Commando Archive

Thread: Commando Development Thread

ninel1ves
Sat Jul 03, 2004 9:29 pm
#53

idea - take away the individual weapon acc/spd and turn it into Heavy Weapon accuracy and speed, and have it apply to all our weapons like all the other professions in the game. That would free up some lines, and while we still might have to move through some trees to get our useless consumable weapons certificates at least there would be some trees freed up in commando to give commandos some abilities that might make them a viable class.



- I support keeping & balancing the current combat system You can too
Raptor2k1
Mon Jul 05, 2004 8:28 pm
#54

Idea


The remodeling of the Field Tactics line based upon the following basic premises:



1. It specializes in AE Damage (depending on what type of 'nade used) to clustered groups of infantry, can still hit a single target fine, but used most efficiently (Ie. not wasted.) Think of these as being our anti-infantry heavy weapons (although some like proton grenades could be made to function as decent anti-armor weapons as well.)


2. Grenades should function like CM grenades in terms of accuracy. If you're within range and aren't running away when it's thrown (if you're the target), consider yourself blasted.


3. Grenades should work out to 48m since, quite frankly, thats how far CM's can throw grenades, and it seems to be fair, seeing as we have to stop and wait for the animation to play while hurling them (which lasts a second or two.) Note however, that at 48m out accuracy would be on the medium side, while idealy they should be thrown from 20-32m. Up close they should be very accurate; however, as in real life, throwing a grenade within a blast radius is not recomended (cam you guess why?).


4. Part of my idea is to incorporate a grenade timer, which would function similar to the healing timer doctors get, with the difference being that the delay of the grenade you use affecting how long until you can throw again. The heavy-hitters could only be thrown once in a while (like every 30 seconds or so), while some of the lighter ones could be thrown up to once every 5 seconds, with crowd-controlling grenades falling somewhere in the middle. During the timer's 'charging' period, you could perform all other battlefield functions (much like with the healing timer) but you would have to wait until the timer was up to use another grenade. I use balanceto justify the implementation of this. I know some folks want to go all 'gung-ho', but that just won't work out in game mechanics, since people would just then carry crates of grenades around (wheras this normally isn't an issue in gamesbecause you can only carry around 5 grenades total without having to return to a base to restock.)


5. If something is within the AE blast (THIS INCLUDES YOU), when it lands in the area, they should be hit. You can't dodge, counterattack, or blockan explosion with your bare hands.


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.

Profession it is for:

Commando


Why it should be considered:

I think implementing these changed would make grenades go from a grade D wothless utility, to a Grade A item worthy of having it's own skil-tree, while maintaining balance.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


QuaDaJun
Tue Jul 06, 2004 10:55 pm
#55

I like idea of state effects for grenades. I just added a few possible ideas or changes.

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
yorukaze
Wed Jul 07, 2004 6:26 am
#56






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.




That's an automatic /signed




________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
SlayerOfMice
Mon Aug 23, 2004 3:19 pm
#57

Ok everyone for the most part is over looking a few things to me. Melee def and ranged def. These defs are very low compare to other ranged profs. I would like to see these increase some what. I feel like a paperdoll could push me over. Thxs for listening
rogue_rebel
Mon Aug 23, 2004 3:50 pm
#58


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





- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Troutspleen
Tue Aug 24, 2004 5:48 am
#59

Interesting!...


that'd help us change from weak flamthrower people to actual commandos along with other ideas such as mine and the HAR nerf, as we would be balanced with other ranged professions (we should actually be better than them, we have to master marksman to do this).


"May the cheese be with you"
Vurtorax
Tue Aug 24, 2004 7:51 am
#60






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.







Idea

Defensive Mods


Profession its for

Commando


Why it should be considered

A Master Commando has more skill points invested in combat skills than any other non-jedi profession. We are the war-hardened soldiers battling it out on the front lines. We shouldn't be Stun/Intimidate/Dizzy/Knockdown/etc. very easily (esp. since we are vuln. for large amounts of time dueto delays). I also think we should have some kind of Commando/Hvy Wpn toughness. It should make it so that we don't take as much damage against ranged or melee attacks. We shouldn't have more that +25 or so because commandos aren't supposed to be the tanks of the game, but b/c we take more SP than most other prof. we deserve some kind of bonus like this.




VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
rogue_rebel
Tue Aug 24, 2004 8:10 am
#61

LOL, i saw a imp commando gun down by a novice carbineer today, just another reason y WE NEED TO BE REVAMPED DAMIT



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Troutspleen
Wed Aug 25, 2004 8:36 am
#62

yup, we get one shot, if we miss, we're dead.


'May the cheese be with you'.
WeissHengst
Thu Sep 02, 2004 6:58 pm
#63






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



White Stallion

Bathe in thy healing lighteth of my c0ck. Thy Clock Tower struck twelve. Down on your knees. Observe. Your knight in shining armour.
Your white stallion. Beggith please, fought by and by. Take this broad sword I carry, in your hands. Unsheath it. Massage it's power and strike it down.
gngbng
Sun Sep 05, 2004 8:29 am
#64






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.





I was thinking of posting this and saw that you'd done it already. /agree 100%



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SOE Interviewer: It's half finished.
SOE Applicant: So are your products.
SOE Interviewer: You're hired!
NaKitNa
Sun Sep 05, 2004 8:48 pm
#65


Idea:

Infiltrate


Profession it is for:

Commando


Why it should be considered:

An ability similar to maskscent but applicable to NPC's and similar (stormtroopers, geonosians, etc...) that prevents them from aggroing. This offers the ability to breach into secure locations (particularly dungeons) and acquire security codes and the like without being attacked (percentage chance). This ability would offer better percentages of success closer to master commando. I feel it appropriate as often commandoes snuck into secured areas, instead of blasting their way through defenses... and important tactic in any conflict but has yet to be used in SWG.

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