Commando Archive

Thread: with so many great ideas for us, its hard to see why we havent felt any dev love

eyeodragon
Mon Jan 19, 2004 5:00 pm
#1

new weapon. a high velocity repeating blaster. make it set up almost instantly (anywhere) then be usuable (think musicians omnibox). then we can use it to deal out alarge amount of damage at a high rate but its unmoveable until packed up again.


the downside: have it require ammo. ammo that last for the whole time its inplace until you move it again then you need to reload it. have it take 20 secs to "pack up". range could be somethign like 40m. You are imobile while your gun is set up or until you are knocked down or unconcious.


(also think ammo certs for different levels: think-> HAR level 4 get acid ammo for repeating blaster cert,FT4 getheat ammo for repeating blaster cert. and so on)


upsides: ammo wont cost an arm and a leg to buy, you can buy crates of it from weaponsmiths for reasonable amount of money (meaning it isnt hard to make for weaponsmiths, doesnt take a million parts or rare ores). ammo comes in many different types, pick 4 types and go with it. ammo wont effect damage or speed the gun itself has all the stats ammo just determines type.


i am sure you can think of interesting specials for his gun, one might be a knock back that with knock a target back 20 meters (push a charging enemy back). another might me "cover fire" area attack



heres 3 scenarios just for a clearer picture of what i suggest.


first the guild hunt:


Target: Enraged Rancors.


Location Dath.


Scenario:your group moves within 30-40m of the target. You the commando pick a good vantage point and use a hotbutton to set up your repeating blaster, you then hit another hotkey which loads acid ammo into the gun, now you are good to go. you start laying down fire on whatever target is apropriate.



Scenario 2. base defence


Target: Anybody not your faction trying to take your base


Location: Factional base


Scenario: You head into the base either at the mouth of the wall opening or at a strategic point inside the base. You hit the hotkey that sets up your blaster, select your favorate ammo. and then just defend your base. maybe have a buddy melee next to you ready to defend you if someone gets too close.



Scenario 3. Base capture opp


Target Enemy factional base


Your objective: secure a location neer the target as a launch point. be ready to move closer as soon as turrets are taken out.


Scenario: You are part of a 5 man team to create a launching point for an offensive strike at your enemies base. You select a spot perhaps 120-150m away from your target. 3 commandos set up thier repeating blasters in a curved line facing the base or in a triangle. 2 counter-snipers set up shop as well to prevent the commandos from getting sniped. (hopefully by then taking cover will work in PVP making snipers under cover actualy harder to target i.e. cant tab target them only click target or some such advantage). Doctors set up a advanced camp behind your line or in your triangle depending on your formation and await injuries.




______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
BenkeDuBir
Mon Jan 19, 2004 6:05 pm
#2

i like the idea of having to set up the repeating blaster but i think the range might be a problem, i can see a commando getting to within 40m of a target ok, maybe no more than 35 just to make sure the target doesnt see u, then u begin to set up the repeating blaster, this will take a few seconds, maybe 10 orso, all this time your target has been moving around and is now 45m away, so u disband the repeating blaster which may take another 20secand get within rangeagain, u set up again and the target moves further away, and so on



- - BENKE | ELECIOUS | BOBKE - -
- - I DONT FEAR THE DARK SIDE......I EMBRACE IT- -
- - LOWCA - -

Halmet
Mon Jan 19, 2004 8:21 pm
#3

/sarcasm


Because the devs are busy working on fire extinguishers.




Master Commando
Naritus

Nothing to see here. Move along citizen.
eyeodragon
Mon Jan 19, 2004 9:52 pm
#4






BenkeDuBir wrote:
i like the idea of having to set up the repeating blaster but i think the range might be a problem, i can see a commando getting to within 40m of a target ok, maybe no more than 35 just to make sure the target doesnt see u, then u begin to set up the repeating blaster, this will take a few seconds, maybe 10 orso, all this time your target has been moving around and is now 45m away, so u disband the repeating blaster which may take another 20secand get within rangeagain, u set up again and the target moves further away, and so on




this is not instead of our current weapons. this is in adition to. so for that moving target we still chase after it with flames pooring forth. this would be for a different kind of game play. perhaps re-introducing the idea of pulling a m.o.b. in to the larger group. something not done much because of how much raged weapons are involved in this game.



