Commando Archive

Thread: My thoughts on the commando class and changes that could improve it.

Hellshot
Tue Sep 30, 2003 4:21 pm
#1


OK, so I have been reading this forum most days of the week and usually on the weekend also. Having had the opportunity to sit back and absorb various peoples comments, here is what I think could be changed in the class.


Field Tactics: Remove grenades from this tree (I will get to them in a little bit). This tree should have existing modifiers that reflect a better chance to survive in the field. Here are my thoughts


FT I: Terrain Negotiation +10


Consider this basic training conditioning


FT II: Medical Use +5


Basic use of a field med kit


FT III: Terrain Negotiation +10


The commando is now able to quickly penetrate enemy lines and locations that would normally be difficult to access


FT IV: Injury Treatment: +10


The commando is now proficient at healing himself in the field


Heavy Weapons: Seems to be pretty good as is, though it should be somewhat easier to find someone willing to make a rocket launcher (See Ivoni's guide for more details)


Flame thrower and HAR: These 2 trees should be combined into one tree and renamed Liquid Projectile Weapons. This would allow, as people have suggested, the inclusion of future weapons. Otherwise, I think the specials in this tree are fine.


New Tree: I think the grenades and thrown weapon bonuses should go into a new category called Demolitions and Explosives. In addition to the grenades, the commando should get a variety of anti-building weapons, such as shaped charges, C-4, etc. These demolitions should be automatic hit but have a long delay to set them (30-45 seconds). These explosives would be used at melee range. Have a level one explosive do on the order of 5k damage to a nest. Level 2 would do 10k, level 3 would do 20k, and level 4 would do 40k. These values may seem like a lot, but a strong nest is 60k, so even at level 4, they would not be one-shot weapons. Also, these weapons will promote new tactics as hq's and bases become more common. Imagine one person drawing fire of a turret while the commando races to plant a charge. Or a frantic shootout while a commando is trying to breach a base wall.


Moreover, grenades should have a larger blast radius and cause wound damage (think shrapnel) to make them effective anti-personnel weapons rather than used to damage nests and bases.


Master: Keep the existing modifiers and add the following: +10 Liquid projectile accuracy, +10 burst efficiency, Certification for a low yield nuclear anti-building explosive (think of something that could take out the shield generator bunker in ROTJ)


Some people may argue that the medic and terrain skills aren't fair since it would give a commando an extra 32 pts to use, but the reality is that many of us feel handcuffed into getting these skills, leaving us with only 49 skill points to do anything with. This is causing many people to feel that this class is very one dimensional, which results in a lot of dabblers. Anyway, feel free to comment.


-Hoopo on Lowca




Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Mothar
Tue Sep 30, 2003 9:20 pm
#2

I can see where you're going with the terrain negotiation. I think someone who can lug a Heavy Rocket Launcher, etc. around can run up a hill. I'm not saying at light speed, but come on.As far as the medic abilities go, I'm not sure. I think that would just make more people complain.



Mothar Dualtin

"What the....what the *edit* are we doin' out here in the middle of the desert? We need help! Somebody call the police! We need help, we need help!!" *Hooooooooooooooonk!!*

Second Lt.
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