Commando Archive

Thread: Thunderheart & Garvin What is a commando?

Ashrum
Sat Jun 05, 2004 2:30 pm
#53







What I think of when I think commando, I think special ops.



Now to apply this to the game, I think the commando profession is off target as it stands now with is being a support/heavy weapons class. Although I do feel that heavy weapons should find their home in the commando tree, I find that that limitation doesn't fit commando at all. Also when it comes to support I never think of a commando sitting back and operating a SAW or some other support weapon, but right now no class except maybe squad leader feels right for a SAW or other type support weapon. But as it stands support is something that feels quite off when put in the same sentence as commando.



As I see it commandos should fit as a jack off all trades when it comes to combat, not the best at anything but good and with their own tricks. This is "jack of all trades" type already alluded to with its perquisite trees brawler (unarmed) and marksman. But currently these perquisite skills really don't fit into or logically progress in the commando tree itself for once you reach commando these preques don't really apply or connect to commando skills in any reasonable way. Really when you look at the commando skill tree do you ever think "Damn that brawler skill I have makes so much sense in helping me shoot a rocket launcher or throw a grenade or etc." I feel that this basic multitasked combat profession idea needs to be revisited because it clearly seems that this is what it was started out to be but in the end went awry.




So what to change what to change?



First off combine AR and flamethrower into one tree, second have the Heavy weapon and grenades combined into and ordinance tree, and lastly two new trees, a general ranged tree and a general melee tree.



The general ranged tree would give general ranged bonuses to accuracy and speed, these bonuses would best be kept low as to not unbalance the profession and cause everyone to jump to commando to get that extra speed etc. Or these could be very specific commando weapon bonuses which benefit a new weapon that can be modified to serve several roles( one barrel for short range, one for long, and one medium type of thing). As for specials I have no idea.



The melee would be much in the same spirit as the ranged, that is to say it would either provide general melee bonuses or very specific bonuses to a specific weapon for commandos only. Or maybe provide a new melee ranged weapon options like pistol whip etc.



This has all been fairly quickly thought through, thus the lack of great depth.....But of one thing I am certain the launcher pistol is NOT a commando weapon, it really feels more like a bounty hunter gadget , and not something a specially trained commando would ever use.



Ashrum-"Commando=Spec Op"


skotadi
Sat Jun 05, 2004 3:47 pm
#54

i think that commandos need to be attached to squad leaders some how commandos are soldiers SLs with commandos in a group should get even better skills then normaly. commandos dont fight alone we need small squad a bonus set that you dont need to be a leader for it to work and it makes commandos more valuable to groups and invites more interaction bettween us and the SLs
Figu
Fri Jun 18, 2004 4:04 am
#55

My view of commando is way different lol


a futuristic commando would be like a dark trooper smeging big bouncer size with extremly bulky armor


in a scene something more like a Space Marines from warhammer 40k

they had the guns we need grenade launcher, ligh ion cannon, flamers, heavy bolter cannons "with explosive rounds" and if u got to close they whake u with ther gun doing outrageous damege i really could live without grenades what i want is super huge bulky armor and a heavy bolter cannon with explosive rounds hehe


well long live the commando "may the nerf be with u" hehe my 1 cent well its 6 o clock and im still awake lol nite



Beware the Heretic, the Mutant, the Alien!

Peace Keeper Overlord - Master Commando, Master Carbineer, Riflemen, Medic
ZionHalcyon
Mon Jun 21, 2004 10:57 am
#56

Here is what I want Commando to be -


The ultimate Group and large MOB fighter.


I seriously believe that a master commando should be able to take out groups of people, but have a penalty with one on one fighting.


The secret to taking a commando down should be ranged riflemen and perhaps an agile fencer to tank.



I guess what I am getting at is this: if the object of this game is to get people to group, then you need to find ways to make them group. This means not every class being created equally. What it means is that to best take down one profession at master, you likely will need 2 or 3 of another profession. Thus, when groups do battle, it will become about who has the better team assembled and used the best tactics, not "who has the most characters with the top damage getting attacks this month".


