Commando Archive
Thread: Commando Development Thread
6. Grenades should be situationally used weapons that are extremely useful at clearing out clustered groups of infantry. While being capable of taking out lone infantry, this should be dissuaded and be far less effective than targetting clusters (because is it really worth it to waste a grenade on a single troop?) Certain variations of grenades should have special abilities and uses as well. For example, I'd recomend:
- Proton Grenades - Specializes in raw damage on heavily armored targets, such as vehicles and buildings (what did Han use to blow up the bunker in RotJ?)
- Thermal Detonators - These should be the feared general purpose weapon. If you're caught in its blast radius, you should take a great deal of damage, and be sent sprawling if you don't have very much anti-KD defense. I want them back so that when princess Leia pulls one out in RotJ, we see fear in Jabba's eyes again.
- Imperial Detonators - Lesser versions of the Thermal detonator that are the generic anti-infantry grenades. No KD effect and only a damaging affect. Perks of it would be that you could throw more of them within a shorter period of time. Maybe add a blinding affect (flashbang) to make them have their own niche?
- Glop Grenades - These should temporarily immobilize a target for around 6-10 seconds or so. They can still fire and react, but they can't move anywhere. No damage is done, these are more of a crowd-controlling tool than a conventional weapon. The affected area would be fairly small.
- Cryoban Grenades - These would function similar to glop grenades, but do damage upon impact, have a shorter delaying affect, but have a larger AE.
- C-22 - Higher powered versions of the C-12. They would be capable of moderate damage, but be light and fairly easy to use, compared with the heavier hitting grenades.
- C-12 - Everyone can use these, so these would be the least powerful of the bunch. They would pack a mild punch, that (given enough quantity of throwers) could potentially do damage over the course of a fight, but nothing coming anywhere near to the damage of the later grenades.
I love acid DOT, but not really a state effect, maybe disease like chem/bio weapon.
copied and edited from Hellshot's post:
C22 - Blind/Stun
Cryoban - Stop movement (maybe some sort of knockdown if stopping isnt possible)
***Make this one a type of WarCry longer duration etc---uses existing code then***
Glop grenade - Acid DOT
***Great idea, especially if it would carry over to HAR***
Imperial detonator - Dizzy or a powerful stun
Thermal detonator - Knockdown
Proton Grenade - Knockdown and dizzy
This is a Great Thread. Let's keep up brainstorming, something is bound to catch the DEVs' eye.
Lofa
Master Commando
Solace, Corellia
Interpid
That's an automatic /signed
garvin wrote:
Idea
Commando Unarmed Specials - Hand2Hand Fighting
The profession its for
Commando
Why it should be considered
Commandos should be skilled in many forms of Combat, with weapons and without. There has been talk of granting Smugglers (in their revamp) special "Dirty Fighting" unarmed attacks stemming fromt he fact that they have an Unarmed Pre-req. Commandos also have an Unarmed pre-req and would like to see our unarmed skills utilized in some fashion.
As an add on to this idea, Commandos would like to have considered the addition of a type of VK granted to our profession. The VK cert use to be granted at unarmed 4 which allowed commandos to utilize our unarmed skills more effieciently...Without the VKs or additional Unarmed Specials beyond unarmed 4, there is really is no benefit from a Commando fulfilling the unarmed pre-req besided just doing so to get to Novice Commando.
We need the flavor to actually mean something.
Idea
Special enhancedarmor
The profession its for
Commando
Why it should be considered
well the main reason is, us commandos are suppose to be super strong and a one man killing machine, or atleast that is how they aredescribed in the books, but we are all easy kills, we have pratically no defense except for ranged migration. so i suggest the DEVS make a suit of armor for us, not just like one piece but like a actual 1 piece suit, have its weapons integrated rite into it.make it so u need to be master armorsmith and master weapon smith to craft it and alow us to costumize stuff on it like with star ships on JTL. make it so we can move a bit faster, take a bit more of a beating, maybe dodge some of those marksmen attacks. like im not and im sure no one here is asking for complete over haul and rebuild of commando but maybe trying to 1 new tree over HAR for something like this would be great
thanks
BaNdIt
Raptor2k1 wrote:
Idea
Commando Skill Consolidation and Tweaking
The profession its for
Commando
Why it should be considered
Currently commando weapons each have an individual skill associated with them. Due to this, skill bonusses within individual trees are rather confusing, and often unbalanced. In addition, having individual skills associated with each weapon (and particularly when two entire lines are devoted to a single weapon, not skill) makes the introduction of future weaponry rather difficult, as yet another skill set would have to be added to accomadate it.
Furthermore, by consolidating the skills for the Heavy Support Weapons line, the Skill-enhancing attatchments are made functional again (assuming they match the skill name on the skill-tape anyways) and all of the Heavy Support Weapons would be equal in their accuracy and speed modifiers, which is currently not the case (making the rocket launcher the only real accurate heavy support weapon available at this time.)
In addition, the specificness of the skill name for both the flamethrower and heavy acid rifle skill lines boxes in commando expandability. If these were to be renamed to something more general such as *Anti-Personal Ordinance* and *Heavy Ranged Weaponry* it would be much simpler to add a new weapon toa tree without it being the same gun.
rogue_rebel wrote:
LOL, i saw a imp commando gun down by a novice carbineer today, just another reason y WE NEED TO BE REVAMPED DAMIT
damn thats sad lol ... Still a master commando though
RazerWolf wrote:
Idea:
A Repeating Blaster to be added to SWG, equivalent into a modern Machine Gun such as the M60 or M249SAW.
Profession for:
Commando
Why it should be considered:
Currently, every ranged combat profession has a non-disposable AP Energy Weapon as one of its main weapons. Pistoleers have the Republic Blaster, Carbineers have the Elite and Laser Carbines, Riflemen have the Laser and T21 Rifles, Bounty Hunters also use the Laser Carbine, and most also "dabble" and use the Republic Blaster or Elite carbine also. Commando has no such weapon, only the Heavy Particle Beam Cannon, which is very inaccurate, very slow, has high HAM costs and is also expensive to produce. Commandos, especially those who PVE solo, should be able to effectively use one of the two main damage types: Kinetic or Energy.
There are also various SW universe reasons to give Commando a repeating Blaster:
Stormtroopers in the movies carried a Heavy Blaster that was converted from a real world MG34 Machine Gun prop.
Canderous Ordo in "Knights of the Old Republic" was a Mandalorian Heavy Weapons expert who carried his own personal Heavy Repeating Blaster.
The Characters (and stormtroopers) in the "Jedi Knight" game series can use the Imperial Heavy Repeater weapon.
As as idea for the actual working of the weapon, it could have similar stats as the Laser carbine, but with a higher minimum damage, lower accuracy moving but much higher accuracy when prone, and a variety of specials with different widths of cone and damage multipliers.