Commando Archive

Thread: How the Commando SHOULD be Implimented

dopkick
Mon Aug 11, 2003 6:20 am
#1

First of all, I think we should realize what a commando is. They are special ops called in to do the task when regular soldiers aren't up to it. Commandos use the element of surprise to inflict MASSIVE amounts of damage before the enemy even knows what's going on. They use specialized weaponry tailored to the job they have to accomplish.







I propose a change in pre-reqs:


Master Unarmed Specialization -29 SP


Commandos (as are spec ops today) should be trained in a form of unarmed combat for fighting in close quarters. The Marines even teach a form of martial arts.


Exploration IV, Survival IV - 43 SP


Since commandos would be trained to fight in all conditions, even the toughest of conditions, it only makes sense that they would be able to navigate mountains quickly. Commandos also might have to operate behind enemy lines for extended periods, making survival skills necessary.


Ranged Weapon Support Ability Specialist - 29 SP


This would indicate a general level of knowledge of basic weaponry (pistol, rifle, or carbine). Since commando training will focus on specialized weaponry the mastery of each the pistol, rifle, and carbine (and eventually master marksman) will not be necessary. This will allow greater diversity for the class and specialization in one area... I will get to this in a bit.


Total SP required with my method - 101


Total SP required with current method - 106







General and Weapons:


Rocket Launcher


The rocket launcher will be designed to be used from long range and will be relatively slow. Damage inflincted will be higher than that of grenades.


Grenades


Grenades will be faster than the rocket launcher and are designed to be used from closer range. Grenades will deal less damage than the rocket launcher.


Satchel Charge


The satchel charge is a truly unique weapon, in that the first use of it tosses the weapon in front of you X distance (say 2m). The second use of it triggers it to explode. Only one charge may be out at a time. The very unique part of the weapon is that the detonation phase (when you use the weapon for the second time) can be used during the wait time in between weapon attacks... so while you're waiting for the next attack with your rocket launcher (or whatever weapon) you can detonate your satchel charge to attack enemies that are closing in on you. The satchel charge will only be able stay on the ground for X amount of second before it self detonates.


Pistol Launcher


It's in the game already. This is a pistol type of weapon and also a main weapon. All pistol skills will be able to be used with the pistol launcher. Gives heavy weapons XP.


Flame Thrower


It's in the game already. This is a carbine type of weapon and also a main weapon. All carbine skills will be able to be used with the flame thrower. Gives heavy weapons XP.


Acid Rifle


It's in the game already. This is a rifle type of weapon and also a main weapon. All rifle skills be able to be used with the acid rifle. Gives heavy weapons XP.


Commando Knife


This is an unarmed type of weapon and also a main weapon. All teras kasi artist skills will be able to be used with the commando knife. Gives heavy weapons XP.







Skill Lines:


Novice Commando


Novice commando will give the player basic skills, just enough to get started with the profession. Due to the special nature of the weapons commandos will need a lot of practice (XP) with their weapons before they will be able to use them effectively. This profession will take a long time to advance.



  • Basicweapon certifications (Rocket Launcher, Grenade, Satchel Charge, Main Weapons)

  • Terrain Negotation +10 - Commandos should be able to move over mountains quickly

Anti-Infantry Weaponry


The focus of this skill line will be the certification of ammunition types that inflict area effect damage. The amount of damage inflicted will not be as much as anti-armor ammunition types but will damage multiple targets.


Level I



  • Certification: Fragmentation Rocket Launcher

  • Certification: Fragmentation Grenade

  • Splash Damage +10 - The higher the splash damage modifief the further the area effect of each attack will be expanded and targets within the area will receive more damage.

Level II



  • Certification: Fragmentation Satchel Charge

  • Splash Damage +30

Level III



  • Certification:Concussion Rocket Launcher

  • Certification: Concussion Grenade

  • Splash Damage +10

Level IV



  • Certification: Incendiary Rocket Launcher

  • Certification: Incendiary Grenade

  • Splash Damage +10

Anti-Armor Weaponry


The focus of this skill line will be the certification of ammunition types that inflict massive amounts of damage to one target. These ammunition types will deal substantially more damage to a single target than anti-infantry attacks.


Level I



  • Certification: Heavy Rocket Launcher

  • Certification: Heavy Grenade

  • Armor Piercing +10 - This will increase the amount of damage that gets through armored targets.

