Commando Archive
Thread: Commandos and Riflemen: An Analysis and Suggestions
Commandos:
Commandos learn how to use and create a unique set of weapons - explosives.Commandos continue to excel at combat, but also specialize in the skills required to take down large vehicles.Grenades, cannons, flamethrowers, acid rifles are among the specializations of this profession.The Master Commando is unequaled in his deadliness withexplosive weapons. The Commando has access to weapons that work at varying ranges, making him effective in combat regardless of the range, even against melee professions.
Explosive weapons, rather than trying to pierce armor, usually aim at making it completely ineffective. The blast of an explosion is meant to disable or destroy vehicles or other armored constructs using violent concussion and incendiary effects. Armor should be completely ignored when calculating damage from these types of attacks. For all intents and purposes, everything should have an AR of 0 when defending against these weapons. Armor does not block the effects of concussion and fire.
Riflemen:
The Master Rifleman is unequaled in his deadliness with a long-range rifle. They specialize in only this type of weapon. This leaves them highly vulnerable to melee attacks and ineffective at short range.
High-powered rifles are designed to pierce through armor or flesh from a vast distance. This allows a rifleman to disable or kill armored beings, as bullets (or concentrated energy beams in our case) are capable of doing this once they get past an armored vest. A small handful of bullets is not usually capable of disabling or destroying a large construct such as a vehicle in any meaningful amount of time. Such small damage is usually ignored by vehicles, as they do not feel pain like creatures and other beings.
Armor should be pierced when calculating damage from these types of attacks. For all intents and purposes, all armor that can be worn by a creature or character should have an AR of 0 when defending against these weapons. Real rifles(such as theBarret M82A1 .50 Caliber Sniper Rifle)can accurately pierce through up to 4 inches of armor on light armored vehicles from about 2 miles away.They are not effective against heavily armored vehicles that have more armor than that. What this means is SWG needs a whole new level of AR when vehicles enter the game. Sniper rifles should only be effective against vehicles that are not armored or have only light armor. Vehicles and other armored constructs should really be the domain of Commandos or anyone operating a high-caliber weapon from another construct (such as a ship or vehicle).
What needs changing now:
- Pretty much anything a Command attacks (using his specialized weaponry) should be calculated as having an AR of 0, regardless of it's true AR.
- Any targettable construct should have access to AR levels greater than those accessible to characters through worn armor. For example, AR 4 through 10 might be reserved for large constructs such as ships, battle stations, etc.
- Any weapon that can be used by an individual and carried around should not be able to damage any construct with an AR greater than 4. If you want to attack a battle station, don't use a pistol or rifle. Even if you stand there for 1000 years shooting, you should not make a dent. Get a Commando to use his specialized skills or use a ship's turret or main guns.
-Raystonn