Commando Archive

Thread: Assault Rifle, E-Web, and much, much, more. *Ideas for the future*

darkguyver
Fri Mar 05, 2004 12:40 pm
#92

idea for the new comando weapon. heck its already in game its the T-21 on what i know about the rifle is that its used by the heavy weapons expert in the group to lat down surpresion and cover fire. just modify the Ham cost to be a bit more even and we would have a new working weapon. as for the novice riflemen weapon give them a tenloss disruptor rifle or the stouker concussion rifle



Vae victus "suffering to the conquered."
SuperTurbo
Fri Mar 05, 2004 3:22 pm
#93

Well, I hope the developers have new weapons planned for us...



...for the Rifleman, they surely getting 2, yes, that's 2, new weapons from Publish 6 and 7 combined. Just reading the Publish 7 update notes for the T/C, the Correlian Corvette will give a Berserker Rifle Schematic to the IMP players. Yes, it would be a rare drop, but still, that's 2 new weapons.





SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Glasi
Fri Mar 05, 2004 5:36 pm
#94

i'd like the LP at least have some speed and accuracy mods, if not specials. i mean, you get the cert at novice...and then unless you're a pistoleer that's all there is.



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Scobfro
Sat Mar 06, 2004 1:10 am
#95

I think we really need to get the lasers back into the picture and stop thinking about Heavy Weapons. I think a Heavy Repeating Blaster Rifle would be awsome because it brings us back into laser fights, it would have to be ten times faster then the flamer (also making us a bit more versatile in PVP). Then we could also throw in a stationary or really heavy weapon like an E-Web or a better rocket launcher, something that will actually do damage to an atst. The other day I was looking at an atst after being incapped in one shot, and i said if a handful of ewoks could take down 4 or 5 of these things, a single commando should beable to. I mean look at Luke Skywalker in the The Return Of The Empire, He planted a little grenade inside an ATST and the thing blew up. We should be able to make those kind of tactical moves that bring down our opponents with little or one shot.


Merk Scobfro

Kauri Server

Master Commando



Merk Scobfro - Veteran Player since the beggining
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RazerWolf
Sat Mar 06, 2004 1:10 am
#96



flabajaba2213 wrote:

We sould NOT get a cold or stun type gun. That would be too rare, and it wouldn't even get a chance at being made.






Why not? The only 2 Cold weapons in the game are useless. SG82 and Cyrobans both have crap damage, speed and accuracy. It's more effective to switch to a weapon that something has higher resists to than to use them. Even if we're talking Heavy Armour, 70% All resists, Cold Vulnerable. I'd rather use a T21 than a SG82.

I agreee with no Stun for Commando though. It's a sledgehammer class, stun seems too non-lethal. Although Stun weapons aren't rare. Every Rifleman has a Jawa Rifle, every Fencer has a Stun Baton, every Pistoleer wants a Geo Blaster if they haven't already got one.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
KHumo
Sat Mar 06, 2004 1:58 am
#97

Agree, we need the LP to be like the bounty hunter's pistol specials, also why not add a fourth weapon, this is just an idea here. but how many of you remember the hanger scene from empire? where the snow troopers were setting up the heavy laser weapon, it tool time to set up, and gave han the chance to escape. why not give the commando something like that???

now i am not taliking about a kill all, but, what if you give us a weapon that can do uber damage, but it costs time to get it out, and has a health and action cost just to fire it(not to mention special attacks). then we can llive up to our being "moble turets" and really stepping up the pvp, and our own skilling, just a thought.
Dri0dmaster
Sat Mar 06, 2004 5:11 pm
#98

finally ! i have some great ideas but the stupid SOE forums are giving me crap about an HTLM error.



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
IAtlasI
Sat Mar 06, 2004 10:20 pm
#99



I'm quite low in the Commando Boxes, but here's my proposal for new trees (Note: I'm not quit that good on skill modifiers, so I'll leave those out):


Tree I: Machinegunner - Weapon of choice: E-Web (Average weapons stats would be: 6.0 1000-3000 AP 3 and semi-heavy HAM costs -30 pointblank/+50 ideal (around 50m)/+2 long (64m)...would take a minute to set up and take down, takes a Master Marksman to 'support' the Commando who is gunning. The Marksman would 'feed' and 'steady' the E-Web, while the Commando would, obviously, gun.

Machinegunner I special - Supression Volley (Lowers the posture of a cone of targets to kneeling, and adds Stun effect)


Machinegunner II special(s) - Burst Fire (Ups the damage from the E-Web, but the recharge time is increased two-fold), and Supression Volley 2 (Lowers the posture of a cone of targets to prone, adds Stun effect for longer duration)


Machinegunner III special - Quick re-load (The next action in the combat-que is increased in speed by .5, but the gunner's HAM is reduced significantly)


Machinegunner IV - Title (Support Gunner) special - Spray and Pray (Similar to Last Ditch, this AoE attack would drain the gunner's HAM greatly, but do unreal damage to the cone effected, the re-charge time would be great as well)


Tree II: Soldier - Weapon of choice: Heavy Repeater (Average weapons stats would be: 3.0 300-800 AP2 light-medium HAM costs +10 pointblank/+45 ideal (around 20m)/-30 long range (64m)


Soldier I special - Careful Aim (Similiar to Aim in Ranged Support, but with greater effect and also increases damage slightly)


Soldier II special(s) - Secondary Fire (Would fire faster, but slightly reduced damage, little recharge time), and Wild Fire (An AoE attack, this would give normal damage, plus the chance of posture down and/or Stun)


Soldier III special - Full-Auto (Similiar to Carbineer specials, this would a high-hitting fast attack, but would drain the commando slightly)


Soldier IV - Title (Elite Soldier) special(s) - Rifle whip (akin to Pistoleer Pistolwhip, this attack would smash the butt of the Commando's rifle against his target, damaging and potentialy knocking them down.)


