Commando Archive
Thread: Heck, even I'll post my idea for commando skill trees
Here's an idea I had for Improvements for the commando skill trees:
1- Field Tactics - Working on combat experience, this line should give special moves to be used by all our weapons. Maybe better defense would work well here.
2- Anti-Personnel Line - Here is where the Launcher pistol, Flamethrower, and acif rifle fitin. The line would have progressive certifications for these weapons, and special moves limited to these weapons. Also HW experience, preferably exp related exclusively to this line.
3- Anti-Vehicle Line - Here is where the Big Guns come in, Same general idea as Line #2, except here you have the weapons with charges. Special moves, and certifications up the line. HW exp, preferably exp specific to this line.
4- Explosives - Manufacturing and certification for grenades. Of course all ina progressive manner, but the grenades should have effects similar to the trap line from scout, like stun, or dizzy effects coupled with damage. The manufacturing part would drive economy in the purchasing of raw materials from surveyors. I know a lot of people don't like the idea of making their own bombs, but honestly, in the amounts we would be using these, i also don't think weaponsmiths want to spend that much time catering to such a specific need. Besides, it was in the original plan for the profession, and i like it.
Like I said, these are just my ideas, and things i'd like to see. No, I don't expect this to happen. No I don't expect the Devs to see this ( i remember they listened in Beta, but too busy now). And yes, I do expect all the flaming from the boards. Just don't use Flamethrowers, they're pointless.
Lowki
Scylla
not like this is gonna happen...
1. Field tactics- obviously grenades, probably some defenses. I'm not too big on unarmed myself. Maybe something like a sneak attack from the rifleman tree, but for unarmed?
2. Special Heavy Weapons- merging of flamethrower and acid rifle.
3. Heavy weapons support- Rocket Launchers, PBC's LBC's, ASL's. The cannons will be charged, while the rocket launcher would require crafted ammunition. Also special knockdown against mechs with rocket launcher (only commandos should be able to knockdown AT-ST's). This line will be far more useful when player vehicles make their way into PVP.
4. Heavy ranged support specializtion- basically a light repeating blaster with special moves expanded off of the Ranged Support Specialization from the marksmen tree. Area of effect warning shots and suppression fire. More powerful /aim to compensate for inaccuracy inherint in repeating blasters (kinda like machine guns). This would take some HAM, as it essentially increases the dps for a round or two.
Schematics for ammunition for rocket launchers and more grenades would be available at novice weaponsmith, giving novice weaponsmiths something to make other than practice and destroying mass amounts of crappy blasters.
Remember this is a profession, not a class, you can get as many or as few skill trees as you like out of commando, and substitute in from TKA or carbiner or whatever. So if you think commandos shouldn't use flamethrowers and concentrate on stealth tactics and using vibrodaggers( superficially different than vibro knuckler) to cut throats, forget the flamer/HAR line and use the skill points on some TKA and mask scent. As time goes on, players will make their own "classes" by mixing and matching different skill lines from different professions.
Anyway, this is just speculation as there is no way the Devs will take the time to restructure commando over other priorities. We're just gonna have to do the best with what we have. Not that we need to restructure commando to be an effective combat profession, the difference is in different views on the role of commandos in SWG, which the Devs have not articulated very well.Hopefully we willget some feedback on this soon.