______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
Daylis
Tue Jan 20, 2004 2:00 am
#5

commando's dont need any love, the pikeman need it all, and then some



Pikeman : The only class that couldn't hit the ground if they dropped their weapon.
Pikeman : Doing massive damage; to the air surrounding our target.
Pikeman : You're dead meat, unless you happen to be standing in front of us.
Pikeman : Because the devs were one profession short.
DEVs : Pikeman? Thats a class?
BlackDragonETM
Tue Jan 20, 2004 4:02 am
#6

insted of it having a max range at 40m why not give it a few specials that cap at 40m like a rapid shot which fires faster than normal shot and as well as give it some kind of accuracy mods and lower accuracy for anything +45m with the normal shooting so if target is 45m from you even with accuracy mods youll hit 50% of the time or slightly less but once target is about 45m you get accuracy boost until its like 10m from you then you should beable to switch to your ft and fire away but of the target incaps you theres a high chance of it going after your gun destroying it maybe make it cost something like 25k(rls on my server are like 25k for decent ones) and of course the gun when set up itll beable to take damage etc but also give some kind of ranged mods for us while we have it out kinda like a shield we can stand behind it i dunno i keep seeing riot control mixed in with this type of gun i know the snow troopers didnt have the shield when they dropped their repeating type gun turrets in the battle of hoth but hey we are already getting killed left and right if we dont have a support class with defensive mods
zenixoda
Tue Jan 20, 2004 5:06 am
#7

i would prefer an assult rifle but i like the gattling gun idea




***********************************************************************************************
George Carlin "Think for a moment about flamethrowers. The fact that we have them at all. What it indicates to me is that at some point, some person said to himself, "Look at all those people across the road. What i wouldn't give to set them on fire. But i'm much to far away. If only there was some device that would shoot flames on them"
eyeodragon
Tue Jan 20, 2004 9:14 am
#8






BlackDragonETM wrote:
insted of it having a max range at 40m why not give it a few specials that cap at 40m like a rapid shot which fires faster than normal shot and as well as give it some kind of accuracy mods and lower accuracy for anything +45m with the normal shooting so if target is 45m from you even with accuracy mods youll hit 50% of the time or slightly less but once target is about 45m you get accuracy boost until its like 10m from you then you should beable to switch to your ft and fire away but of the target incaps you theres a high chance of it going after your gun destroying it maybe make it cost something like 25k(rls on my server are like 25k for decent ones) and of course the gun when set up itll beable to take damage etc but also give some kind of ranged mods for us while we have it out kinda like a shield we can stand behind it i dunno i keep seeing riot control mixed in with this type of gun i know the snow troopers didnt have the shield when they dropped their repeating type gun turrets in the battle of hoth but hey we are already getting killed left and right if we dont have a support class with defensive mods



when i said range of 40 i meant ideal range with acuracy severely dropping off after that, effectively making its max range 40, i guess i wasnt clear enough. but i like that idea of just the specials limited to 40m... but i think that will be represented with the acuracy drop off after 40m



______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
zenixoda
Tue Jan 20, 2004 1:27 pm
#9

i dont think this would work for anything but defence and sieges in normla pvp it would be useless becuase it would be to easy to kite it




***********************************************************************************************
George Carlin "Think for a moment about flamethrowers. The fact that we have them at all. What it indicates to me is that at some point, some person said to himself, "Look at all those people across the road. What i wouldn't give to set them on fire. But i'm much to far away. If only there was some device that would shoot flames on them"
eyeodragon
Tue Jan 20, 2004 1:32 pm
#10

if i wanted to be a strong PVP'er i certainly wouldnt be commando :-P (atleast not how the game is set up now)


the question is would this be fun for PvE encounters?


i would love to read your suggestions for making the commando a more viable pvp'er. go ahead and put it in this thread.




______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
Baalthazar
Tue Jan 20, 2004 1:50 pm
#11

oh no, don't be a commando for pvp and be able to kill someone in one hit...better to be something that doesn't even have the 40/40 chance of killing anything?
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