Commando Archive
Thread: Ideas to easily fix some aspects of Commando
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.
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? ^_^
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.