If you want tactics, then with the balance, you are going to have to re-educate the player base, and let them know that professions are not (or at least should be not) equal 1 to 1.


If I had to create a 1 to 1 hierarchy of combat classes based on potential power levels, here is how I would do it:




Commando - Bounty Hunter Top level

------------------------------------------------------

Creature Handler (yes, un-nerf the creatures)

------------------------------------------------------

Rifleman - Pikeman

------------------------------------------------------

Carbineer - Heavy Swordsman

------------------------------------------------------

Pistoleer - Fencer

------------------------------------------------------

Teras Kasi Master - Smuggler

------------------------------------------------------

Squad Leader (However, as more people join the group, the power of his skills increases with it until it maxes with 20 people - should be able to double or triple the power of the group at master, making him VERY valuable)

------------------------------------------------------

Marksman - Brawler Bottom Level



Now, each would have plusses and minuses. Ranged obviously would be better from further, and melee better up close. So, because of range mods, a rifleman would own a TKM at a distance, but up close, the TKA would butcher the Rifleman. I would base the balance on this tamplate.



Going back to Commando, a commando should be able to take out large groups of these people at a distance. He should also have a branch of his tree dedicated to some unarmed fighting (making the requirement make sense), which focuses on dizzying and knocking down your opponent, to give a commando a chance to get distance. The unarmed portion would be nothing compared to a TKA, but enough for a commando to protect him or her self if a single person got close, so he can make a getaway. All his weapons should be ranged.




That is what I want commando, and also the combat balance to be.


If the devs want tactics, they need to make the game like "Rock-Paper-Scissors", in that, this template beats that template, and this profession beats that profession, but is beaten by this profession, etc. Then you will see more diversity, and less flavor of the month players, because there will always be a profession that can beat another one with some good tactics.



Z I O N U H A L C Y O N
J O R R EN U DA RK S T A R
-------------------------------------------------------------------------------------------------
Jorren's Spy Kill-o-meter:
334 Rebels |5 Jetpacks | 4 BARC | 3 AT-RT | 2 Desert Skiff | 2 AV-21
and countless speederbikes and land speeders.
I love being a spy.
Rachtor
Tue Jun 29, 2004 9:20 pm
#57


For fun I thought I'd post MW's definition


Main Entry: com·man·do
Pronunciation: k&-'man-(")dO
Function: noun
Inflected Form(s): plural -dos or -does
Etymology: Afrikaans kommando, from Dutch commando command, from Spanish comando, from comandar to command, from Late Latin commandare
1 South Africa a : a military unit or command of the Boers b : a raiding expedition
2 a : a military unit trained and organized as shock troops especially for hit-and-run raids into enemy territory b : a member of such a unit


Sounds to me like we are supposed to get in, blow stuff up, and get out. That seems fine to me!
MattDaComputerGuy
Sun Jul 04, 2004 9:01 am
#58






garvin wrote:



So instead of asking TH and me what a Comando is...You tell us...What do you want a Commando to be? It's my goal to take those ideas and make them happen...





Commandos seem to have the reuputation as the people with the big guns who go in and kill kill kill! Myabe, instead of giving Commandos more defense mods, they can get more offense mods! Like the ability to do MUCH more damage with their weapons. Commandos do MORE damage than other professions, but have LESS defenses than other professions. This would be balence, IMO! Plus, it would give Commandos the ability to be the front line of battles! Just make sure you have a good Combat Medic to heal them!

poison-hs3-disease-byebye
Mon Jul 12, 2004 11:58 am
#59

Ok guys....Well u may ask what is a commando? we should rephrase this to What should a commando be in SWG?..


1st as i have posted before commandos should \


Sorry man great idea but NO...Master commando still miss a lot but when we hit it is devastating...now judging by you sayin you have only been commando a few days you arent a master. What would make this profession work u ask. Well remove the 10 second delay from specials make it how it used to be or like other profession each special has a certain amount of delay timer multiplied by the speed of your weapon. Right now in PVE we own PVP we suck simply because we cant hit...ur idea for always hitting is kool but then the DOT would most likely be removed i mean come on llol NERF they will say..



