Commando Archive

Thread: Ideas to easily fix some aspects of Commando

KeziEka
Thu Mar 25, 2004 10:39 am
#1

Now, an assault rifle and E-web would be great, but as it looks now, we're not getting any major improvements for the forseeable future, just "bug fixes".


So, here are some aspects of Commando that can EASILY be fixed and improved on:


1.) AP. We need it. The HAR needs heavy to medium AP... why is it that Rifleman's acid rifle has it, yet our "heavy" acid rifle does not? Light AP on the Flamethrower. AP on some grenades and heavy weapons.


2.) Accuracy concerns. Lump all heavy weapon skill checks together. We should have a "Heavy Weapons" skill, not an "Acid Rifle, Rocket Launcer, Lightning cannon, ect, ect. Give us two skill checks instead, Heavy weapon accuracy and Heavy Weapon speed.


3.) Show me the damage! Grenades and Heavy weapons, since they don't have ANY specials associated with them, need to do larger amounts of damage.


4.) Range. Make it so we can throw grenades as far as a CM. It doesn't make sense that they can hurl their poisons over 60m, but we can't throw a grenade for over 10.


5.) Easier to find and use disposible weapons. If you're going to keep half of our weapons expendible, fine. Increase the amount made per stack and make the components easier to find. I can never even find Rocket Launchers on my server.


Ideas for the future

----------------------------


These have been mentioned hundreds of times on these forums, but what the hell, I'll mention them again.


1.) Combine the HAR and FT into one tree, or get rid of the HAR altogether. Give us an assault rifle with specials.


2.) Combine Heavy Weapons and grenades into one tree. Give us unarmed specials and mods or launcher pistol skills and mods


3.) Give us an E-Web at Master, only usable in PvP.



-Kezi Eka
Master Commando
Apprentice Sharpshooter
Ivoni
Thu Mar 25, 2004 10:40 am
#2

Wow. Still same problems.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
TechnoHic
Thu Mar 25, 2004 12:14 pm
#3


It just goes on and on. Its a stage in every commando I believe to try to show these ideas like the ones here.


I dont need to read it anymore as I am sure it is much like what most have us have rambled on about once or twice here at some point just with minor alterations.


Its amazing how so many could picture things being fixed the same way and yet it never happens.




CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
ElrohirSoR
Thu Mar 25, 2004 12:19 pm
#4

posted this in another thread but will say it again


1) add AP to the heavy acid rifle


2) Add more accuracy mod to the FT and HAR


3) Add more speed mod to the HAR or reduce the delay on the HAR to compensate for lack of DOT


4) Fix heavy weapon SEA so they work with all heavy weapons, or introduce FT or HAR specific SEA


5) Increase stack size on disposable weapons. The average price of a rocket launcher is 50,000 credits for a stack of 33.


6) Increase throwing range of grenades and add more accuracy mod for it


My dreams would be a major commando revamp.A) Merge HAR and FT line together B) Introduce a Unarmed Line, nothing as powerful as TKA but more damage/speed/accuray in each box, but enough so that we could rely on melee if we have to, after all unarmed 4 is a requirement for commando. Would like to see brass knuckles introduced just for commandos, like VK but with no AP. So we dont steal all the glory from TKAs. C) Get rid of the grenade line and replace it with a pistol Skill line similiar to Bounty Hunter with our own unique specials. Hey got to be some reason why we have a launcher pistol. Again this is just my own personal dream that i do not expect to be implimented but hey i can dream cant i? ^_^




Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
Jizukk
Thu Mar 25, 2004 3:31 pm
#5

i totally agree with this thread, and especially with Elrohir
Raptor2k1
Thu Mar 25, 2004 6:01 pm
#6

Here's my suggestions for simple fixes that can be done:



  • Add AP3 to the HAR, or make it effective at 64m out (ie. not using attacks that are copies of FT specials and are unique) and add AP2

  • Increase maximum range on grenades to 48m, if a medic can throw one that far, there's no reason we shouldn't be able to as well. In addition simply change the accuracy methods (and maybe even stacking methods) of grenades to match that of the CM grenades.

  • Add an extra 30-60 charges to all Heavy Support Weapons and give them all AP3

  • Merge all of the varying heavy support weapon skills into a single skill called "Heavy Weapons" This would make them all equally accurate, and situationally different, yet all of them viable - and skill attatchments would be worth something

  • Change the FT skill-line to be called Anti-Infantry (this allows new weapons of anti-infantry nature to be added later that aren't flamethrowers)

  • Do the same thing with the HAR line, except call the skill line "Ranged Assault Weaponry" (or something to that affect)

Presto, the proffession is viable again!


Now, in the long-run, I'd like to see the HAR merged with the FT tree and another tree created focussing on assault rifles and the like.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Page 1 of 1
Previous Next