Commando Archive

Thread: **Commando Poll Requirement Change?**

jm_preiss
Sat Oct 01, 2005 5:37 pm
#53

Ok, let me do some thinking here.

I am heavily tied into the SWRPG, which you can extrapolate some stuff from for this game. I see the commando as being the Soldier from the SWRPG, so that means we would have to be experts of all weapons. So, that would mean make us have to have Master Marksman for Novice Commando. The Soldiers of the SWRPG are also ok with melee weapons (they have the weapon group proficiencies at the start), so make us still have to have UA IV.

Now, I know that this steps on some toes, and this would make us require the most skill points in the game out of the normal professions if I am thinking correctly. That would mean that we COULD get those buffs that we are wanting because the SP cost would warrent it. Want some heavy versions of marksman weapons? With Master Marksman, it would make sense that we could get them built into our profession.

Again, I know that uping the SP cost on us would step on a lot of toes, but that is honestly how I see Commandos. We should be real things to fear on the battlefield. Sure, we can still get taken down fairly easily if someone focuses on us (that should ALWAYS be our weakness), but until they focus on us, the attacking group is going to be severely hurting.

This increased SP cost would also stop people from dabbling in commando. Honestly, who would want to just dabble in commando anyways. It's not like we get anything *cool* until master.

Commandos are masters of ranged warfare on a large scale (in this game), and our pre-reqs and COST should reflect that.


*votes for Master Marksman AND UA-IV to be pre-reqs*

Message Edited by jm_preiss on 10-01-2005 07:39 PM



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knighttom
Sat Oct 01, 2005 11:02 pm
#54

something in the scout profession would make more sense

if using the traps help set up for a better skills in grenades that would work






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Unika
Sun Oct 02, 2005 12:38 am
#55

Definately either exploration or trapping lines.



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Reydon
Sun Oct 02, 2005 12:57 am
#56

I vote Scout 0004, survival. Commandos are suppost to be elite tacticians, who can live anywhere to survive in their mission. So we can build camps to get ready for an oncomming attack. I judge Commando much like the beginning of Predator. Deadly, stealthy, and heavy demolitionists. So we should have more of a survival build with fighting skill. That's why I think Survival (scout 0004) would be a good change for Commando.




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DrakkoFett
Sun Oct 02, 2005 4:38 am
#57

No way, we need to stay all combat.


Sasher Redo


JezabelleSWG
Sun Oct 02, 2005 5:02 am
#58

As an old master commando / TKM I would prefer for it to stay with brawler. If that route is chosen, then I would say we need to make commando cross compatible with ranged or melee by giving us ranged & melee specials.
Leifen23
Sun Oct 02, 2005 7:20 am
#59

yes this would be a good idea/helpful to the profession




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Warmaker01
Sun Oct 02, 2005 4:40 pm
#60

I don't think we need our Prerequisites to change.

I just think our profession needs to be enhanced to show for the ranged focus but being able to handle themselves in close combat.

TK-132
Sun Oct 02, 2005 6:51 pm
#61

No...



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schmeds21
Sun Oct 02, 2005 7:06 pm
#62


Terrible idea....either way...



Commando has 29 skill points WASTED....so you still want to WASTE!! 29 skill points by puttin them in scout?? are you guys high??


at LEAST, make the pre req's marksman....so we don't spend VALUEABLE skillpoints on USELESS skills....15 for the novice, and 14 for the row of useless crap....


hell...we don't do as much damage, have less than half the specials, double the SAC cost, and 15 more skillpoint cost than ALL other professions(minus smuggler)...


so, marksman row pre req...final answer....




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tacwraith
Sun Oct 02, 2005 9:02 pm
#63

Master marksman will not work as youd be shoving 22 more skillpoints into the sink for no other benefit than the general speed and accuracy mods in master marksman box. Thats a worse skillpoint sink than the current setup.



Medic 0040 for commando prereq I say. No points wasted at all and yes, it is combat related as combat in this game is purely about damage vs healing ability. If we have prereq of BOTH we stand in better ground as a combat proffession.






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Odinwaa
Sun Oct 02, 2005 11:21 pm
#64

I hate to say it but if our new role, is a support to other profesions, then scrap the requirement, make it only Ranged Support IV, and give us the skill points back...30 I believe. Let me use it somewhere else...why do I need traps? Unless they are player traps.



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Sunsplash
Mon Oct 03, 2005 8:10 am
#65

If UA were to be remeoved as a requirement, then I would like to see scout terrain negotiation/mask scent line to be done. The terrain negotiation would certainly help and mask scent would nit hurt a bit. The traps line is not terribly needed becasue we already havea grenade line.


If UA were to be kept. How about innate armor at master commando? Or a bit more defense? I see very little in return for the UA SP outlay as t is.







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