TO fix our profession we need to return to our previous state of not having a 10 sec delay on our specials. and have an added accuracy mod i mean how do u misss with a flamer..but we cannot hit everytime no profession can do that...maybe have it to where half our shots hit the delay is gone and dot lasts longer...and of course making HAR and flame specials into 1 tree adding a unarmed with LP tree and grenades move to heavywpns and we get the new Assault rifle type gun


NOw I also beleive that the flamer should not be a commandos primary weapon......have any of you read what it says for grenades 4 a commando with this somethin or another should BE FEARED make commandos area orientated if we should get a new weapon make it like the one the troopers used when solo and leia left hoth they set up the tripod gun thats what we need.... make us useful for taking down large groups singlehandedly---not necesarily kill them all but severly injure another group before he goes down...I mean i have all to often been slaughtered by people with 1/3 of the skill points i used to master commando






what needs to happen

1. grenades become useful in taking downlarge groups

2. har/flamer moved to same tree

3. lp and unarmed specials would take up the newly freeedup tree

4. heavy wpns and grenades combo--still combat xp

5. new assault rifle type wpn in newly freed up tree

6. flamer accuracy increased while damage MINORLY decreases

7. NO delay on weapon changes within the commando skill trees to effectivly use all the weapons at out disposal
erli
Tue Jul 13, 2004 6:41 am
#60

Commando should be the Master of Damage Variety and High Output. I think an easy solution to the profession would be to change the prerequisites from Master Marksman + Unarmed IV to Master of any elite ranged profession+Ranged Support IV. Then the rows of Commando Could be a Heavy Pistols (Laucher)row, Heavy Carbine (Flamethrower) row, Heavy Rifle (HAR/Beam) Row, and a Demolition(consumables) row. This would accomodate most ofthe other various aspects of commando that people seem to want. If you want more defense go Pistoleer to Commando, Want more status effects? Go Carbineer, Master of all ranged damage more your flavor? Take Rifleman.


The Master Commando should be able to use any ranged weapon and be able to inflict any damage type. A true "specialist" in one type of weaponry, their other secondary weapons should still be in a range better than novice but worse than master. This would allow them to be the true Elite Hybrid Combat Class they should be, as well as give all ranged professions something higher to which they may aspire.


This would also put more worth or value on also mastering Marksman, which currently few would ever choose to do if it wasn't required, as it would have cumulative bonuses to the secondary weapons attacks.


Skill point cost would be the same. Overall weapons would be the same, with minor adjustments to xp attributed (i.e. Carbine/Flame xp and HAR/Rifle xp) All prereqs would have some value and meaning to the Elite Commando.


Simple shift= Big difference
DragonSnack
Thu Jul 15, 2004 10:35 am
#61



What is a Commando?


A commando is a highly skilled professional trained to work in small groups to inflict sever damage to enemy structures, vehicles, and troops in short, quick raids.


A commando is also capable of providingsignificant support to the assault troops in ground attacks by eliminating enemy gun emplacements, enemy attack vehicles and breaking up enemy troop concentrations.



Here is how I see the roles of the combat professions in a battle to overrun an enemy fortification.



Squad Leaders: The SL provides the “command and Controls” needed to insure victory. Targeting and guidance.


Give the SL control and use of the tri-pod mounted weapons.


Allow the SL to be the Artillery.



Scout/Rangers: The Scouts and Rangers recon the area and if requiredeliminate any enemy minefields. They also provide camouflage for the commandos and rifleman during the initial stages of the operation.


(When I was a Master Ranger I disarmed any enemy minefields I happened to find. Unfortunately minefields got nerfed and I haven’t found many lately.)



Rifleman: provide sniper and covering fire for the Ranger/Commando teams during theirattempts to destroy enemy gun emplacements and breaking up enemy troop concentrations.


