Commando Archive
Thread: The Launcher Pistol *What 3-5 Special Attacks would you like to see?*
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IdrisTycho
Mon Nov 08, 2004 2:30 pm
#66
It's still a timely post however. Sadly that shows how untouched the commando profession is 
Here is my suggestion, make the launcher pistol actually umm.. launch things! Grenades for example. What if the pistol was changed to allow a certain number of grenades to be loaded into it. Like bring up the radial menu and click "open". Then I drag and drop grenades (ones I have certs for) into the pistol. The result is that I can launch a grenade with greater accuracy when I do the /launchGrenade special with the launcher equipped. Also this would allow us to launch them at distances greater than 32m.
The trade off might be that damage would be reduced by 25% so that I was doing 75% of what the grenade would normally do. So for close up targets I might want to just lob one. But for distant targets I could launch one.
Another special for the pistol could be /launcherBarrage. This could send a TON of missiles flying in a cone towards the target. Each person in the cone that gets hit makes a check for posture change down. If they fail the check, they are forced into the PRONE position and take 50% less damage, if they succeed, they remain standing and take full damage.
The concept here is that the incoming barrage of missiles will make the weaker willed fellows drop to the ground to avoid the blasts. These guys will take less damage. The stronger willed ones will remain standing but take full damage. Anyone already in the prone position when the barrage is launched takes 50% damage if they get hit.
BRAYNEDRAYNE
Tue Nov 09, 2004 10:49 am
#67
I really hate a load of these posts here..... They are all saying a great idea would be:
1. Mega powerful Headshot
2. Area Headshot
3. Dizzy/knockdown
4. Area Dizzy/knockdown
5. All Of The Brawler Specials In One Handy Shot... For 30 Mins....
Being realistic the shots should be:
1. Slightly more powerful, slower (shot 1)
2. Much more powerful, much slower (shot 2)
3. Knockdown (no dizzy, simply for stopping rushes long enough to lob a grenade/shoot a rocket launcher)
4. Fan Shot (wide area like other fanshots, not mega-narrow flamer cones)
5. Area Shot (this OR fanshot, probs not both)
This would lead to the launcher pistol actually being a balanced, usable weapon, not the nice-but-pointless weapon it is, or the mega-deth uber-hackzor 1 hit KD/Mindshot/Intimidate/DB/MEGANUKE!!!!!!! that these people want it be.
chekson
Tue Nov 09, 2004 9:00 pm
#68
not a commando...but i would like for commando to have:
1. ranged KD
2.dizzy
3.blind
4.burn (with pistol)
5.defense mods
ZandorFelok
Wed Nov 10, 2004 1:20 am
#69
I'm not a commando but I have played my buddies character that is, and I've heard a lot of crap from him about how commando isn't as good as it should be. In fact he quit cause he was so dedicated to Commando and after the lack of attention he dropped to FFXI, trying to drag me too...but anyways. I've put some thought into it and came up with some ideas for LP moves that would make the LP more then just another pistol.
salvofireshot1 - stronger attack then the default attack of the LP
- (2.0x dmg multiplier)
- (Novice Commando)
rushingfire1 - shoots a short continuous stream of rockets at the target with a chance to burn the target from head to toe.
- (H/A/Mweak burn) [fast blast with a weak burn basically]
- (Field Tactics 1)
crushingshot1 - shot fires two quick bursts of rockets from the LP, stuns target from the force of the shot
- (stun effect)
- (Field Tactics 2)
salvofireshot2 - stonger attack then salvofire1, is also a cone (about the sizeof Fanshot, maybe a little narrower, but not FC narrow)attack
- (2.5x- 3.0x dmg multiplier)
- (Field Tactics 4)
crushingshot2 - shot fires four quick bursts of rockets from the LP, stunning the target and also having a possibility to KD the target from the continued burst of rockets. Has a MUCH stronger change to KD large targets... AT/ST, Krayts, Gorax, w/e that is huge and can't normally be KD'd by lesser profession KD's... were talking about ROCKETS smashing in great succession into a target... better do something more then some jackarse twirling around all fance with his stick or his hammer or w/e.
- (stun effect + KD)
- (slower refire)
- (Master Commando)
Also, keep LP tied to Pistol accuracy/speed mods so that a Commando/Pistoleer will have a larger advantage then w/o. But keep Commando pistol moves... LP only... no other weapons wil be able to perform commando moves BUT the LP!!! Considering it launches volley's or rockets. I mean if you have a move that is described as one thing and your using a pistol that shoots acid, that doesn't make sense now does it...
Message Edited by ZandorFelok on 11-09-2004 01:23 PM
Wolfmann31
Thu Nov 11, 2004 1:08 am
#70
1. "Mad Commando": Whack melee on his helmet with the LP so he goes blind and dizzy, for then a kick in the groin, so he ends up on his knees before a last whack with the LP on his nose, breaking it making him stunned and falling on his back. Damage potential: None, just paaaaaainful!!!
2. "Rocket Lift" :Fire a 5 LP rocket barrage, that when hitting the oponent, sticks to him while the rockets are still burning, thus pushing him 30-60m away from you. Damage Potential: low, but humiliating and burning sensation.
3. "Commando Swan Song": Aim gun at own head and miss, hitting the mob instead: Damage Potential: High
4. "LP Toss": Tossing the LP at the oponent after rigging it to blow up like a nade. Damage Potential: 10-20X the normal damage, if hitting.
In my dreams tho.
Tripping
Sat Nov 13, 2004 10:05 pm
#71
Armor piercing rocket power ups made stricly by master commandos for the LP.
Tripping Billies
nbd9k
Mon Nov 15, 2004 10:13 pm
#72
i would love to see a nice area shot with reasonable damage.
another option might be some kind of continuous rapid fire, where the shots occur in sequence, but requre a longer reload time. (sorta like overcharge)
lastly i would like to back the knockdown idea. we have weapons with specific damage types, and this one is blast. so lets see some blast damage.
that goes for grenades too.
LuciusScipio
Tue Nov 16, 2004 12:50 pm
#73
Man, this is an old thread. Amazing to see that one year later, we are still trying to fix this. hehe. Anyway, alot of the Launcher Pistol specials seem great to me...but I'm more interested in it doing AP1 moreso than specials. A Rocket (in theory) should be able to penetrate some armor at least.
RagNoRock5x
Tue Nov 16, 2004 3:34 pm
#74
Oh Oh!! me just thought of one!
/Bombardment
Deffinition -Calling artilery fire or bomber runs on a possition of your target.
Animation - Kneels, takes out comlink, tlaks for bit, stands, does /dies animation, turns and puts fingers in ears, big explosion where the target what when Bombardment was called.
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