Commando Archive
Thread: Terrain negotation in Field Tactics?
Since the names and descriptions of the "Field Tactics" skill boxes suggest that they are designed to make a Commando more suited for typical battlefield conditions, would it not make sense to give us maybe a few things that contribue to that, especially considering the current uselessness of grenades?
A few ideas I had were:
Terrain negotiation mods,
Range mods for Commando weapon specials,
Stealth or Camofluage (like mask-scent, only for humanoid enemies instead of creatures)
Swimming speed mods,
Attacking while swimming,
Damage mods VS humanoid enemies,
A "lair destruction" special, like the "sabotage" suggestion from a post I read before on this board (sorry don't remember the person to credit),
As you can likely see, I sort of see the Commando's flavor to be a sort of anti-personelle specialist, the way that hunters are anti-creature specialist. I considered mentioning a humanoid tracking ability, but I think that already exists in BH, and it's more in flavor for them anyway.
Any thoughts?
since BH's require scout..i think Field tactics should be hybrid between gernades and scout skills
it be our equalivent to BH's scout skills..not as refined, but still there
ScootieJoogab wrote:
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A few ideas I had were:
Terrain negotiation mods, Scout Skill and just to let you know, Ter Neg above a 50 is all crawling speed.
Range mods for Commando weapon specials,
Stealth or Camofluage (like mask-scent, only for humanoid enemies instead of creatures) Ranger Skill
Swimming speed mods, Should be a Ranger or Scout skill.
<snip>
As you can likely see, I sort of see the Commando's flavor to be a sort of anti-personelle specialist, the way that hunters are anti-creature specialist. I considered mentioning a humanoid tracking ability, but I think that already exists in BH, and it's more in flavor for them anyway. This is a Ranger skill, that a few BH's would like
Any thoughts?
I did some figuring. If you Master Commando then you would still have approx 82 skill points left. You could Master Scout in addition to Commando and have 4 points left.
Simple question, "Couldn't you just grab the skills using the points that you have left?" If you didn't realize this then okay, no problem, just pick up your Scout skills and move along. If you are looking to get skills that are devoted to specialists in other professions then I don't think you will get much support from the overall game community.
My own personal opinion is that if a Commando gets to carry around the biggest guns in the game, shouldn't those guns weigh him down and therefore cause him to run slower?
I do not attempt to be mean or aggressive in this post. Just pointing out to those that don't know, that you can pick up some of these skills easily. To the ones that feel they should not have to spend skill points, please adjust your character to work best within the skill point system we have.
Have fun out there.
Sounds like you'd like to have half of the Ranger profession incorporated into the Commando.
I'd have to respectfully disagree.
Oppma,
I agree with you somewhat.... It wouldn't make sense to incorporate very much into field tactics, but two basic things would be very useful, and from a logical and RP point of view, make a lot of sense.
1) Terrain negotiation. A basic scout skill, give us +40 in the tree, or whatever 4000 scout has by the end. Maybe even a little less than that, just something so we're not molasses in january going up hills.
2) If this skill is already present in this exact form in ranger, then nevermind... but... Stealth would be VERY nice and VERY logical for a "commando." Since our FT special ranges are so short, this really becomes fairly necessary. Just a sort of /maskscent against humanoids, so we can sneak up and get the first shot. Or sneak bythe aggro mobs to our real objective... Real cool: infiltration-like ![]()
/crosses fingers hoping for /stealth.... but not another /stealthnerf....
Athein
I would have to say I somewhat disagree.
Perhaps though, that would be an alternative to a damage modifier. Make us have to kneel to fire our weapons at novice comando, at field tactics 1 not have to kneel but run at 1/4 speed your character would with a normal weapon, field tact 2at 1/2speed, field tactics 3 at 3/4 speed, field tactics 4 at full speed, and Master Comando, increased acuracy while running.
That would give us some sort of befitting restriction than a damage mod, make a skill tree worth while, and not steel skills from another profession. Its not hard after master comando, to have enough points to spend on scout/exploration3, you just got to give up on a little tanking.
Terrain negotation.. CMs have it!!!
If someone should have neggo its Commandos..
Sure Commandos should get Terrain Negoiation.
Carrying huge flame throwers and tons of explosives would not slow commandos down!
The fact that it is a Scout/Ranger skill should not bother you.
Swim speed mod. Yep another great idea. Commandos should be able to swim very fast carrying those huge weapons and tons of explosives. Should not be a problem.
"Stealth or Camofluage (like mask-scent..." Sure take some more from Scout/Rangers.
I think Commandos should be able to make High Tech Bases too.
In fact you can have Ranger traps too since they are totally useless.
Damage mods VS humanoid enemies. Well I actually agree with this one.
Commandos should be the best at War and killing Players and NPC in battles.
But you should get Damage Minuses against creatures. You are after all Warriors not Big Game Hunters.
You should get XP bonuses and Damage bonuses vs players/NPC's and AT-STs etc and Rangers should get minuses.
You should get XP minuses and Damage minuses vs creatures and Rangers should get bonuses.
Everyone should play their own part and not be master of all. Things are very screwed up now and need fixing.