Rifleman should also provide the long range, heavy covering fire


for the assault troops.



Commando: The Commandos, either by using their heavy weapons or by direct assault, are responsible to eliminate enemy turrets, vehicles, breaching the fortifications of the enemy, and breaking up enemy troop concentrations into smaller groups that can be wiped out by the assault troops.


Commandos should also take part in the assault on the garrison but be focused primarily on the enemy’s defenses. In other words provide support of the Carbineers while they are taking out the enemy troops.



Carbineer: Carbineers should make up the bulk of the assault forces. The Carbineers are the profession to storm the enemy defense and concentrating on destroying or breaking up the groups of the enemy personnel into single fighter units that can be taken out by the Pistoleers or the hand-to-hand fighters.


The Carbineers will also provide close fire supportfor the Pistoleers.



Pistoleers: The Pistoleers follow closely upon the heals of the Carbineers to provide close up support for the TKAS and Swordsman to engage the remaining enemy soldiers.



TKAs and Swordsman: These two groups get to go into the trenches and annihilate any remaining enemy personnel.



Docs, CMs, and CHs: These three groups provide any healing necessary and also provide distractions to confuse the enemy personnel.



If you want have the Bounty Hunters take out the enemy’s leaders prior to the battle.



As an assault force each profession has its primary job as an assault force and a secondary responsibility to support the other professions.



That’s what I think a Commando’s role in pitched battle should be.



However the other role for a Commando is to take part in small unit actions designed to harass and inconvenience the enemy as much as possible. A quick raid to destroy a turret or two, or blast a hole in a wall could be a tactic used to severely inconvenience an enemy who has to repair or replace the damaged structure or vehicle.


In this case the cost to the enemy is time, money, and in people to guard and repair or replace the damaged items.

loudspeaker
Sun Jul 25, 2004 10:21 pm
#62






LeJediFou wrote:


I think the role of the Commando profession should be to deal with



  • armored vehicles; right now we only have AT-ST but the AT-AT is coming and I hope more armored vehicles too

  • turrets; we already have turrets and Commandos are very useful to destroy them, but he should be even more required ! Seeing Teras Kasi or Pistoleer destroying turrets is nonsense

  • usually BIG targets; either PvE or PvP, a commando should be the profession that deals great damage to big and slow targets : Krayt Dragons, Rancors, Pets, etc...

What a Commando should not fight: everything else. A Commando should not be better in PvP than every other Combat Profession. He should have HUGE accuracy penalty if he moves. He should have huge accuracy penalty when his "player" target moves.


Except for the grenades which should be usefull against groups of players, I think that the Commando should not be feared by any other players.


I hope that other Commandos understand my point of view.







wow.... what country are you from? Sounds like you just descriped like a member of an artillery unit. sheesh.


let me just ready what the "American Century Dictionary" says a commando is:


"Com.man.do - n. Member of a special unit trained for raids."


and heres what dictionary.com says:

com·man·do

n. pl. com·man·dos or com·man·does




    1. A small fighting force specially trained for making quick destructive raids against enemy-held areas.

    2. A member of such a force.




so no. I think you decriped an artillary personal member


ar·til·ler·y
n. pl. ar·til·ler·ies

  1. Large-caliber weapons, such as cannon, howitzers, and missile launchers, that are operated by crews.

  2. The branch of an army that specializes in the use of such weapons.

  3. The science of the use of guns; gunnery.

  4. Weapons, such as catapults, arbalests, and other early devices, used for discharging missiles.


ok im done with the dictionary.


anyway my point is. I think commandos should be scaled down a little maybe on their firepower... maybe a few new special moves that coinencide with what a commando is. give them some kind of stealth type manuveur or something. And yes, oh yes, they should be feared. how would you like to have a commando come and try to kill you? uhhh not me, thanks. I always thought the commandos should have some kind of timed explosives too. like C4 or something. Would be awesome vs. turrets and structures.


thats my idea of a commando. oh and sorry if similar views have been posted. didnt want to read through all the pages, so excuse my laziness. i just wanted to have my say.