Level II



  • Certification: Heavy Satchel Charge

  • Armor Piercing +30

Level III



  • Certification: xxxxxxx Rocket Launcher (can't think of a good name)

  • Certification: xxxxxxx Grenade

  • Armor Piercing +10

Level IV



  • Certification: Proton Rocket Launcher

  • Certification: Proton Grenade

  • Armor Piercing +10

Weapon Tactics


The focus of this skill line will be improving tactics used with weapons.


Level I



  • Heavy Weapon Speed +10

  • Heavy Weapon Accuracy +10

  • Attack: Delayed Grenade - A grenade will land on the ground next to the enemy that it was tossed at and sit there for X seconds until it blows up. This will allow for the recovery time

Level II



  • Heavy Weapon Speed +10

  • Heavy Weapon Accuracry +10

  • Attack: Heavy Weapon Knockdown 1 - Heavy Weapon attacks will cause the target to be knocked down. If an anti-armor attack is used it's very likely the target will be knocked down due to the extremely potent force behind such an attack. Anti-infantry attacks may knock multiple targets down, depending how far they are from the blast and how high of level they are.

Level III



  • Heavy Weapon Speed +15

  • Heavy Weapon Accuracy +15

Level IV



  • Heavy Weapon Speed +20

  • Heavy Weapon Accuracy +20

Field Tactics


The focus of this skill line will be tactics used in the field not necessarily pertaining directly to the usage of weaponry.


Level I



  • Attack: Diversionary Tactics - Tries to shake being targetted. If an enemy is targetting a commando who uses this commando the enemy may suddenly lose his target. The stealth modifier increases the chance of this attack being successful. This will only shake one enemy at a time.

  • Stealth +10

Level II



  • Stealth +15

Level III



  • Attack: Hide - Prevents the commando from being targetted for X amount of seconds.

  • Stealth +10

Level IV



  • Attack: Leadership Targetting - Targets a squad leader(could be VERY useful for PvP once it is ironed out)

  • Stealth +10

Master Commando


This will add the finishing touches to the class.



  • Attack: Heavy Weapon Knockdown 2

  • Certifcation: Mega Satchel Charge (can't think of a good name) - A MASSIVELY powerful weapon that deals an AMAZING amount of damage and has an area effect. It should be VERY, VERY expensive but VERY devestating.

  • Stealth +10

  • Heavy Weapon Speed +10

  • Heavy Weapon Accuracy +10

  • Armor Piercing +10

  • Splash Damage +10






What I like about this:


To me, the way this profession would have to be played would be more true to what a commando is. It would require an analysis of the battlefield and the selection of the correct weapon for the job. There are features that are great for both PvP and PvE, making the class a lot more versatile. The usage of heavy weapons willl be expensive.


Weapon tactics boost the usage of heavy weapons. Field tactics are battlefield smarts and can keep you alive and help turn the tide of war - if used properly.


The heavy weapons will have a charge on them, limiting their usage. The amount of damage inflicted by them should be massive. They should be made expensive, thereby making them rare. They are designed to be used only under certain circumstances, requiring the player to analyze the battle. The four main weapons are the weapons that are supposed to be used mainly, in general combat.


Since a main weapon of each type is included (pistol, rifle, carbine, and unarmed) this will allow the player to master in Pistoleer (or Smuggler) , Carbineer, Rifleman, or Teras Kasi artist and have just a few SP left over. This will allow them to select which specific type of weapon they want to use in general combat by specializing in one of the aforementioned professions. Also, it will ensureplayers don't go broke while fighting.


I must emphasize, the usage of heavy weapons will be expensive. Additionally,advancing in theprofession will take a very long time and the special moves will drain a substantial amount of the HAM. Theprofession could be "unbalanced" but only if the person playing the commando is VERY smart about the tactics he uses.


Drakeal
Mon Aug 11, 2003 6:41 am
#2

I like your idea's this would be VERY cool way to change things.. best ideas so far IMHO.. btw you could do Plasma Rocket and Plasma gernade.. lol



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Drakeal - Commando, Maybe now i can kill a Womp Rat with this Useless paper we... i mean Flamethrower!

