Commando Archive
Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*
i only want say if they add e-web i think they need give some specials beacuse and autoattack weapon isnt fun. They could add something as a rapid fire , you shoot more quickly in area effectfor a few seconds but with less accurancy or a rage fire. you concentrate your shoots in a single target doing more damage but wasting more ammo and need time to recover.
If they make a weapon only for use with autoattack at first is cool, later it will be boring
We need a carbine of some sort. Almost like a laser carbine only better.
3.0-3.5 speed (base)
450-550 damage (base)
Medium armor piercing
not sure about the other stats.
Special Attacks:
Head Shot: Hits a targets mind pool
Full Audo spray shot: hits all of the targets stats and affects multiple units
Crazy Shot: Uses full auto to do lots of damage to the target and knocks them down
Kill Shot: Does enough damage to nearly incap a player. If the player is already incapped, it will DB them.
That would be sweet to have. hehe
Message Edited by Merendel on 02-26-2004 07:29 PM
When I first got this game,I read the manual that came in the box. I came to the Commando which is described as a heavy weapons specialist. That's what made me want to play them. Not the idea of Commando some people have with sneaking around and being elite soldiers that are just a little better with everything. I wanted to blow some things up! Therefore, I ask only that any new weapons be large and destructive, not pansy repeater pistols.
The current heavy weapons options all look the same, don't hit often enough, and have limited uses. A flamethrower is fun and all, but it's not very intimidating to look at, rather average sized. The T21 is more the size (and larger than it too) that I'm looking for in a heavy weapon. These ideas of a fixed weapon that you can't move to fire sounds fun...so long as it's visually huge and does lots of damage over all. Now, I'm not totally against getting some unarmed combat moves, after all, we have to get Rank 4 in unarmed to qualify. I'd stick those in the same branch as the grenades to give that branch some more usefulness, a little more kick. I don't think we need a special weapon for those abilities though. Knives? Not a chance. If your close enough to use/throw a knife you should be using something else. I always liked the idea of hitting people with the butt of your gun. No new weapon needed, just special ability.
On another note, the flamethrower/acid rifle debate has two views I think it should go with, both involve combining the branches. Either keep them as two separate weapons with similar abilities (just because they might have the same abilities doesn't mean they would affect enemies the same way) or combine them into one weapon that gives you the option to use a fire spray or an acid spray when you choose to.
Also, I think previous ideas about an Ion Cannon are great. Affect all those robotic and mechanical things others can't. Honestly, AT-ST users should be more afraid of a Commando with an Ion Cannon than one with a Flamethrower. Don't forget that Droid Engineers are coming out with some potentially potent bots very soon that anyone...anyone...can use. Ion weapons may become required equipment instead of just a casual toy you bring out to goof around with every now and again.
To recap, I believe some of the Commando's in this game are smart people with great ideas for weapons and I put my faith in them. The hard part is weeding them out from the rest of the garbage. Most importantly, no matter what the function is, make the heavy weapons visually intimidating. Make them huge.
I've been thinking along the lines of a light E-Web.
The 'light' E-Web can be carried and fired without a tri-pod. The portable fusion generator could be worn as a backpack, using components crafted by an artisan or weaponsmith, and the final construction by a tailor. Since the pack contains the generator, the backpack would only have 50% the capacity of a normal backpack. Not sure about it having sockets though, it would probably be better if it actually suffered decay like the weapon will. Having the fusion generator strapped to your back means you can manouvre while firing the weapon. As it is a light E-Web, it wont have the damage of a tri-pod mounted weapon, but will still be effective against infantry. Only problem with E-Webs is that they are energy weapons, and pretty much everything has some resistance to energy.
I wont post any stats for a light E-Web, because they will obviously be biased. Better for those who have complete overview of all the combat proffs to come up with something. By that i mean anyone who has not only Mastered all the combat proffs, but has actually played them and knows what strengths/nerfs they have. Any new weapons should be balanced accordingly.
I think SL's should have a special backpack that has a couple of antenna coming of it and give a bonus totheirskillsspecifically, but thats another story.....
I have to disagree with the ideas about the stun cannons, or Ion Cannons. The stun weapons for the other ranged proffs are pretty crap damage wise, and Commandos being given a big-hitter that will defy all armour will quickly see this weapon nerfed, so its moot.
As for the Grenade Launcer, i think it should be given at Master Marksman.
raanan:
those calculations are done almost instantly, its almost NOTHING for the game to calculate that
what takes forever is sending the data to their laggy servers
A British Royal Marine Commando, or Navy Seal, or any of that sort have absolutely nothing to do with what Commando in SWG terms means. Anyone that's played Half LIfe: Team Fortress Classic will know the Heavy Weapons guy. That's the Commando. Guy moves slowly forward, chaingun blazing, heaviest armour soaking up all the damage. So leave all the sneaking to the Snipers and the Knifing to the Meleers.
