Commando Archive

Thread: Thunderheart & Garvin What is a commando?

Daker-Naritus
Wed Apr 28, 2004 6:17 am
#40

What I do know is what we are not....


We are NOT a support profession. Nothing pisses me off more than when a pistoleer/carbineer/rifleman/tka/pikeman/swordsman/fencer, who spends half the skill points I do, tells me that commandos are supposed to be gimpy because we are a "support profession."


Hell some of the BHs who were harassing us about the detonation droids even said it, saying that we don't deserve good weapons like that because we are a "support profession."


Grrrrrrrrrrrr...


Kermalius
Sat May 01, 2004 5:36 am
#41

I thought the original intention for Commando was allways as "Heavy Weapon Specialist" not "Special Opperative"

Hence we get flamers, grenades & rockets.

Besides, "Sneakie" ideas wont work because:
a) They involve late stage messing with the game mechanics (face it, no one its ever going to get radar invisibility)
b) There's allready a class with conceal abilities (*giggle*), Ranger. Remember them?


IMHO, the key thing the Commando class needs for completness is a range of (viable) damage types. Working and cost/inventory space effective grenades & heavy weapons covering all damage types that are at least competative when contrasted with other classes weaponary (eg. Cold damage cryobans vs a Master Rifleman with an SG-82).

These should be backed up by non-consumable weapons covering standard damage types for general purpose use. These would include the Flamer, HAR and launcher pistol. IMHO, they should include either an assault rifle (give us some decent, believable, energy damage rather than a cartoony pistol) but a working & distinct HAR and maybe some skill mod improvments for the LP would suffice.



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Hang on a second, isn't there a reason why i never bought a god damned console?

nbd9k
Sun May 02, 2004 8:50 am
#42

Please allow me to interject my thoughts.


First, i dont know about you, but im still stoked that we have finally received a DEV response on the subject. it may be vague and not really discuss the commando issues, but its a response and thats a start.


second. I would suggust that maybe theyre looking at this in the wrong way. sure, they intended commandos to be heavy weapons specialists, and we should have better heavy weapons...and really, we do have heavy weapons, they just dont work on anything.... I would love to see some armor piercing or maybe an E-web, but im certain there is fear and dificulty about this. think about it... the eweb is a fully automatic machine gun of extremely high caliber, but it is also crewed by 3 or 4 guys, and has to be depolyed on a large tripod. Even in the old RPG, only a wookie could actually carry and fire the eweb without that tripod, considering its significant weight. so lets be realistic.


third. Maybe we are thinking about the weapons fixes in the wrong direction. maybe the grenades should be used in conjunction with a grenade launcher (think the M203 launcher on an M16) this would not be the same as say, the rocket launcher, but would significantly increase the speed, effectiveness and range of the grenade in combat, bringing it back into the effective weapons list.


fourth. As far as the launchers go, maybe the problem with them is their general weakness. a rocket launcher should be able to punch a hole in a tank, or cause some shrapnel damage even if it misses. but Yah, they should be slow. also, 64meters is simply too close to employ such a weapon effectively.


fifth. We are way too reliant on the flame thrower. but instead of fixing it, they nerfed it. flames should stack. you have to remember this is napalm and not throwing campfire embers. a fix would be to decrease its effectiveness on heavily armored targets. yes, this means going back and looking LOGICALLY at those 100% heat resists.


sixth. The acid rifle is still in a sad state of affairs. an ACID rifle should have DOT ever spilled battery acid? even though you think youve wiped the spot clean,it will continue to eat away until you neutralize it with a base. this says to me this is the perfect weapon to attack and damage those heavily armored foes. it would be less effective, however, on slimey creatures. i know suggustions have been to combine the flamer and HAR trees and add a new weapon, but if the HAR becomes effective in combat again, im certain it will be used more.


seventh. Addressing the complaints of limited weaponry. At first i was gung ho about the whole more weapons idea, but the more i thought about it the more i realised it wasnt necessary. we are perfectally capable of inflicting every possible type of damage an a person, simply because we had to master marksman. everyone forgot the other weapons when we all picked up commando, but they are still quite useful. what might help a bit more is if all our heavy weapons skill made us a bit handier with the rifle, carbine and pistol. better speed and acuracy or something.


Eighth. Every weapon in the commando skill tree should be capable of multi target (area) damage. as it stands, we can do a burst with the flamer, but the most ive hit is maybe 2 or 3 at once. if targets are within 5 or 10 meters of eachother (depending on weapon) they should ALL be effected. grenades, launchers, and the flame and acid.


Lastly. I still cannot express my thrill at the posibility of actual two way communication with the DEVs. Im hoping that This might bring the realisation that we arent all out to make our professions Uber Class. realism may be their best guide in settling all of the combat balance issues. I could run on for hours on that subject, but i ll save it for another post.


