Commando Archive

Thread: My idea on hearing just a word of having riffleman skills work with commando!

Yoda2397
Thu Sep 23, 2004 9:51 am
#92

hmmmm, could a pistoleer perform a flamecone with a FWG5 pistol?




--Zadok
-Master Commando
-Master Dabbler
Radiant
Nerj
Thu Sep 23, 2004 9:53 am
#93





garvin wrote:

As for terraign negotiation, I would challenge you to explain why we need it? Is it really that important that Commandos are dying without having it? You can't jump on your vehicle or mount and go up hills? And if it so important, more important then other things we need, you can't get Scout? I'd rather see higher defenses and access to more specials over Terraign Neg...again, you are looking at it like we only have 169 skill points to spend...





I do see Commando's as heavy hitters. However, I cannot see us (without dabbling) as front line melee hitters. This is my vision of the comabt range



Riflemen.......Carbineers....Commandos...Pistoleers...Brawlers(TKM,Fencers,Swordsmen,and Pikemen).



Now with this layout, a commando has a skillset to be able to cover all of these areas (MM and unarmed line), meaning we should be able to fall back to protect our riflemen and to advance to cover the Melee people. To be able to do this some Terrain Negotiation is needed (plus a boost from an SL is nice too). Our weapons should also vary enough that we are able to cover this wide range.


With dabbling in certain areas of preference to augement our fighting style. AKA ranged accuracy -riflemen, AOE status effect - Carbineers, rapid fire - Pistoleers, Melee defense - Fencer, etc.


That said certain pre-reqs should be a floater type. For example, any line in the Brawler skill set not just unarmed.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

RazerWolf
Thu Sep 23, 2004 1:11 pm
#94

Hm, I don't see Terrain Negotiation as important. After all, Squad Leaders will be as important in combat as any other class, and their group Terrain Neg bonus would be plenty. Actual hill movement speed is only controlled by the 0-50 terrain neg range anyway.



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

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Excess3
Thu Sep 23, 2004 2:23 pm
#95

Garvin. Your idea makes perfect sense. I know how to fire a strafing shot with a machine gun.. keep the burst length down to maintain accuracy and prevent my barel fro over heating (i'm talking about real life here). this applies for heavy, medium, and small weapon (.50 cal, M249, M-16 although the busrt lenghth is mechanically inhibited already for you on the M16).
It isa general method for firing high cyclic weapons. I have more training on the M240, but I can pick up a M249 or sit behind a .50 cal or MK-19 and apply the same principles and be completely effective with these weapons. I would just be more effective on the M240G.


I see no valid reason no to apply this to SWG. There are different "firing methods" I would utilize when fireing the MK-19 (automatic grenade launcher), sanse firing the .50 cal. I.E. they both have unique "special attack" and both share common "special attacks".


I don't see how this could unbalance anything, since anyone can use it. There should be no reason I can't use a strafing fire with anything that is an automtic capable weapon.
Sniper shot, as it's name implies, is not something used at close range, while stopping shot is.
Therefore SNiper shot shouldn't be used with a pistol, but stopping shot should be used with all weapons.

These are just generic examples, and I am not advocating these as changes. What I am advocating is Garvin's idea that more (NOT ALL) ranged special attacks should be universal to ranged weapons.

We already have some (thank you Marksman combat branch), would it not make sense that we have more?

Maybe make all the specials in marksman be universal to range weapons. They are supposed to be the "basic" uses of the weapons, with the elite specials being.. well.. elite.

Dunno.. I think I've even confused myself with the ramblings in this post. I think its a great concept that could really help out. Especially if you consider (now really really think about it) what the Devs have already let out about how the new HAM system will work and the changes they have already made to combat. They are pushing things in a certain direction, you just need to step back a bit and look at the big picture to see it.



If ignorance is bliss, bliss is over rated.
garvin
Sat Sep 17, 2005 6:02 pm
#96






Gunner_excel wrote:

I Think it is a awful idea to combine the Flamer and Headshot3, i like Garvins idea but i dont see it working. For comparison lets look at the flamer and t-21 rifle, every flamer ive ever had has been faster and does more damage than a t-21. The only thing the t-21 has over the flamer is its AP3 and more accurate at long range. This is fine in PVE but in PVP this would be unbalanced, when you consider that the flamer is almost twice as fast as the t21 the accuracy diffrence between the two means alot less.


Im guessing Garvin your implying that we would not get the rifleman accuracy and speed modifiers but just the specials, even so I figure that would put the speed of the t21 and a good flamer at about the same level. When you look at it like this taking in consideration the Ap3 of the t21 the flamer and it would do about the same damage at about the same speed but the master rifleman would still have greater accuracy so that may balance it out.


This is my problem with that system Garvin, I am NOT a Rifleman I am a Commando. If i wanted to be a Rifleman I would master it and run around with the t21. Yes Im also a TKM and a 0030 Smuggler but I only use the TKM for defense and stuff like rancor, I use the FD in PVE against high end mobs like SBD's and Krayt.


Like i said earlier the Easiest and fastest fix we could get is the increase of are range on flame singles to 32 meters there is no reason they couldntchanged this in no time in a mini update and it would help us alot in PVE and PVP. Garvin I want you to know you are a god amoung corrispondents and the second best commando I know Keep up the great work.





Like I said earlier...for my idea to work, you have to stop thinking as a 169 pt Commando and start thinking as a 250 pt Commando...Like you said, if you wanted to be a Rifleman you would master it...But what if you are a Commando who wants the Rifleman Specials to add to your Arsenal of specials, again, you'd Master or take as much as you like of Rifleman...you'd go shopping...That's how you become a 250 pt Commando who builds his offense and/or defense to suit their desired Template....


Increasing our range of our specials would help, but it would still leave us with 4 total specials and 2 weapons that are too similar...The other way we end up with as many specials as 250 pts can purchase...We could be a Commando who makes the most of their FlameThrower or HAR by getting the specials that will work best for us in the type of situations we like to get into...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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