Commando Archive

Thread: Commando Blues

Shin_Shodei
Thu Aug 28, 2003 12:09 am
#53

hey guys and dolls, i just want to shell out my point of veiw as to what could help commandos out.


1) it seems we are a hybrid profession of Brawler and Marksman. the discription would lead me to believe that this would continue into the Commando tree.. but as it stands Commando seems to have nothing to do with Both Professions, Save the Launcher pistol that uses some of the pistol tree.


Idea) Well if you see bountyhunters, having these old skills from there lesser classes seems to help them out. Bounty Hunters are Elite Marksman, and that is the role they fit into well. what about us? what about commando? how about adding an unarmed line to the commando tree, take away the gimp Grenades or move them. not as good as teras kasi ofcourse but we are suppost to be deadly in Melee and ranged combat. well if deadly means i can throw a rock at them and do more damage? then heh.


2) our Marksman tree. The only real use of the marksman tree to a commando is the pistol skills and maybe the support line. Make these usefull. Take away the Acid rifle and the Flamethrower they seem to be useless along with every other commando weapon, other then the launcher pistol.


Idea) Now if we took all 4 tree's out i think this is what we should have: (one) Unarmed Combat specialist (two) Repeating Blaster Specialists (three)Anti-Infintry Specialist(four)Demolitions Expert. all of the existing trees can fall into the catagory of uselessness, dubed Heavy Arm's Specialist.


Unarmed Combat Specialist : a bit of an enchancment of the Unarmed tree. mainly providing toughness to our character while also adding moves that would let us knockdown someone or atleast poke them in the eye so we could have an advantage in some way. Also allow the toughness not to be effected by our heavy weapons, making it useful to the class in general.


Repeating Blaster Specialist : i'm sure people out there could think of a better name for this Tree. This tree would use some carbine and some pistol skill while not feeding off the stat boosts of the marksman tree. At novice commando everyone should get a Massive heavy weapons boost to compinsate for the new class of weapons. that should keep us in line with other Elite and hybrid marksman. every other class seems to get better and better, but we on the other hand start over.


Anti-InfintrySpecialist : This is where the Acid Rifle, Flame thrower and beam rifles,Together should come in. Considering this would allow us to take on Mass amounts of normal people as it's suppost to be intended. in this tree we would also get some of the things that defend us, like melee defence or some special skills like block or dodge. i kinda like what they had in beta where commando had "Alertness" aka we can't be sniped. that along with ranged defence would be good. i'd except what commando is right now to be on this one tree and not gimping the class all together.


Demolitions Expert : This is were we get our Demolitions and other heavy weapons in. Grenades rocketlaunchers. they all go here. with this line it would mean we would be great against mecha, or anything tech. Npc droids, buildings, and so on. Maybe also add a small bonus to terrian movement. since we need to be better at moving around battlefeilds, and getting the job done.


3) our weapons Ar... Well this is somthing this class would need to keep up in damage with our Ranged counterparts. our melee counter parts are safer becouse they get a modifer based on the weapons people are using. you know 1x/2x/3x. but most of us arn't melee. so this is what i think we'd like to see based on SOE's tree.


Thrown Weapons 2 / Heavy specialweapons 3 / Flamethrower 2 / acid rifle 2


The Ar on my tree would be alittle different tho :


Unarmed Combat Specialist (Modifier) / Repeating Blaster specialist 1 / Anti-Infintry 2 / Demolitions expert3


both of these 2 tree's of Ar Make more sense then what is out right now. so there you have it these are my ideas for our profession. if you have any thoughts or Revisions you'd like to make please do so. i believe if we all band together we could make this profession great like it's ment to be not a rookie in the art of extream combat.



Akera'Von Shodei - Commando/Smuggler/Teras kasi





Rijin Shodei - Naritus - Dark Jedi Master (Active)

"The Dark Side of the force is the path to powers that some may consider..unnatural.."

(////////////////////////////////////°[Ì██[[[[≡≡≡≡≡[F]]]█
Col_Forbin
Thu Aug 28, 2003 3:57 am
#54

I think that the commando should have a variation of each of the 3 basic weapons (pistol, carbine, rifle). Pistol and rifle are already covered but some type of heavy carbine weapon should be added. We should then be able to use our corresponding skill mods andmaybe some or allabilitiesfrom marksman. It seems that once commando is reached all of our marksman skills and abilities are useless. As for the rest of the Heavy weapons there should be a generic 'Heavy Weapons' skill mod which covers all of them. The skill tree could then be redone to something like this ...



Is Eto Demerzel going to have to choke a bittch? (shadowfire)
Is Lawn Boy going to have to choke a bittch? (gorath)
Is Klitt Kummander going to have to choke a bittch? (testcenter)
Col_Forbin
Thu Aug 28, 2003 4:17 am
#55

1. Demolitions- covers rocket launchers and grenades


2. Heavy Weapons- not much different except the catch-all heavy weapons skill mod


3. Small Heavy Weapons- includes the 3 basic weapons like launcher pistol, flamethrower(heavy carbine weapon?), and acid rifle


4. Field Tactics- give special attacks and bonuses much like the marksman ranged support tree


The first 3 would all be advanced with heavy weapons xp while the fourth would use combat xp. These ideas are in addition to the weapon upgrades themselves that everybody is posting.




Is Eto Demerzel going to have to choke a bittch? (shadowfire)
Is Lawn Boy going to have to choke a bittch? (gorath)
Is Klitt Kummander going to have to choke a bittch? (testcenter)
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