?


many reasons. we have a total of ::

Defence VS Knockdown +5

Melee Defence +34

Ranged Defence +45


possible somethink like unarmed toughness, but alittle differnet

or but not dodge like suggested above, we should be able to take any kinda hit and laugh at there fible attempts


Idea #2

some type of fully automatic with lots of area attack


Profession

commando


Why?

so we can acuactly support the infantry (like the title says "Heavy Support Inffantry)

maybe a fast mid damage gun with AP. alot of area attacks to help the the rest or the group, or maybe make suppression fire useful for commandos



i also thin we shuld be able to be useful on our own, we shouldnt need to depend opn a second class as much as we do.
Corsair10
Mon Jun 21, 2004 8:37 pm
#43

Idea:

Combination of good and thorougly repeated Ideas for the Commando Proffesion. I.e. Assault Rifles, Unarmed Skills, Reloadable RL's, Combination of FT/HAR Trees.


Proffesion:

Commando


Why?

Unarmed Skills: A tree devoted to unarmed skills, not as powerful as a TKA's, would be relevent to the Commando profession. Not only do real life counterparts train in it they use these skills.


Assault Rifle: A weapon for the commandos that would be useful in both PvP and PvE while remaining consistent with both real life and Star Wars counterparts. Commandos are excellent marksman with said weapons but have no way to acquire them besides combining proffessions.


Combination of FT/HAR: They use the same specials and use the same accuracy and speed modifiers. They're the same weapon except for the fact that the HAR is less powerful and slower.


Reloadable RL's: Most expensive weapon to consistently purchase and create would benefit greatly from reloadable ammo. Giving WS a reliable income source through the sale of Ammo and giving the Commando a good reason to actually use these expensive weapons.


Final Tree would look something similar to this:


Field Tactics:


Remove Combat XP requirement and replace with Heavy Weapons XP

Certs: Grenades and Heavy Weapons Launchers


Commando Unarmed:


Unarmed XP

Skills such as dizzies and stuns with a powerful attack. Knockdown at Master.


Commando Carbines/Assault Rifle:


Carbine/Rifle XP

Powerful carbine shots that effect the mind/health pools. Possible KD/Dizzy at master but not as powerful as Fire knockdown that BH's use.


FT/HAR Tree


Identical tothe FT Tree is now cept for the combination with the HAR.





__________________________________________________________


"The sword is more important than the shield, and skill is more important than either. The final weapon is the brain. All else is supplemental." - John Steinbeck
- Lowca
Wakeof Doom
Raptor2k1
Mon Jun 21, 2004 11:34 pm
#44


Idea


The addition of the following melee moves to the Commando profession:



  • Overhand Weapon Slam - Uses whatever weapon you are holding (ranged weapons included) and slams the target over the head, knocking them to the ground.



  • Sideswipe - Slaps the enemy across the face with the bulk of whatever weapon you have equiped (ranged weapons included), causing the target to become dizzy and disoriented. Since this attack occurs in an arc in front of the commando, it has the potential to hit multiple targets.



  • Dirt-throw -The commando flingssand/dirt from the ground into the enemies eyes, causing little/no damage but inflicting a blind state. This special ability works regardless of what weapon is equiped. This attack has the potential to hit multiple targets in an arc in front of the commando.



  • Body Slam - The commando flings himself full force into the target, causing them to become stunned, works regardless of what weapon is equiped.


I'mgoing forthe idea of having our ranged weapons provide our standard damaging shots and moves, with our unarmed abilities coming into play as utilitarian skills in the heat of battle.



The profession its for
Commando


Why it should be considered


This would be an excellent means of incorporating our unarmed requirements into the profession to help justify the profession's status as a hybrid profession. Furthermore, I think moves of these sorts would help to add to the uniquness of the commando profession (in that they would have access to utilitarian melee moves with ranged weapons equiped) and generally add a great deal of fun factor. Plus, since they are designed more to inflict states than do damage, they don't really infringe on other profession's skills and stand out as being a unique perk for an elite-hybrid profession.

Message Edited by Raptor2k1 on 06-21-2004 11:36 PM



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


IcasAlehn
Tue Jun 22, 2004 4:06 pm
#45

First off I want to say I totally agree with the ideas associated with giving the commando a melee-style attack with their weapons. In the basic rifle training of most modern militaries, soldiers are taught how to use their weapons in CQB (close quarters battle) as a "melee" weapon.


The US military teaches several techniques ....


Butt Stroke: Using the butt end of your weapon to strike your enemy.


SWG adaptations:


Butt stroke to the head: The commando uses the current weapon to strike his/her opponent in the head. This causes a dizzy or blindeffect to the target.


Butt stroke to the chest: The commando uses the current weapon to strike his/her opponent in the torso. This causes a stun or knockdown effect to the target.


Bayonet strike: Self-explanatory. Using a fixed weapon-mounted blade to attack your opponent.


Weaponsmiths could be included in on this by creating a "bayonet" to mount on commando weapons.


SWG adaptations:


Bayonet slash: The commando uses a weapon, afixed with bayonet, to slash his/her opponent. This causes damage (depending on level of the commando) to either the health or action pool with a chance to intimidate the target.


Bayonet stab: The commando uses a weapon, afixed with bayonet, to lunge at the target (melee lunge attack range of 20m would apply to this attack). This causes a posture down change to the target with a chance to inflict bleeding on the health or action pools.