Commando for Life
scarb666
Mon Aug 11, 2003 7:29 am
#3

i like your ideas, too ... i also like the idea of actually USING the unarmed skills we were forced to learn ... let us stealth up to a single opponent and rip his throat open ... i envisioned something like a SEAL, but a commando is just a joke right now ...

unfortunately, you suggest something akin to a complete overhaul, and though it makes a lot of sense and would make the commando viable and fun, i have seen enough from the DEV's (was in Beta, too) that they do not seem to care about what makes sense and fun in this game ...
Drakeal
Mon Aug 11, 2003 7:31 am
#4

Well.. if they were willing to doa complete overhaul (which they already need to do in the first place) i would gladly be gimped if i KNEW this was coming.. i really like this idea and i will continue bumping it heh



---------------------------------------------------------------------------------------------------------------------
Drakeal - Commando, Maybe now i can kill a Womp Rat with this Useless paper we... i mean Flamethrower!

Commando for Life
AragothTheFencer
Mon Aug 11, 2003 7:39 am
#5

bump i like the idea



Aragoth - Mixing it up
"Go back to Endor you stupid Wookiee"
"Wookiees don't live on Endor"
*in sarcastic tone* "Wookiees don't live on Endor"
LukeHalcyon
Mon Aug 11, 2003 8:00 am
#6

I think your ideas will work well, but are you completely sure the launcher pistol should work the way it does?


I may be the only one but I think it's not logical at all, I mean a weapon that uses specials from another Profession, and doesn't grant XP to make you better with that weapon and therefore earn other specials. I'm really worried about this.


It forces you to use another (normal)pistol and get better in Pistoleer just to use the Commando (Launcher Pistol)weapon well. It's like say unarmed gave you Unarmed XP but then if you use a Vibro Knuckler if gives Squad Leader XP but in order to get better with the vibro knuckler (to therefore earn Squad leader XP faster)you need to earn Unarmed XP and so hafta discard the Vibro Knuckler, it doesn't add up at all.


I think they either need to put specials for the launcher pistol in the Commando tree and make it stop using Pistol Specials. Or get 2 other Launcher blasters, a Launcher Rifle and Launcher Carbine and make them earn XP for the types they are e.g. Rifle = Rifle XP, and therefore they use their Specials. But then this doesn't have much point in the Commando tree excpet to earn Combat XP and force you to bea particular Weapon Specialist.


The 2nd choice doesn't work as well, but at least it makes more sense then the current Launcher Pistol way, plus gives you more choice then Pistoleer.


Because atm if you wanna be good at Commando you HAVE TO be a PISTOLEER.


I may have gotten this wrong, if I have someone please tell me what's right.

dopkick
Mon Aug 11, 2003 10:22 am
#7

With what I have proposed you have to skills in pistoleer, teras kasi, carbineer, or rifleman to be proficient in your main weapon. This allows for some variation in the class and allows players to select which combat style they like the best. Your main weapon in the class (FT, AR, CK, or PL) would be your main source of gaining heavy weapons XP. The point of HW is that they shouldn'tbe used in every situation, only when they are needed. The commando willhave to use a different pistol, carbine, rifle, or unarmed weapon in order to get XP for the respective profession they choose to specialize in. Essentially, this allows for four different types of commandos or players could always not master their main weapon skill tree and maybe take on some medical skills.


At the moment all the combat classes are about the same and offer minimal variance in gameplay. I think every class should be a little more divesified and offer sometihng unique for both PvP and PvE.

dopkick
Mon Aug 11, 2003 10:27 am
#8

Also, with my method of keeping of HW expensive and rare it would benefit those people who are members of PAs that would be able to give their commando(s) credits to buy HWs. This would promote gameplay that one of the devs considered to be a major objective in the game (joining a PA).
LukeHalcyon
Mon Aug 11, 2003 10:50 am
#9

Sorry I didn't read it properly, my bad


Yes I see what you're saying now this has my full support for the way Commando should go.

DrAwesomePhD
Mon Aug 11, 2003 3:37 pm
#10

LOVE IT!!!! was just about to do this myself (would have been different, much more like it is now just powered up and different attacks) HOWEVER! i have a few critiques

You need an attack that targets a certain pool, it is a critical part of every single skill tree there is, all of them can target a pool (every single one but commando that is)

You cannot change the requirements, people will complain, you have to work with what the devs have put into it so far.

You need to incorperate all the weapons that are in game so far, i think commandos were designed to be able to do all differnt kinds of odd damage, such as lightning and energy and acid and fire etc.

