Commando Archive

Thread: Commando Assignment #2: Let's Get Criminal...

Excess3
Thu Aug 12, 2004 7:26 am
#40

I would steal the LLC. We should be able to use ALL heavy weapons in the game (this includes that infamouse beam rifle one that no one has a cert for) plus the only dmg type i am missing in a non-consumable form is electricity.

I would also make the Heavy Acid Rifle count as a rifle, just like our LP is a pistol. This would open up all the lovely rifleman specials for those who choose to take rifles. Hell, you could just give us the beam rifle and make that one count as a rifle instead. That would make me happy.
Want to be a long range commando? Be commando/rifleman. Want the be short range commando? Be commando/pistoler.

Bounty hunters get to choose between carbines and pistols this way. Why shouldn't we?


(My views are biased because I am a master commando/ master rifleman. I have my T21 and all the reapeating rifle like goodness that I need. It is just annoying as hell that I can't use rifle abilities with the acid "rifle")

Message Edited by Excess3 on 08-12-2004 08:31 AM



If ignorance is bliss, bliss is over rated.
LuciusScipio
Thu Aug 12, 2004 7:57 am
#41

I would steal the DX6 Carbine due to it's Armor Piercing capabilities (I don't think that any of our heavy weapons pierces armor).


I would then steal Counterinsurgency Tactics II for some defense. If not, then the pistoleer melee defense skill.


Hmmm....I also like the LLC from BH's and I think it would only be fair if we could have that as well.



----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
Hellshot
Thu Aug 12, 2004 11:38 am
#42



General things


- Reclassify the special heavy weaponsback to melee weapons so that we don't suffer from beinghit constantly when using our weapons at their ideal ranges

- Add a commando CoB

- Add a special heavy weapons toughness mod



As far as specific things


- Certification for EVERY weapon that is certified for novice rifleman, pistoleers, carbineers, and tka since we pay the same requirements as these classes.


- A target HAM attack, preferably health for theFT and maybe action for the HAR

- Also make the current specials target specific HAM bars


- Status effects for grenades(assuming these get fixed)

Field Tactics 1 - posture down or blind blind

Field Tactics 2 - stun

Field Tactics 3- KD

Field Tactics 4 - dizzy

Master Commando - dizzy/blind/stun (come on, its a freaking nuclear weapon, lets make people fear getting hit)


-AP3 exclusively for our consumable all of our heavy weapons. We pay in both credits and skill pts to use these, theres no justification in the game for any class to have an unlimited use anti-tank weapon (see T-21).


- A lightsaber (it doesn't hurt to ask )

Message Edited by Hellshot on 08-12-2004 02:38 PM



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
nbd9k
Thu Aug 12, 2004 4:01 pm
#43

Ok, im going to point a few things out here, and everybody tell me if you dont agree.

1. when we hear the word COMMANDO, we think of some dude dressed all in green slithering through the grass, popping up behind somebody and snapping their neck like a twig, then firing every round they have into the first thing that moves, preferably out fo some kind of huge gun. hey, at inception, that was pretty damn close to what the commando was.

2. because of this, many people are leaning toward some sort of close combat skill, for example "give us VKs" or "give us a knockdown dizzy" yes, a commando should have skills like these. we had to master unarmed combat to get here, sure, we should be skilled hand to hand fighters.

3. However, it's in this idea that we hit our problem. we already have to get seriously close to employ ANY of our weapons effectively. (even grenades, LOL) but anyone who hangs out in closerange combat without having stacked some TK skills ontop of commando knows that as a profession, commando alone is NOT a close combat skill tree. weapons speeds, change times and hit ratios are TOO LOW to be employed at this range.

4. conclusion number 1: close range weps and modifiers will ultimately do the commando no good in the long run.

5. SO, we drift back towards our original concept. the commando is also a weapons expert. did i say heavy weapons? no. WEAPONS EXPERT. we mastered marksman to receive basic training in all types of ranged weapons, heavy weapons should be our perk. that means....

6. Conclusion number 2: commandos should have access to all advanced weaponry types at a minimum of a novice level. that includes the T21, LLC, shortstock carbine, all pistols, im droning on but you get the idea. heck, a whole tree could be developed towards sharpening those weapons skills.