Thanks.





Bender
::Master Grinder::
FSCS Coming Soon
Protector of Itialian Virginity
Bane of Scum
Thunderheart
Sat Aug 14, 2004 4:55 pm
#63






LordSeckmoth wrote:

*puts on TH sockpuppet*


This refers to the tactics used in combat situations, and it is something we are working on, to get to you as soon as possible. We are currently working with your Correspondant to focus on areas that you see as "problematic" with your profession, and the rest will be addressed as soon as we can get the Combat Balance out and integrated with all of SWG.


*Or it would go something like that*


You can trust me when I say the Dev's are hard at work trying to get us the Combat Balance and are working with Garvin on pin pointing our top issues. Once these issues are resolved *IE: A better HAR, Heavy Weapons and Grenades that are Accuracte and Cost Effective, etc.* we will have a better place in the whole of the "Tactical" area of SWG.


*I hope that answers what you were asking*





*comandeers the sockpuppet*


The original vision for Commandos is that they are Heavy Weapon Specialists.


What I've done though is communicate to the devs that all the professions consitantly say, "What is our role?"


I'm excited to say the Keldarin has lead a strike team for the combat balance and come up with some very exciting stuff. I'm working on putting it all into a single article and make it next week's Friday Feature





Kurt "Thunderheart" Stangl
Community Relations Manager
Thrush
Sat Aug 14, 2004 5:09 pm
#64






Thunderheart wrote:





LordSeckmoth wrote:

*puts on TH sockpuppet*


This refers to the tactics used in combat situations, and it is something we are working on, to get to you as soon as possible. We are currently working with your Correspondant to focus on areas that you see as "problematic" with your profession, and the rest will be addressed as soon as we can get the Combat Balance out and integrated with all of SWG.


*Or it would go something like that*


You can trust me when I say the Dev's are hard at work trying to get us the Combat Balance and are working with Garvin on pin pointing our top issues. Once these issues are resolved *IE: A better HAR, Heavy Weapons and Grenades that are Accuracte and Cost Effective, etc.* we will have a better place in the whole of the "Tactical" area of SWG.


*I hope that answers what you were asking*






*comandeers the sockpuppet*


The original vision for Commandos is that they are Heavy Weapon Specialists.


What I've done though is communicate to the devs that all the professions consitantly say, "What is our role?"


I'm excited to say the Keldarin has lead a strike team for the combat balance and come up with some very exciting stuff. I'm working on putting it all into a single article and make it next week's Friday Feature









Siffel and Olie aside....


You just plain rock. I'm really looking forward to that letter.


--Thrush--




-----
Who me? I just fly the ship.
Dengathar
Sat Aug 14, 2004 5:14 pm
#65






Thunderheart wrote:





LordSeckmoth wrote:

*puts on TH sockpuppet*


This refers to the tactics used in combat situations, and it is something we are working on, to get to you as soon as possible. We are currently working with your Correspondant to focus on areas that you see as "problematic" with your profession, and the rest will be addressed as soon as we can get the Combat Balance out and integrated with all of SWG.


*Or it would go something like that*


You can trust me when I say the Dev's are hard at work trying to get us the Combat Balance and are working with Garvin on pin pointing our top issues. Once these issues are resolved *IE: A better HAR, Heavy Weapons and Grenades that are Accuracte and Cost Effective, etc.* we will have a better place in the whole of the "Tactical" area of SWG.


*I hope that answers what you were asking*






*comandeers the sockpuppet*


The original vision for Commandos is that they are Heavy Weapon Specialists.


What I've done though is communicate to the devs that all the professions consitantly say, "What is our role?"


I'm excited to say the Keldarin has lead a strike team for the combat balance and come up with some very exciting stuff. I'm working on putting it all into a single article and make it next week's Friday Feature






That is one friday feature I'm really looking forward to




Dengathar - Master Commando - Master Smuggler - Kettemoor

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