Commando Archive

Thread: Assignment #6: What would you like to read in the Combat Revamp Docs?

Zade_Taerin
Thu Sep 16, 2004 9:34 am
#53

When I think Commando I always picture a Highly Trained Combat Specialist sneaking behind enemy lines. In regards to prerequisites I would think Scout would be a better prerequisite skill then Brawler due to Terrain Navigation and the ability to Mask Scent. We are talking about commandos here, the team that landed on Endor were Commandos. They dressed in Camo, were sent in behind enemy lines to covertly destroy a shield generator. They weren't sent down there to run up to it and pound away on the Radar dish with "Fist o' Fury".


The Ranger Camouflage ability would seem to be something in line with Commando. Heck, I used to love Ranger for the Tracking and Conceal abilities. The Brawler prerequisite seems more in line with a scrapper Bounty Hunter.If according to the SW EU the TKM was expressly trained in combating Jedi then it wouldmakemore sense for someone paid to hunt themto have aprerequiste skill that would excel at it. Besides, BH utilize technology tofind/hunt their targets,the scoutabilities really are meaninglessto them in the hunter scheme of things.




ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Rockhurst
Thu Sep 16, 2004 9:51 am
#54




Zade_Taerin wrote:

When I think Commando I always picture a Highly Trained Combat Specialist sneaking behind enemy lines. In regards to prerequisites I would think Scout would be a better prerequisite skill then Brawler due to Terrain Navigation and the ability to Mask Scent.




  1. Can't happen because BH already has that prereq and the Devs won't make two elite 169 pt. professions share the same prereqs.

  2. For the "Frontline Figher" nature of Commando, Unarmed IV is a much better prereq than Scout.

  3. Having scout as a prereq implies players would actually be sneaking somewhere...in other words, getting off the swoops and walking somewhere. And, when's the last time you've seen anyone walk somewhere who wasn't looking for an old man?

  4. I would say that trapping would be a viable prereq since it's basically the same action as using grenades. However, again the Devs won't go for it because you still have Commando & BH (the two 169 pt professions) sharingNovice Scout.




Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
thepunisher286
Thu Sep 16, 2004 10:40 am
#55


double post

Message Edited by thepunisher286 on 09-16-2004 10:46 AM

thepunisher286
Thu Sep 16, 2004 10:44 am
#56





Re: Assignment #6: What would you like to read in the Combat Revamp Docs?




Commando has new non-depleatable weapon that fires ranged specials - something that would be a staple of what we are to be instead, like the flamethrower is iconic for commando as it currently is

Message Edited by thepunisher286 on 09-16-2004 10:47 AM

Tenfo
Sun Sep 26, 2004 2:48 pm
#57






mturnage wrote:





Imador wrote:

Either Jedi brought in balance with other combat professions or bring back skill box loss upon Deathblow.







Why did this guy get one starred?


BTW Imador, Jedi is supposed to be balanced with the changes coming in the combat revamp not the current situation. Wish I could find the quote from TH for you.







He got one-starred because it is totally unrelated to this commando discussion and evidence of more Jedi hatred and saber envy that we don't need to bring up in this thread. Jedi are pre-balance for CB already.



l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
BrandonIT
Mon Sep 27, 2004 3:36 pm
#58

**I want to see specials and mods for my Launcher Pistol.
**I want to see all my weapon certs actually work.
**I want to see grenades that have a longer range and status effects.
(give me area dizzy/kd, you can keep the speed at 9 seconds)
**I want to see skill mods (CA's, AA's, FS) that actually work for me.

These are a few of my favorite things...

Give me these in the CR Docs, and I would be totally happy.

(Oh, and keep Riflemen from speed-capping StrafeShot2 once every second).



Erdeid - Master Commando
Erleid - Master Musician, Master Entertainer, Master Artisan
nope...gone again...
zahm1
Fri Oct 01, 2004 6:04 am
#59

1. not putting ur current weapon on the ground wen u use the RL or any other cannon but put it at ur back would look cool
2. thumbs up for the commando mission terms
3.holsters for the LP



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R A U C E ANTARES BRUTE AND DAMN PROUD
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Uubu
Sun Nov 07, 2004 1:43 am
#60

I wonna see someone's health go down when i use my 1132max dmg flamethrower on them.
Azagthoth23
Thu Nov 11, 2004 4:50 am
#61

Master CMs gain a heavy armor certification

Most heavy armor types are as hard/easy to craft as adv. composite.

..and the armor actually WORKS as a heavy armor.



-----------------
I want more ROCKETS, more NAPALM and more BEER !
Tsimhnori
Thu Nov 11, 2004 11:36 am
#62

Commandos Get the Proton Rifle/Carbine.



110Naimi If'Lya - Bothan Jedi - Kauri Events010011
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TheBothan - deviantArt (+) AAU - 3D Modeling/Games
RagNoRock5x
Fri Nov 12, 2004 3:28 am
#63

Commandos -


  • Now have the ability to call down fire. The level of the commando determins the type of fire (fighters with missiles, to DEATH STAR OF MEGA DOOM strikes)

  • Commandos can make elaberat tunnel systems thru out the map. The level of the commando determines the slicing dificulty of the secrite trap doors)

  • Jedi can no longer "Block" a grenade or flame cone atack

  • Commandosnow have aFlamethrower whip attack, simmilar to pistol melee defence atack

  • Grenades can ether be armed and thrown or just thrown at some one to poke them in the eye and make them roll on the ground clutching there eye saying "MY EYE!! WHAT DID YOU DO TO MY EYE!! THIS WAS A BRAND NEW EYE!!!" during the duration of there KD this animation will loop untill they are eather killed or a docor gives them a new eye

  • Commandos must use a bandolere in order to use there skills, also they must be in the new "Musle Shirt" preferably the commando colors and not pink

  • New skill "Flame Area" will have the commando spin 360 degrees spewing napalm the whole time. (a 360 flame cone)

  • Commandos may now board Faction perk machein pets like the AT-ST or the rebel equivelent Adv-R5 droid which now has a saddle on its dome head

  • Commandos now have a Detination pack that can be set on remote or timer. This pack when detonated will damage all enemys within its radius.



RagNoRock Kelnek - King of the Zabrak
Tahina Kelnek - Queen of the Humans
The Juggernaut of Bloodfin
Destroying terrorist Scum for 3 years and counting.
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heapum
Sun Nov 14, 2004 2:53 pm
#64

Commandos would be able to throw their grenades decently fast nad hit most of the time. I'm still waiting for some one to explain to me howa person can walk out of a ten meter blast area unscathed.
ApolloCentuari
Tue Nov 16, 2004 9:47 pm
#65

Two words: Assault Rifle. Replacing the HAR with a much better and bad ass gun would be very cool.

Change Skill Requirements- Speaks for itself, why the **edit** do we need brawler anyway, commando is all about the guns baby

Message Edited by ApolloCentuari on 11-16-2004 11:48 PM



Message Edited by ApolloCentuari on 06-06-1944 06:00 AM

Yeah, that is my sig.

Mecheye Apollo-Master Commando-Teras Kasi Artist-Warrant Officer II
Veck Melnikov-soon-to-be Master Ranger-Master Swordsman-Lance Corpral

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