As for the Flamethrower class, keep it like it is, BUT add the HAR into it, and fix the mods, as well as keep the Heavy Weapons tree...I think those two would work fine. However, my own ideas I think would make Commando fun(er)



More ideas, sorry



Message Edited by IAtlasI on 03-07-2004 12:21 AM

Message Edited by IAtlasI on 03-07-2004 12:28 AM




Diago Ainofi
Exile
Freelance Pilot | Teras Kasi Master | Artilleryman | Force Sensative
Roleplayer - Kettemoor
xpochian
Sun Mar 07, 2004 4:31 am
#100

Just made Novice Commando last night. I'm just learning the ropes here, but I do like the damage output, compared to my old classes.



Unarmed took a heck of a long time to acquire, and probably even longer without my pets to absorb roughly 95% of the ass kicking that the various tuskens were laying down. I'm not asking for anything like removing thispre-req becauseonly getting master marksman would be far too easy without the slowdown that unarmed 4 brings.


The point is, unarmed 4 doesn't even play into our class at all. Lets not steal the TK's thunder here, but maybe some kinda physical-flavoured attack? Even as purely defensive, slamming someone with the butt of your FT, or slashing them with some kinda vibro powered bayonette would be pretty damned cool. It'd also play into the whole 'severe need for unarmed combat', as well. It could be a defensive only maneuvre, like dodge or block and only counter with a commando weapon with a socket premanentlymounted with the vibro bayonetteif need be, to prevent people from crying nerf.


Because you can sure as hell bet that if some crazed guy with a machete was trying to slice me, after i burned half of hisarm off, i wouldn't sit there patiently counting down to 15 before searing him with another toasty blast. (realistically, 85% of us would run crying, but thats beside the point haha) in this theoretical world of burning and machetes, i'd probably jam him with my FT a few times, trying to keep him at bey until the damned thing cooled and recharged.


Just a thought.


X


Yrega
Sun Mar 07, 2004 6:29 am
#101






Bishop3560 wrote:


These here are pictures of a design I made. Copy them to your web-browser HTML-bar...


http://uploads.the-spectrum.org/repeateringame.jpg


http://uploads.the-spectrum.org/repeater2.jpg








These look great.


But here is another one of my ideas, and I know alot of you wont like this, but itll give us a reason to have master commando. PUT the new weapon as a cert in the MASTER box of commando, move all specials in the master box down to the respective trees, and place the new weapons specials in the master box as well, then... oh yeah then... pump the mods straight into the master box too! so wed look at perhaps +115 accuracy and +85 speed perhaps, this is exactly what we need to make having MASTER commando a sought after skill.


-Yrega Darkstrider


Master Commando/ Teras Kasi Master


-Frontline Assault Trooper-




Yrega Darkstrider
Avatar Alliance
-Retired Tactical Commander of the old ERA-
Fighting for the return of Old School GCW PvP You Can Too
Dri0dmaster
Sun Mar 07, 2004 10:34 am
#102

ok for the mounted machine....it sounds simple but i think it would be hard to fix all the bugs. there are a couple things that come out to that might for a problem


1. When you click in you inventory to call out the machine gun you cant control were spawns. thus having it spawn behind a fence, in some water, in a tree, or in a building


If you think you can place it like the way harvesters and houses are built the zoning will be all messed up.

2. if summoned on a steep hill like on dathomire, just image what the animation would be like


3. to have it be realistic it takes usually 2 people to man a machine gun (forget all the ww2 games u played with you manning a mg42 by yourself).


4. Machine guns fire REALLY fast. The machine gun will be the most "uber" and abused thing on a battle field. plus all you need is 2 people that have only points in the machine gun tree to take out enraged rancors quiker than pie. (0-4-0-0 opposed to TKM)





This is what im thinking if machine guns were inplace for the HAR.


1. The machine gun is not mounted. It is equiped like every weapon but can only fire when in the prone position.


2. The machine gun would be simple enough to be manned by one person.


3. you would not get attributes to accuracy when you up the tree since there should be a +50 at 30m. only speed should increase.


4. When the speed does increase it should be like when you have pikeman. the more speed you have the more times you hit befor pausing.


5. Machine guns stats would be 800-1200. AS 3.2 Type energy,stun,cold, whatever.



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
Donmeka
Mon Mar 08, 2004 8:30 am
#103

how about a gatling gun? that would be a cool thing to have or just a normal long barreled machin gun but futuristic star wars style.


like an FA-MAS with star wars attitude. could be good range good damage and close range great damage(ft status) and i dont know the specials but something like blast fire where you shoot non stop for 5 seconds or something and crowd pleaser which could be a spread shot like you go left to right brrrrrrrraaaaaat and maybea specialcould have a bleed or KD effect.


that would help us in PvP escecially against the Bount Hunters and TKAs



Your friendly neighborhood thug
"Give the man a gun, he's superman. Give him 2 and he's God"
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SpinningCloud wrote(on jedi using FD):
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Syraxen
Mon Mar 08, 2004 10:04 am
#104

the tripod ST machine gun in ESB would be a cool weapon for master commando's to have, would have to probbably work like rocketlaunchers do atm.



Syraxen Master Rifleman, Master Swordsman+ Arlania Master Armorsmith, Master Doctor
Intrepid Server
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