Commando Archive

Thread: What to do with our Brawler *Unarmed* Tree?

Raptor2k1
Sun Dec 07, 2003 11:22 pm
#79

"For quite some time I've been in favor of combining the FT and HAR trees into a "liquid Weaponry" line (or whatever you want to call it), to make room for a launcher pistol tree that would have its own mods and specials completely independent of other pistols. If wer're going to allow commandos to use any of the brawler lines to qualify, then the melee skills that commandos get should not be based off of any of the weapons in that line. The FT and HAR are the "close" combat weapons. It makes sense to me that Commandos would have some melee support skills that could be used with those weapons.Skills like "bayonette", "Stock strike" (hit with the butt of the gun - Can't really call it "butt strike") and knee-bash, could all be fit into the field tactics tree. Puttingthese skillsin the field tactics tree also addresses the issue of people taking only the FT line in commando. If you have skills and mods for the FT/HAR that are outside of the FT/HAR line, you get skill interdependence - always a good thing imho.


As far as what the skills should do, I'd vote for state change effects. I don't personally envision Commandos being real brawlers. They might use some melee skills to get out of a tight spot, or set up a better shot, but they're mainly ranged guys. Perhaps stun, dizzy, and a posture change. I do not think commandos should get a melee knockdown. Niether Fencers nor Swordsmen get KD, and they're pure melee. I think that if commandos get a knockdown, it should be on the top slot of the launcher pistol tree."


That could work, I hadn't even thought of using the unarmed attacks to focus on state changes more than damage. The only real problem that I would forsee arising, is that this would make it difficult for the future implementation of a repeating weapon, seeing as that might start to crowd too much into our skill trees, but then again, maybe that's part of the HAR/LP issue rather than the brawler one.


Great ideas though.




Kyeran Halkyon

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


ghostmantis55
Mon Dec 08, 2003 2:07 am
#80

It's a commando for goodness sake. Last time I've checked commandos were deadly with there hands AND there weapons. To make a statement that we should do away with the Unarmed tree to me makes a SWG commando another marksman but it's not just a marksman. Some people say explor IV. O.K. Scouting aka Reconaissance is someone else's job not the commando's. His job is to take people out end of story.
Vericona
Mon Dec 08, 2003 3:04 am
#81

The idea behind Commandos in this game was to use those huge weapons. They are supposed to take out the buildings and vehicles. When using those kinds of weapons we'd be in a lot of trouble if we couldn't drop it and defend our selves with our bare hands when someone came up to us.

We're essentially walking cannons and don't have a need to be stealthy like a scout. It's just not our role in this game. If you need to be an assassin you could be a Bounty Hunter, it's what they do.

That said, I love the idea of gaining those close up, down and dirty fighting techniques using the butt of our gun or knee jab.



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TechnoHic
Mon Dec 08, 2003 6:48 am
#82

Alright guys, its time to get over the drop unarmed thing or change it to something else thing. It aint gonna happen. To far in the game to do that, to much coding, and too many pissed off people, forget it.


While I'll agree that it would be nice to have some terrain negotiation, aint gonna happen unless they just put it in our field tactics line. I mean hey, CMs get it without having any scout. As for survival, go be a BH for god sake and leave the commando profession to those of us that like it the way it is. Masked scent? Only works on creatures not humanoids andd commandos should be all human/war combatants even though we use our heavy weapons for creatures, its like hunting a deer with an M-60.


Artisan to craft? You think theyd let us just make stuff out of thin air? Youd need surveying or have to go hunting to buy materials and thats no different than what we do now and just crafting alone takes too much time for my taste, thats why I dropped weaponsmith. And how would we at just having engineering 4 be justified making high level weaponsmith craftable items as a fighter class? Want to fix the weapons? Buy a weapon repair tool which by the way fails all the time even for weaponsmiths.


The thing is, we got the extra points to wher if you want exploration 4, you can get it no problem. Hell I think you can almost master scout if thats all you take with commando. I think you can also be a master weaponsmith or at least take the explosive line if thats what you want to do. Like I have said befor, look at commando as jsut the base line special forces, then the other skills be what your specialty as a special forces soldier. i.e. real life rangers got snipers and scouts and medics(you can be a master medic those of you that truly believe commando should be a support profession, then you really would be)


Lets be realistic and just fix what we got. If that means that unarmed doesnt make sense then lets look at making it make sense. If you want to be something else go be something else and leave those of us that want to just be a commando the way it is be it. You wont get them to make these huge overhauls.


Why are you commandos anyway if you dont like it? I love it! It just needs some polishing and it will be exactly what I hoped.




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tacwraith
Mon Dec 08, 2003 8:51 am
#83

well techno, right now i dont think we should get *anything* from unarmed other than melee mitigation 2 and we should get ranged mitigation2 from master marksman.






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ChewGoBack
Mon Dec 08, 2003 9:02 am
#84

yeah i can't see them making any changes to the requirements for commando.




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OnlyMaestro
Mon Dec 08, 2003 1:53 pm
#85

I say keep. Give us combat knife with like a powerful melee attack with a massive delay...a "go for the throat" move like they use IRL. If they miss...uh oh. When they hit, rock on!



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Greatjon
Mon Dec 08, 2003 6:11 pm
#86

personally i think it would rule if they threw a couple extra skills in the commando tree to use in melee range. like "flamethrower skull crush" or "acid rifle slap" or something.


then again i think the riflemen and carbineers need something like this too.


anyways, we could use the unarmed bonuses for these moves and it'd be considered "unarmed" experience or something





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pajamasamcat
Mon Dec 08, 2003 7:09 pm
#87

i agree....I think commando should get some specials for unarmed. They should be kind of like the dirty fighting tree for smuggler....... just for unarmed instead of pistol. Something like eye jab or headlock or bodyslam...that would be nice.



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masterofallthatisknown
Mon Dec 08, 2003 8:15 pm
#88

I like having to do unarmed, if you switched it to something else, then anyone that is TK/commando combo would have less skill points for other stuff.




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EODDiver
Wed Dec 24, 2003 7:58 pm
#89

hehe, last I saw, this was on page one.....



what Commando out there doesn't have unarmed. Even from Hollywood's point of view. Rambo had unarmed. COL Bradock had unarmed. And on. And on. lol


It's a given. Commando's scrap. They win bar fights that way




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