Commando Archive

Thread: For You Review: Commando Summary

jimmpop169
Tue Jun 15, 2004 10:47 pm
#53

for a profession that takes 2 noivce profs one mastered and 29 sp in another

i think we should own.

alot of sp go into being a commando to recieve a flamethrower that shoots once every 10 seconds.

it either make use better or take stun damage out of the game



(1f u c4n r34d th1s u r34lly n33d t0 g37 l41d)
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- I support keeping & balancing the post pub' 9 pre pub' 16 combat system You can too fo shizzle
Morgath
Wed Jun 16, 2004 1:51 am
#54

Republic Commando released? eh? Are you sure G?
nerfherder321
Wed Jun 16, 2004 1:53 am
#55

garvin, remember the republic commando and the star wars, and how they ALL duel weild? i want taht




Cheat Fetto
Cuality
Thu Jun 17, 2004 3:52 am
#56






RazerWolf wrote:
You missed one important Fun point:

A lot of Commando weapons look and sound cool. Even more fun would be if the bark was as good as the bite.





Not a lot... every single commando weapon has by far the coolest effects in the game, expect maybe some of the jedi saber moves. Proton grenades have awesome effects, cyroban grenades are always a crowd stopper, the flamer, though im used to it by now, still looks great, especially the effect of the air burning after the cone goes through. It still is awesome just to autofire an LP to watch the little rockets streak out. The art team loves us.




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)¯`·.__.·-·._.* Dark Commando Troll*._-·._·._.·´¯(
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ZabrakGabe
Sun Jun 20, 2004 7:20 am
#57

I think we can get around the melee defences and unarmed specials issue. Get tkm as well as master commando, theres enough skill points to do both and get novice medic to boot.



Vertieteroux
(The Gaulic Zabrak)
Master Pikeman Master Teras Kasi Master Brawler
Master Distance Runner
Kalano
Sat Jun 26, 2004 4:33 pm
#58

Just to throw out an idea, not going to say it a good one, but maybe it might be a little more sensible.


Originally in Beta, before i got on beta, so i don't know how long ago it really was, but commandos made their own explosives. So, instead of having unarmed as a prerequisite, make it the engineering tree on artisan and let us make our own explosives again. We could leave grenades to the weaponsmiths, but allow us to either make stationary bombs by either making it with are own resources or modifing grenades.

Something like shaped charges for taking down turrets.


To me it would make more sense. thats just my two credits.



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CIO_DarkSaber
Sun Jun 27, 2004 6:24 pm
#59

Things I would change:


1. Make it an assault CARBINE, not rifle. Imperial Repeater or Flechette from Jedi Outcast might be cool to have.

2. Bayonets

3. Terrain Negotiation andCover mods for the Field Tactics Tree

4. If we wanted to add any professions as pre-reqs, it should be either Scout so that we can construct foxholes/trenches/etc (like making camps) or Artisan Engineering so we can make our own ammo.


Other than that, looks great!



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Precentor of the Central Imperial Order
New Cardia, Dantooine

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Kouru
Sun Jun 27, 2004 7:31 pm
#60

Great job garvin! Flamethrower should'nt have ap though. kneeling while using heavy weapons is very cool looking, so if the damage would outweigh the stillness, I would'nt mind it too much. Totally would like republic commandoish armour, but I'm happy with the Mando anywho. And the assault weapon from republic commando would be awsome to have as a new thing, seems more like a carbine than a rifle though.



Kouru
Human/Gen'Dai: Master Commando -Master Bounty Hunter- Rookie Freelance Pilot
"Commando... those who feel it, know it. To deny it is folly. Obey the flame." - Samun
comandobob
Mon Jun 28, 2004 1:14 am
#61

in general this is great , id like to see more a push for the flamer and acid rifle to be pushed up to AP3 or at least ap2 as they are heavy weapons , but all in all it looks great




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Maximus-LP
Thu Jul 01, 2004 5:59 am
#62

Greatpoints,well thought out. Was thinking more about how commando's work in real life (and movies) More of a wish list than anything else.


1. Knife - Our per-req tree accounts for unarmed which makes sense, but what about some bonus for knife using, (consumable throwing knife possibly or some stealth bonus for fighting with a knife). Just thinking of the classic "soldier with oversized survival knife".


2. I love my sliced flamethower (1126 max damage), but thinking aboutthe suggestion for a new weapon cert for master commando's, what about some kind of deployable enplacement weapon, laser cannon or the like.


3. Traps and mines - I like the mentionedidea of being able attach explosive charges, but think that maybe covered by the rocket launcher, what about traps, mines etc. Could a variety with either laser trip, proximity sensor or remote detonate. This could provide a more strategic option for the thinking commando. e.g. sneak up with mask scent, lay trap and wait for enemy to approach. This could possibly be done as a modification of the grenade tree. (added as new types of grenade).


points 2 & 3 could add a new strategy for faction facility defense. Walk through front door and walk straight into a commando with an emplaced heavy cannon. Deployable mines would also add to this.


Thinking back to the point about commando's being the tank of a team, any chance of profession specific medium/heavy armour for the commando ? This becomes more justified in view of jedi now getting their own profession related robes/armour. (this could be balanced by making us very slow and with the current delay for changing armour etc. it would make it hard to exploit this)


We all know of the classice image of a commando in combat fatigues with camo face paint on, what about some kind of +? camoflage (dodgy spelling I think) to account for this with commando's.


I will add to this as I think of new stuff.


Apologies if this is in the wrong thread, have a copy and can place in seperate thread if preferred.






Maximus-LP
Thu Jul 01, 2004 6:02 am
#63

I apologise if any of my post has already been mentioned, no intention to plagerise but cannot edit. D'oh

Maximus-LP
Thu Jul 01, 2004 6:28 am
#64

Addition : Was thinking about my suggestion of a +? camouflage bonus for commando's, could make this a special for when prone (thinking back to our sterotype commando crawling through the jungle). Would provide the option of sneaking up to the enemy soldier and chucking grenades at his head with the soldier oblivious to knowing where they are coming from.


Will continue my ramblings as I come up with new stuff

Xenothaulus
Thu Jul 01, 2004 9:19 pm
#65

Very good summary, and some great ideas.

I recently came back to the game after a 2 month break, and, although I promised myself I'd stay off the forums, I still felt the need to visit the commando forum and see if we're getting any fixes or have in the last 2 months. I see that we haven't.

I'm sure it's been said already, but I didn't read past Garvin's original thread: we're gimped or worse, useless, in high-end play. I went Krayt hunting tonight. I used my t21 more than my commando weapons, and i'm rifle 1224 and m.commando. I was using my RL and heavy particle beam at first, but the dragon's resists to blast and energy were the same (70% for a giant) and I noticed that the master riflemen using strafeshot2 were hitting every second or so, and doing 2500+ damage per hit. I was getting an average of 3k every 7 seconds.

I think a nice fix for our consumables would be to increase their damage so that it's equivalent to other master professions. A good base rate for ALL profs would be 1000-1500 dmg per second, averaged out over time.

But hey, what do I know? I just play here.



Xenothaulus Questor
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