Another thing I want to see: More Jedi Knight/Outcast/Academy guns. Riflemen get the new Tenloss, Pistoleers are campaigning for the Bryar.
Changes I propose to Commando:
Novice Commando
Little Change. Add the new Imperial Heavy Repeater, see below. Also basic acc / speed mods. Launcher Pistol made AP1.
Field Tactics
Fix Grenade HAM costs, Ideal Range, AOE bugs and suicides.
Add +10 Terrain Negotiation at FT 1 and 3
Heavy Weapons
Fix Weapon Accuracy, increase the "band" in which disposables can hit.
Flamethrower Change to: FluidJet Cannons or something.
Put HAR in this tree, change it to AP2, fix the graphic to a large "blob" of acid, like the FT fireball. Fix sounds, speed, acc mods. Use same specials as FT, now named "FluidJet Single", "FluidJet Cone" etc. Change "type" of all weapons to "FluidJet Cannon" for uniformity of speed & acc mods.
Add weapon:
Carbonite Rifle:
Certified at: FluidJet Cannons 2
Type: FluidJet Cannon
Min: 350
Max: 650
Speed: 4.2
AP: 1
Type: Cold
Radius: 2.0m
Range Mods: 0m: -10
32m: +40
64m: -70
HAM Cost: 80/20/10
Has it's own unique specials at Cannons 4 and Master: Freeze Single/Area. Similar to Warcry and PanicShot, Freeze stops the target from making any actions for a certain amount of time. I'd go with 10 seconds for single, 5 for Area. Damage is the same as the default shot. Special has delay of about 3 seconds. 16m range. Note that with the upcoming Warcry change in Publish 7, this won't unbalance PVP as warcry/panicshot no longer affects targets being attacked, only those not recieving damage. Similar graphics to the FT, firing either balls of super-cold material which shatter, hence the blast radius, or jets of liquid coolant.
HAR Spec. Change to: Heavy Infantry Weapons
Here's where the new stuff goes. Continuing with the Jedi Knight series -> SWG theme, more new guns. Also has some LP specials.
LP Specials:
Missile Hail:
Obtained at: HIW 1
A hail of missiles which disorients the target. Increased damage, causes stun and blind.
Barrage:
Obtained at: HIW 3
Similar to Stopping Shot, this fires a tight group of missiles to do huge damage. Chance of Knockdown. Slow recharge time.
Penetrating Shot:
Obtained at: HIW 4
A targeted armour-cracking shot. LP counts as AP2 for this shot, damage slightly more than mormal, average delay.
Add Weapon:
Imperial Heavy Repeater:
Certified at: Novice Commando
Type: Heavy Weapon
Min: 150
Max: 300
Speed: 2.8
AP:1
Type: Kinetic
Range Mods: 0m: -30
40m: +40
64m: -100
HAM Cost: 40/50/20
This gun, as any Outcast/Academy player knows, fires solid metal ammunition, hence the Kinetic damage. Again, not PVP unbalancing what with the popularity of 80% Kinetic Armour. Functions in game similar to a carbine.
Specials:
Heavy Auto Fire:
Obtained at HIW 1
Similar to Carbine Auto fire, simply a special which fires a rapid hail of shots, thus doing more damage.
Flak Blast:
Obtained at: HIW 2
Fires a shell of metal which fractures on impact, showering hot metal shards around the area. Increased damage than default shot, blast radius of 5m, never gets faster than 3s between shots (assuming 3.0 speed gun), even with Speed mods from completing line to HIW4.
Add Weapon:
Stouker Concussion Rifle:
Certified at: HIW 3
Type: Heavy Weapon
Min: 300
Max: 700
Speed: 8.0
AP: 3
Type: Energy
Range Mods: 0m -100
48m +20
64m +0
HAM Cost: 120/50/50
A huge Energy weapon, this is primarily used to destroy large, armoured targets. Large and unweildly, it is inaccurate at short range. Though the chance of anything surviving a hit at med-long range are low. Hey, I love this gun. Fires a huge blue bolt, proper Rail gun style
Specials:
Rail Shot:
Obtained at: HIW 4
Rail Shot generates a Bolt which is powerful enough to pass straight through most solid matter, even metre-thick durasteel. The bolt always carries up to Max range, damaging every target in a line. Game mechanically, this could be a cone of 0.5 degrees from the firer, thus at max range, the bolt would be 0.56m wide. This would only hit targets in a straight line.
Message Edited by RazerWolf on 02-27-2004 08:35 PM