Commando Archive

Thread: Ideas for Commando Changes

Damiar
Fri Oct 24, 2003 5:10 pm
#1

I'll start with a pair of disclaimers:


1) I realize that most of what I'm listing has been stated by others on other threads. I'm not claiming that these are all my ideas, just putting together some ideas.


2) I'm not proposing that ALL of these changes be implemented. Not looking to make the class overpowered.



That said, here I go:


1) On the accursed melee penalty: As long as the FT and HAR specials can only be used at 16 meters, the melee damage multiplier is a major impediment to the commando, especially in PvE combat. Heavy weapon should not be considered as eitherrifles OR as melee weapons. They should be neutral with regards to the damage multiplier so that commandos neither deal nor receive damage bonuses. Barring that, the range of the specials should be extended. I think that is a poorer solution to the problem as the HW specials, especially cones, would probably be too powerful at a great distance.



2) Since the HAR is just a broken flamethrower with a different damage type, the HAR tree should be eliminated and it's mods placed on the FT tree. If not that, the HAR specials should be changed to make it less like the FT and give a little variety to commando attacks. Rather than causing DOT (not that it does sonow) the HAR could be used to cause status effect. The level 1 attacks, for example, could be used to cause blindness (seems to me a spray of acid could do that) and the level 2 attacks could be used to cause, say, blindness and a speed reduction. An HAR in it's own tree should also be changed to be a long range weapon (with range modifiers similar to other rifles) as a complement to the short range FT.



3) If the HAR tree is removed the newly empty tree would be used to provide specials for the Launcher pistol and/or misc general abilities. Some ideas:


a)Explosive shot: A launcher pistol shot that hits the target for reduced damage but knocks the target backwards (ie away from the commando) by 5 to 10 meters. Would probably have to be on a timer.


b) Piercing shot: A launcher special that gives the LP heavy armor piercing for that shot.


c) ?? (Can't think of a good name): A LP special that causes a mild bleed effect on mechanical units only (droids, AT-ST's, turrets, etc.)


d) Enhanced Toughness: An ability that decreases the HAM costs of using armor, either a percentage off or a straight amount of reduction. This ability could have several levels. Alternately this could be an ability on a timer (like the wookie roar) that would provide a temporary increase in damage resistance.



4) New weapons:


a) Heavy launcher pistol: This would have armor piercing (medium maybe)and increased damage but would be slower and have higher HAM costs than a regular LP. The certification would be at rank 2 or 3 on the new LP/General combat tree.


b)Grenade launcher: A limited use weapon that combines with any statck of grenades. Damage would be equal to the underlying grenades. The new combined weapon would have a minimum range (say 32 meters) and could not be used to attack targets any closer than that.




Comments?




Scruff Nighthowler
Lowca
StarNick
Fri Oct 24, 2003 6:11 pm
#2

we already have a form of a gernade launcher, its the rocket launcher - to craft, you need proton gernades


anyways, most of the points you made have been posted about since the first month of our broken birth on live (cept of course 2.5X modifier)


and to be honest, im not sure the devs are even going to combine FT/HAR trees, but they did say they're going to add LP stuff to either these two trees or the hvy weapons tree


in my opinion, this is wrong, LP should be given its own tree and FT/HAR combined and their specials as well (make it rather a flame or acid single, a sprayer single I or something) this would help with the clutter of 4 identical specials on the toolbar...and also allow quick and easy change between the weapons




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

AcidGuru
Fri Oct 24, 2003 6:33 pm
#3

The 2.5x melee modifier is sensible and logical. It also makes our class more interesting to play. And it really isn't a problem if you are willing to find ways to work around it.




----------------------------------------------
I've been to -10mil and back again.
----------------------------------------------
Myrdyr - Renegade Rebel Colonel
Ziz - Jedi Knight
Spin Doctor for The Dark Path
---------------------------------------------------------------------------------------
Making in-game lives of the community a virtual living hell since 2003
---------------------------------------------------------------------------------------
Eikre
Fri Oct 24, 2003 8:07 pm
#4

I like that toughness idea,
although whenI think of a commando, I think of a huge gatling gun, so why not some kind of rapid shot laser gatling gun (low damage but rapid, so it adds up).

Belce2
Fri Oct 24, 2003 9:35 pm
#5

commando does best with a group. But then any class in this game does better witha group.
Blaest
Fri Oct 24, 2003 9:46 pm
#6

something that I'd like to have is move's besides Flame cone, flame single,acid single and acid cone ya there good but we dont get some of the privlages as any other professions (just my thoughts)
Page 1 of 1
Previous Next