IcasAlehn
Tue Jun 22, 2004 4:13 pm
#46


Idea

Giving commandos the certification for the beam rifle

The profession its for

Commando

Why it should be considered

Ok, we all know this weapon was intended to be used by commandos. Previous posts have suggested giving us the LLC or access to it. We've already got our on LLC. We just can't use it. Allowing commandos the cert for this accomplishes 2 things:


1. The bounty hunters are allowed to keep "their" weapon without it being handed over thereby preventing any potential outcry from the BH community


2. As stated before, we finally resolve the issue with this weapon. We would be granted the same "styled" attacks as the BHs have with the LLC (lightining single / cone) and it could be placed into the heavy weapons support tree or the acid tree could be renamed to include the Beam rifle and its moves (This would make the higher xp requirements in the acid rifle tree mean something more.).







Yoda2397
Wed Jun 23, 2004 1:49 pm
#47

Gosh, I sure like the idea of a reloadable rocket launcher and the E-Web. Commando is all about weapons, and all I ever use is my FT... Lets fix the HAR, grenades, make consumables worth what we pay for them. Good ideas all, keep 'em coming!



--Zadok
-Master Commando
-Master Dabbler
Radiant
PikechickLei
Wed Jun 23, 2004 7:41 pm
#48

Idea:

Giving commandos the Beam Rifle certification.


Profession it is for:

Commando


Why it should be considered:

There is a weapon in the game that no one can use. Rather than giving it the same 'fix' that the Republic Blaster got (making it so everyone can use it regardless of skills), by making the Beam Rifle a novice commando weapon, it would end up working much the same way the Launcher Pistol currently does., that is, making it worthwhile for riflemen to pick up the basics of Commando, and giving Commandos a reason to branch into other combat professions. Realistically, both of these weapons (Launcher Pistol and Beam Rifle) should be Master Marksman weapons, since there's currently no reason to master that profession other than to continue into Commando or Bounty Hunter, but making them Novice Commando adds in the extra costs of Unarmed IV to balance the boosted power these weapons offer.



----

Tisiphone
Starsider

Genezer
Thu Jun 24, 2004 12:58 pm
#49

Idea

Remove are grenade certs with steriod certs


The proffesion its for

Commando


Why it should be considered

When you think of a commando u thin kof a huge berly character. Which can be achieved by steriods. Commando's should have their own edge in commbat. Make the steriods like a spice for only them. Have it increase their health or something like that since my favorite depiction of a commando is when the person gets shot and he looks down and keeps on moving to break the guys neck. We shouldn't be a sissy char like everyone else who can take the exact same amount of hit we should beable to take more. Maybe not give us more defences but more MEAT.(this may not seem like alot of sense but just finished a 10hour shift and its 4am cant think straight)
Wighti
Wed Jun 30, 2004 11:54 am
#50



garvin wrote:
Idea
Commando Unarmed Specials - Hand2Hand Fighting

The profession its for
Commando

Why it should be considered
Commandos should be skilled in many forms of Combat, with weapons and without. There has been talk of granting Smugglers (in their revamp) special "Dirty Fighting" unarmed attacks stemming fromt he fact that they have an Unarmed Pre-req. Commandos also have an Unarmed pre-req and would like to see our unarmed skills utilized in some fashion.
As an add on to this idea, Commandos would like to have considered the addition of a type of VK granted to our profession. The VK cert use to be granted at unarmed 4 which allowed commandos to utilize our unarmed skills more effieciently...Without the VKs or additional Unarmed Specials beyond unarmed 4, there is really is no benefit from a Commando fulfilling the unarmed pre-req besided just doing so to get to Novice Commando.
We need the flavor to actually mean something.





/agree

It would be nice to have Commando to have some unarmed skills. Commando being more like a military proff it would be nice to have fighting skills like that - ie. fast, brutal and having 0 finesse and having all to do with the desire to incapacitate your enemy.



Daeni - CLAW XXI
Discory Afetya
ninel1ves
Wed Jun 30, 2004 10:06 pm
#51

I have nothing against the adding unarmed skills, though lots of soldiers get unarmed training in basic that never gets used, so if they decide against it I don't really have an issue with commandos having to go trhough unarmed 4 with no more use for it. Though if they do decide to give us a melee weapon I think a something like a trench knife would be cool(if you don't know what that is its a knife with brass knuckle like things build into the hand guard, used in ww2) anyways aside from the fact that we need something other than the flamethrower as a good weapon, maybe in throwing ideas around I thought a line for armor would be cool since ours is the only real soldiering profession and therefore probably would be the only profession that would have recieved any armor training, so maybe stuff that lowers our encumberance and increases our armor profeciency, or maybe some heavy power armor or something. Either way just wanted to contribute some ideas to the pile.



- I support keeping & balancing the current combat system You can too
comandobob
Thu Jul 01, 2004 4:50 am
#52






PikechickLei wrote:

Idea:

Giving commandos the Beam Rifle certification.


Profession it is for:

Commando


Why it should be considered:

There is a weapon in the game that no one can use. Rather than giving it the same 'fix' that the Republic Blaster got (making it so everyone can use it regardless of skills), by making the Beam Rifle a novice commando weapon, it would end up working much the same way the Launcher Pistol currently does., that is, making it worthwhile for riflemen to pick up the basics of Commando, and giving Commandos a reason to branch into other combat professions. Realistically, both of these weapons (Launcher Pistol and Beam Rifle) should be Master Marksman weapons, since there's currently no reason to master that profession other than to continue into Commando or Bounty Hunter, but making them Novice Commando adds in the extra costs of Unarmed IV to balance the boosted power these weapons offer.






/agree , at the moment there is no point to master marksman except for BH & commando so tis would be a great idea anad give us more flixiblity to use other skill ,ie rifleman and carbiner are pistoleer




Naerbe Airrea Commando {TS} Farstar
For Teh Horde
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