You need less grenades. Commandos are going to go poor, i had to buy grenades at 500 a pop, thats 100 per throw....either grenades need to come in packs of 20 or there is too much of a focus on grenades in your plan. Also, they are quite burdensome to carry (always having to change the hotkey every 5 throws, etc.)....perhaps if you could get a laucnher and then put as many grenades as you wanted into it so it has like 5000 charges (1000 grenades) it would be pretty cool, i dont know need to consider price of limited-use-weapons.

Need anti-vehiclular weapons. Vehicles are coming, commandos should be able to destroy them. They are escape weapons and i think a commando should be the only land unit able to kill them (pilots should be able to destroy eachothers landspeeders and swoop bikes with their lasers on their landspeeder or swoop bike).

Anti-armor??? are you expecting to be fighting all AT-STs? really, armor is not a big part of this game. It hurts you so much more than helping you few people wear it, unless it becomes better ......

OTHER THAN THAT THIS IS A GREAT IDEA! I LOVE IT! COMMANDO POWER!

Spike Spiegel - second commando on StarSider, first with heavy weapons, first to be gimped. They say wise people learn from others mistakes, yet i still see hundreds of commandos.



Spike Spiegel - Starsider
Second novice commando, first with heavy weapons, first to be gimped!
dopkick
Mon Aug 11, 2003 4:42 pm
#11

You need an attack that targets a certain pool, it is a critical part of every single skill tree there is, all of them can target a pool (every single one but commando that is)
If you want to be able to target a specific pool you will have to specialize in the corresponding profession - pistoleer, rifleman, or carbineer. TKA offers attacks that targets each pool individualy or mutliple ones at once. This gives some flexibility to the class.
You cannot change the requirements, people will complain, you have to work with what the devs have put into it so far.
People are complaining how it is. The class doesn't work and needs a massive overhaul. The current system is flawed as you can't master commando, another profession, and get at least +40 to terrain negotiation - something that's basically mandatory.
You need to incorperate all the weapons that are in game so far, i think commandos were designed to be able to do all differnt kinds of odd damage, such as lightning and energy and acid and fire etc.
I incorporated three of the weapons already and the beam cannons are really nothing special and could go by the wasteside easily.
You need less grenades. Commandos are going to go poor, i had to buy grenades at 500 a pop, thats 100 per throw....either grenades need to come in packs of 20 or there is too much of a focus on grenades in your plan.
The main focus of combat will not be using grenades, satchel charges, and rockets. Those are to be used during special circumstances only. There are main weapons that are designed for general combat.
Also, they are quite burdensome to carry (always having to change the hotkey every 5 throws, etc.)....perhaps if you could get a laucnher and then put as many grenades as you wanted into it so it has like 5000 charges (1000 grenades) it would be pretty cool, i dont know need to consider price of limited-use-weapons.
This could easily be fixed.
Need anti-vehiclular weapons. Vehicles are coming, commandos should be able to destroy them. They are escape weapons and i think a commando should be the only land unit able to kill them (pilots should be able to destroy eachothers landspeeders and swoop bikes with their lasers on their landspeeder or swoop bike).
Anti-Armor weapons would be designed to attack vehicles as they would have armor piercing and deal significant amount of damage to one target.
Anti-armor??? are you expecting to be fighting all AT-STs? really, armor is not a big part of this game. It hurts you so much more than helping you few people wear it, unless it becomes better ......
The concept of anti-armor is one big attack directed at a single target. The single target is likely to be a vehichle or strong enemy, which assumably will be armored. If the enemy is not armored then it's not a big deal, the anti-armor weapons will deal a lot of damage to that single target anyways.
dopkick
Mon Aug 11, 2003 4:44 pm
#12

The focus of the rocket launchers, grenades, and satchel charges will be using them under special circumstances. They are not designed to be cheap. They are designed to be expensive and to only be used when no other weapon is really up to the task.
DrAwesomePhD
Mon Aug 11, 2003 5:32 pm
#13

Not to be offensive, but you sure dont want to change your ideas no problems in that, if you put as much thought into it as it seems you did .... i wouldnt change my ideas either.

BUMP!!!! lets hope the devs recognize this one, its good and saves them a lotta work and the chance of messing it up again upon revamp.



Spike Spiegel - Starsider
Second novice commando, first with heavy weapons, first to be gimped!
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