Back me up on this if you agree.


sincerely,

Harvard Ferrier

Master Commando, Master TK

Bria server


(I dont feel like hologrinding)
eternaly
Tue May 04, 2004 2:39 pm
#43

hmm this could be a dificult one to do... Do we want a revamp and chage what we are or do we want to make us a usful profession to what is already there?

I mean when the game went live We were the main Damage dealing proffession Slow but Big numbers.. And people wanted us . then the nerf baby;s cried and how they fixed us, was Raise all or most highend mobs Resistes way up and out of our range...Now we are a novelty..

I personaly like pvp.. As a group more so than a single player .. Which is what a commando should excel at .. 5 man teams one med various others. To get the ball rolling then we stand there as moble Tanks and lay the heavy hamers down.. ( game play not RL ) A true definition of a commando and this game arnt what is at stake So lets stay with the game version... We arent solo pvp and nerver were .. We should be capable of course but not the best... Master bh pistoleers ect should be one on one. But add us to a group with others We should be an unstopable force in a group... And with the mechanics of the game it was like that at the begining but has been nerfed away.... this should also play out in Pve of course.. Which does with low to med mobs.. But if you go up against a nightsister or somthing close, all there Resist are targeted at us 100% heat blast ect..So you dont need or want a commando there just to put on a light show...

I Will not change my toons profession to be the king pin of single pvp... And my friends and i have and still work very well togther as a team t make the game fun for us... But we agree for the cost of weapons and the small amount of damage we do, Is not = by any means..

I am a tka master commando i use tka much more than i do commado .. Ie damage out put per class which i deam to be a waste of points and resources... But hey i like big guns..



Thank you letting me post and sorry for the crappy spelling ect




Eternaly Forgoten
pround member of SYN
City Dark Trench
planet LOK
Proud brother of IEBO

Anyone have a cure for JOK itch this compostit is killing me.. .
TKA-MC
Wed May 05, 2004 8:27 am
#44

Point taken....but also look at the other Profession's also. I understand the penalties while moving.....only with certain weapons mind you. We do need a revamp.....we need other useful weapons besides the Flame Thrower.


Dysinn Rahl (Gorath) Master Commando/TKA Master


"not all of us are as stupid as the rest of us"



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
TennerRavenstar
Thu May 13, 2004 6:30 pm
#45


My 2 c's worth:
My idea of the commando is first and foremost a professional battlefield soldier. His the weapon wielding, 'in the mud' grunt to the squad leaders sergeant or officer. We should IMHO be competent in two areas. 1) general weapon usage 2) specialized heavy weapons.



General Weapons:
First off, I don't really think we need a new 'assault rifle' weapon. We already have more weapons certified than any other class. We just only do well with one of them (the flamethrower) When it comes to general weapons I see the commando as a jack of all trades but master of none. We should be able to be fairly useful with most standard weapons, but never compete with the specialists in their area.
Instead of asking for a new assault rifle style weapon, i think we'd be much better off if we were 'allowed' to make better use of our rather extensive arsenal. Being able to use weapon like Laser Rifles, Laser Carbines, FWG5's and Jawa Ion Rifles with some degree of competence would very quickly solve our sole dependency on the flame thrower.



To allow us to effectively use these weapons, give us additional accuracy and speed mods for Rifle, Pistol and Carbine, not enough in either to encroach on the Riflemen, Pistoleers and Carabineers supremacy of these weapons. But enough to make them useable alternatives to the commandos specific weapons. Add two 'generic' special (generic as in useable with Pistols, Rifles and Carbines). One should be a fairly high damage random pool attack, the other could be a cone AEO posture change with low damage. The first being useable as a standard damage dealer (without this, the plans falls kind of short), the second I added because it just seems to fit well with the 'battlefield soldier' image. Laying down a suppressive fire. IMHO this would solve the 'non-heavy weapon' aspect of the profession. I also think it makes good sense since it would give a lot more meaning to our pre-requisites for the profession and make it feel like the marksman profession was more than just a skill point sink, but instead useful to the class.



Heavy weapons:
This should be where commandos are unique, and this should be where we feel we shine and get our skill points worth of death, carnage and mayhem. First off, I think heavy weapons should be powerful, but always carry a significant disadvantage to them. They area weapons you'd only want to use in the right situation. Knowing how to deploy the right weapon at the right time rather than picking the biggest and spam 'biggest special' should be the challenge and test of a commando. A commando who knows how to deploy his extensive arsenal of weapons should be a fearsome foe, a commando gives little thought on how to use his weapons should not last long on the field of battle.

We currently have three 'types' of heavy weapons.