7. Final point before i shut up: Garvin, its a great idea to run a line like this to nab stuff from other professions, but honestly, commandos have the tools and the talent. our tree just needs a little fixing. change the HAR. repair grenades. make cheaper, faster rocket launchers (or any launcher for that matter). add some flair for the pistol launcher. if we fixed the rest of the skill tree, it wouldnt matter how much they nerf the flame thrower, because we would have more than just that to fall back on. tell them: we dont need to add new stuff, no new code. just fix the old stuff.


harvard ferrier

master commando, master TK

bria server.


yep, im also boycotting JTL until the combat rebalance. shouldnt all commandos?
Weatoch
Thu Aug 12, 2004 4:48 pm
#44

I say the put AP3 on the HAR to make it much more useful and give us the Fire KD for our Flamethrower from BH. I agree that they should fix the old stuff before giving us new weapons.
DrakkoFett
Thu Aug 12, 2004 5:27 pm
#45


I wouldn't steal anything, I would modify what we have.


Reduce the HAM cost on the HAR. Give it AP2, don't want to upset the riflemen. Have it use the rifle specials from marksman, were master marksmen we should be able to headshot with a rifle. Give the cert for the HAR at Master Commando, that way everyone and their brother isn't a master rifleman, novice commando. The only reason people take the HAR tree isformaster anyway. Come on Devs, throw us long time Master Commando's a bone.


Sasher

Message Edited by DrakkoFett on 08-12-2004 08:30 PM

Datchery
Thu Aug 12, 2004 7:48 pm
#46

I would not exactly 'steal' anything, but I would say every "Heavy" we have should be at LEAST AP1, if not AP2-3...for example, the Heavy Acid Rifle should be AP2 minimum to make it worth devoting an entire tree to. I would say return the Beam Rifle, giving it the energy equivalent of the HAR or FT, toss in a HCR (Heavy Cold Rifle, at say, AP2) make it so our grenades don't damage us, and we up the damage for our consumables by 3 fold and we'd be golden methinks.


-Datchery
RotorofCorRng
Fri Aug 13, 2004 12:33 am
#47

As a Master Rifleman, I would hate to loose my beloved T21, but I am sure my alt Commando would love it. Personally it would be cool if they would add stun damage to grenades and fix accuracy range to be greater than the blast range. That and give us some AP. Suxxor that a great gun like the LP dont have ap, but a DX2 does.



Rotor - Will cease to exist May 3rd.
comandobob
Fri Aug 13, 2004 3:09 am
#48

id like to see the Beam rifle back , are a new rifle all together


but if not i go with mind hit and bleed for the har , as stated it is a rifle after all




Naerbe Airrea Commando {TS} Farstar
For Teh Horde
Naerbe -Tuaren Warrior -wow Zenedar
kenrw24
Fri Aug 13, 2004 4:22 pm
#49

Um....I'm sure the post-er knew that, which is why he was suggesting it be DIFFERENT than it is NOW.
pnoyes
Fri Aug 13, 2004 8:16 pm
#50

Take one or two of our trusty Heavy weapons and makethem non-consumable with AP3 to be on par with the T21. Since they don't work with specials I think this would be balanced (and greatly appreciated by guild weaponsmiths everywhere!)


Pistol-whip KD/Dizzy for use with any ranged weapon


A temporary buff on the regen stats (con,wp, stam?) like TKA's meditation because we ARE after all on the front line. Hey put this in with our new improved defensive bonuses!!!


<Latigra> (TKM / Master Commando) -Infinity
Niskossk
Sun Aug 15, 2004 12:18 am
#51

It would be excellent to have some kind of melee defense - maybe from pikeman the ability to use your heavy weapon (FT, HAR) as a polearm for an area KD... or just invent a 360 degree fire cone just to light stuff on fire if you're surrounded


For a weapon... *MAYBE* the LLC, but its specials would have to be longer-ranged, or at least the lightning stream one would have to be longer ranged. One of those heavy repeaters would be sweet, too... but outside of that, a halfway-reasonable HAR would be nice
cosca
Sun Aug 15, 2004 10:39 pm
#52

#1 what i would steal: .....this is tough as i really dont want a clone of any other classes weapon. I would really prefer a weapon that is reliable beyond melee range, has some form of armor piercing capabilty, and a damage type that isnt on the list of high resists for every npc and his grandmother. i can't decide if that is a really high expectation....or a really low one....basic even.


#2 having a master commando/tkm the thing i would steal most is twofold. first the healing ability of tkm in meditation. impractical and improbable i know...but this is a fantasy thread is it not? i spend a great deal of skill points on commando and i think that warrants a certain degree of self sufficiency...........now on a practacall and acheivable note.....the toughness mods are of waaaaayyy more value to me than anyone elses special attacks. the fact that i take less damage as a tkm than i do as a master commando is just sad to me...but thats my two creds...



COSCA....MASTER COMMANDO / TKM / MASTER WOOKIEE
......DONT WORRY..I'M ONLY A DANGER TO MYSELF...
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