Flame /acid throwers
Well.. we all know and love the FT, no one really think much of the ugly little brother. My suggestion would be to lower the Acid's damage even further, but give it medium armor piercing. The idea would be that the flamethrower shines vs. light armor targets, but the acid is the stronger vs. well armored targets. The disadvantage of these weapons are 1) the short range 2) the melee damage modifier. The idea should be that both the FT and HAR should cause quite a lot of damage up close, but leave the commando very vulnerable himself. All depending on numbers and tests, it might even be advisable to increase the melee damage penalty further for heavy weapons

Grenades
IMHO grenades should be a ace up the sleeve, a little extra for those special occasions, not something worth spamming against targets. They could play a special role in several different ways as I see it:
Status attacks: Commandos tend to be rather short on status causing attacks. A lot of people has suggested that grenades be given status affecting attacks such as stun, blind or even knowdown.


'Anti-stacker weapons': The grenades could be made to ignore secondary defenses of the target. If the commandos have no weapons with which they have a very high accuracy, having an alternate way of hitting high defense opponents (mainly PvP I’d guess) might be in order?
Different attack types: The existing grenades already have several different attack types (cold, blast, heat, acid..) If the grenades were more useful in practice, this in itself might make them versatile and useful additions to the commandos arsenal.Increasing the accuracy of grenades and removing the chance to hurt oneself seems to be in order though. While the self-damage aspect of grenades is very realistic and what have you it doesn’t translate well to a game where we often get the un-accounted for lag spikes, warping mobs and so on. Other professions don't have this problems (CM's don't risk poisoning themselves for example).

Disposable heavy weapons
Personally I always disliked the disposable aspect of the heavy weapons. They are extremely bothersome to make, and thus expensive to the point where they are not really worth it in most situations. As i see it, heavy weapons should usually only be really useful when working with a group. A commando should in most cases need to be able to launch his heavy weapons from behind the front fighters. Melee damage modifier, long animations and long ideal range should mean that these weapons should mainly be useful in group fights. However, they need to make big holes! If their damage are not high enough to make the commando grin when he hits people are not going to bother with them in the first place. Yes they need to be a hassle to sue in general, but the effect need to also be worth the hassle.

The weapons could include the rocket launcher and hopefully the E-Web at some point in the future. The accuracy on most of the existing HW's seems to need tweaking. And in all honesty, I believe so does the damage. Currently there’s little point in playing for rockets .. A rifleman will do a better job on just about anything anyways. The sum of the long ramblings above would leave the commandos in a situation where:
Commandos would be a very versatile profession, a huge array of weapons available, risky but high damage weapons for up close and heavy weapons for group play. The disadvantages would be:


1) low defenses.. we should dish it out as well (or better?) than anyone, but our defense would be severely lacking.


2) Our best damage weapons would require a group 'to hide behind' and possibly render us immobile while using them, thus further compounding our low defenses and the melee damage modifier.


3) FTs and HARs for up close.. again.. lots of damage but little to no defense plus a melee damage modifier makes these weapons potentially very effective, but also risky to use.
.. anyways.. enough rambling


Message Edited by TennerRavenstar on 05-13-2004 06:42 PM



Mazoch - ImperialSpy
"I cry NOW. Death, like a familiar, hears; and look, has made a man of dust of a man of flesh. This sorcery I do. Being damned, I am amused to see the centre of love diffused and the wave of love travel into vacancy. How easy it is to make a ghost." - Keith Duglas; How to Kill

YenishRavenstar- Work in progress
Raptor2k1
Thu May 13, 2004 7:04 pm
#46


"It's a hybrid profession, there should be more than one way of playing it. Different styles of play, with different specialties and abilities. And of course, a Master would be the perfect versatility. A simple weapon and tactic swap and you can switch from one class to another. But meh, I'm dreaming."


This is my essential view of the proffession. Everyone sees the commando being forced into a single role, but I don't. Being a hybrid proffession, it only seems natural that there would be multiple ways to play the class, depending on what the situation calls for.


It's rather interesting, gleaning over all of these posts I seem to be finding a re-curring concept that appears, even if the content of the posts differs some, and that is versatility.


I think that one word sums up what the proffession should be about.

Message Edited by Raptor2k1 on 05-13-2004 07:04 PM



Kyeran Halkyon

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


Vagrantprodigy
Sat May 15, 2004 3:00 pm
#47

I think the commando tree should be revamped to be the following:

1. Heavy Weapons: Flamethrower, HAR, and consumbables.

2. Assult Weapon(s): We need a carbine, and/or an assult rifle to use for normal attacks.

3. Explosives: Mines and grenades

4. Melee: We need a KD, and maybe one or two other status affect attacks. Put the defense modifiers in this or the grenade tree.





Vagrant' - Trandoshan Commando- Test Center Jein - Zabrak BH/Commando- Starsider

Bring back Tyrant!!!
Deathrobe
Sun May 16, 2004 7:13 am
#48

hmmm, this issue is something ive been thinking about for along time..


First ive been a master weaponsmith since july..and ive made commando weapons just as long, well long story short i bought a second game and account so i could tinker with fighting proffessions.. anyhow my second characters template is commando, tka,medic..


there are various problems with commando. first off..


launcher pistols stink , they should atleast do light armour piercing.


As a master weaponsmith i refuse to make rocket launchers, there not worth the credits or the aggrivation, id rather sell cdef pistols lols..


the HAR is in concept is a good weapon but in application its actually pretty weak, that leaves us with grenades and the flamer..



a creature handler can get more credits from a mission terminal then commando (sup with that)


one thing commando's need is better weapons, (which arent a pain to make) heck i make my own weapons and i hate making commando weapons lols...


I think commandos need better armour that is specifically for commandos.

weapons that dont require charges.

more specials .(im also am doing tka they have specials coming out of the yang yang)


i also feel that the har line is almost a waste of skill points..I mean that weapon is such a situational weapon its ashame to waste so many points on it..


anyhow when i think commando, i think rambo,arnold , one man killing machine.. and unfortantly commando seems to have a big bark but no bite..
Ravvenn
Tue May 18, 2004 7:49 am
#49

It's one thing to think of a real life commando, but what we're really discussing here is a star wars commando.From what I've read in the EU, commandos are shock troopers. They hit hard and fast, with little or no backup, do massive damage, then pull back for the more standard soldiers. They're experts in demolitions and unconventional tactics. Knowing these things, I see a commando as a soldier who is capable of extreme amounts of damage, but not as able as most soldiers to take damage. They trade defense for offense. This is what I would like to see:



  • A form of placeable explosives (timed, proximity, whatever) giving to commandos.

  • A melee (bladed?), medium range(FT or Assault rifle works for me), and long range (heavy weapons/improved HAR/Imperial Heavy Repeater w/ tripod) weapon for commandos.

  • Unconventional combat actions for commandos

  • Grenades and heavy weapons much more accurate than they are now, and cause state effects.

  • Scout req. rather than unarmed. Some scout/survival skills.

  • A way to forage to construct a temp cure for disease or states.





Ravvenous - Corbantis

Elder Bounty Hunter

http://www.blackmetalradio.com
JawaJoey2
Sat May 22, 2004 11:15 pm
#50

When I think of commandos, I think of the "Sneakies." (Well, to tell you the truth, not anymore since I've played SWG) but in SWG as it is now, I think commandos have a good niche of being the "Boomers." It would be nice to hybrid-ify the proffession. It's a good dea to combine HAR and FT trees, and get a branch that provides close up combat moves and bonuses. I would love to see commandos as a faction base assualt and all around assualt proffession. I like the combat knife idea. Give some quick and damaging close quarters moves that are good for indoors. And certainly add the E-web






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kenrw24
Fri May 28, 2004 7:58 pm
#51

useless post submitted purely for the pleasure of seeing my name as the most recent submittee for all posts on page one.
Axolotle
Fri Jun 04, 2004 11:45 pm
#52

i have been MC for a while now and intend to stay commando as it is fun. I feel that there are a lot of tactics involved in playing commando as it stands just now due to our low defence and HAM cost on weapons. Our flamer is pretty powerfullbut the delay between speacials feels likemonths.I think Commando needs fixed but not completely changed.


I don't think commandos sneak into battle. They might sneak to a given location but once they get there all hell breaks out.


I say Keep flamers (as they are) and HAR (fixed as per Garvins thread on this subject) and greanades, rockets etc. We just need to fix them. Rockets need more damage and more accuracy and maybe a widerhit radius. I think we need a set up similar to BH where we get lots of pistols accuracy and speed in one tree (for example); Heavy weapons in another; Flamer/HAR in single tree; andsome sort of toughness/survival orientedtree.


Flame Single is good. the HAR would be good if it had similar effectiveness as flamer. We could use our launcher pistol because we have pistols skills and we would have effective rockets to take out ATST's etc. And the devs don't need to make any new weapons.


I see Commandos as all round hard hittingcombat fighters. We already have quite a lot of versatility its just that some (most) of the weapons don't work properly. I think weneed an every day weapon like a machine gun/pistol/assualt rifle and rearrange our skill trees slightly then Commando will be efefctive but fair.


Someone said earlier that we invest the most skill points in Combat skils so we should be good in all types of combat against all types of target. I agree. I don't think it would be unreasonable to ask people to invest more skill points in prerequisite skills if commando could be made a more viable and versatile profession. At the moment I need TKMso I can put my Commando skills to good use.We should be able to stand our own ground and hold off attackers as well asbea key combat member of any team.

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