Commando Archive

Thread: Commando Skill Trees: What should they really be?

eelektrik
Fri Aug 15, 2003 4:26 pm
#1

When I first read about Commandos on the SWG site long ago, they sounded like a really cool profession to play, being a mixture of ranged and melee combat, However, I dont recall them basically just being Heavy Weapons Specialists. Currently, the only thing they have melee, is a prerequisite that is useless upon being commando and wasting skill points. I used to think dropping that prerequisite would be better, but then I got to think about what a Commando really should be, and what it shouldnt be. And what it shouldnt be is solely a heavy weapon profession like it currently is. So I sat down, looked over the skill trees, and came up with what I think would be a better version of the commando, and more true to the original descriptions I read and the Commando name itself.



Novice Commando
SKill Mod: Flamethrower Accuracy +10
Skill Mod: Thrown Weapon Accuracy +15
Skill Mod: Heavy Weapons Accuracy +5
Certifacation: Frag Grenade
Certifacation: Launcher Pistol
Certifacation: Rocket Launcher
Certifacation: Flamethrower
Certifacation: BlasTech A280 Rifle(NEW WEAPON)




Heavy Weapons Specialization I
Skill Mod: Thrown Weapon Accuracy +10
Skill Mod: Thrown Weapon Speed +10
Skill Mod: Heavy Weapon Accuracy +10
Skill Mod: Heavy Weapon Speed +10
Certifacation: Cryoban Grenade
Certifacation: Heavy Particle Beam Cannon
Ability: "Heavy Weapons Special"


Heavy Weapons Specialization II
Skill Mod: Heavy Weapon Accuracy +20
Skill Mod: Heavy Weapon Speed +20
Skill Mod: Thrown Weapon Speed +10
Certifacation: Glop Grenade
Certifacation: FC-1 Flechette(NEW WEAPON)
Ability: "Flechette Area of Effect special"


Heavy Weapons Specialization III
Skill Mod: Thrown Weapon Accuracy +10
Skill Mod: Thrown Weapon Speed +10
Skill Mod: Heavy Weapon Accuracy +20
Skill Mod: Heavy Weapon Speed +20
Certifacation: Imperial Detonator
Certifacation: Lightning Beam Cannon
Ability: "Heavy Weapons Special"


Heavy Weapons Specialization IV
Skill Mod: Thrown Weapon Accuracy +10
Skill Mod: Thrown Weapon Speed +10
Skill Mod: Heavy Weapon Accuracy +20
Skill Mod: Heavy Weapon Speed +20
Certifacation: Thermal Detonator
Certifacation: MGL-1 Micro Grenade Launcher(NEW WEAPON)
Ability: "Heavy Weapons Special"




Flamethrower Specialization I
Skill Mod: Flamethrower Accuracy +15
Skill Mod: Flamethrower Speed +10
Ability: Flame Single 1


Flamethrower Specialization II
Skill Mod: Flamethrower Accuracy +15
Skill Mod: Flamethrower Speed +10
Ability: Flame Cone 1


Flamethrower Specialization III
Skill Mod: Flamethrower Accuracy +25
Skill Mod: Flamethrower Speed +15
Certifacation: Napalm Cannon(NEW WEAPON)


Flamethrower Specialization IV
Skill Mod: Flamethrower Accuracy +15
Skill Mod: Flamethrower Speed +10
Ability: Flame Single 2




Close Range Tactics I
Skill Mod: Pistol Accuracy +5
Skill Mod: Pistol Speed +5
Skill Mod: Unarmed Accuracy +5
Skill Mod: Unarmed Speed +5
Certifacation: Vibro Knuckler
Ability: "Pistol Special"
Ability: "UA Special"


Close Range Tactics II
Skill Mod: Pistol Accuracy +5
Skill Mod: Pistol Speed +5
Skill Mod: Unarmed Accuracy +5
Skill Mod: Unarmed Speed +5
Skill Mod: Unarmed Damage +5
Skill Mod: Point Blank Accuracy +2
Certifacation: M-434 Heavy Pistol(NEW WEAPON)
Ability: "UA Special"


Close Range Tactics III
Skill Mod: Pistol Accuracy +10
Skill Mod: Pistol Speed +10
Skill Mod: Unarmed Accuracy +10
Skill Mod: Unarmed Speed +10
Ability: "Pistol Special"


Close Range Tactics IV
Skill Mod: Pistol Accuracy +5
Skill Mod: Pistol Speed +5
Skill Mod: Unarmed Accuracy +5
Skill Mod: Unarmed Speed +5
Skill Mod: Unarmed Damage +5
Skill Mod: Melee Defense +5
Skill Mod: Point Blank Accuracy +2
Certifacation: MSD-36 Heavy Disruptor Pistol(NEW WEAPON)
Ability: "Pistol Special"
Ability: "UA Special"




Long Range Tactics I
Skill Mod: Rifle Accuracy +5
Skill Mod: Rifle Speed +5
Ability: "Rifle Special"


Long Range Tactics II
Skill Mod: Rifle Accuracy +5
Skill Mod: Rifle Speed +5
Skill Mod: Max Range Accuracy +2
Certifacation: EKX-10 CryoRifle(NEW WEAPOM)
Ability: "Ranged Weapon(Pistol/Rifle/Carbine) Special"


Long Range Tactics III
Skill Mod: Rifle Accuracy 10
Skill Mod: Rifle Speed +10
Skill Mod: Ranged Defense +5
Ability: "Rifle Special"


Long Range Tactics IV
Skill Mod: Rifle Accuracy +5
Skill Mod: Rifle Speed +5
Skill Mod: Max Range Accuracy +2
Certifacation: DXR-6 Disruptor Rifle(NEW WEAPON)




Master Commando
Skill Mod: Heavy Weapon Accuracy +10
Skill Mod: Thrown Weapon Accuracy +10
Skill Mod: Flamethrower Accuracy +10
Skill Mod: Pistol Accuracy +10
Skill Mod: Rifle Accuracy +10
Skill Mod: Unarmed Accuracy +10
Skill Mod: Point Blank Accuracy +1
Skill Mod: Max Range Accuracy +1
Certifacation: Proton Grenade
Certifacation: E-Web Deployable Heavy Repeating Blaster(NEW WEAPON)
Ability: Flame Cone 2
Ability: "Rifle Special"
Ability: "Heavy Weapon Special"



Okay, That what I came up with... Now, some of my own comments on them.


You may notice the lack of any Acid Rifles, I still think Acid Rifles dont really belong in the Star Wars setting, and chose to leave them out. If they had to be left in, I would just put the certifacations in the Heavy Weapons tree, and make them use Heavy Weapon specials and mods. Which brings me to another point.


Do Rocket Launchers, and Particle Cannons and such, ALL need their own skill mods? They give the same kind of XP, so why not just have a generic Heavy Weapon Accuracy and Speed mods, instead of individual ones. Flamethrowers I thought were cool enough to have their own skill tree, mainly so they have their own special attacks. However, having its own tree(like it already does), shouldnt it get more then one weapon for that class? Which is why I added the Napalm Cannon certifacation. With the proposed removal of acid weapons, one of those weapon models might be reusable as the Napalm Cannon(or, a better name if it needs one).


Other new weapons are mixed in as well, Most of which I got from an unofficial list of weapons at http://gmaybrun.threadnet.com/tne/databases.cgi?weaponsbut most Im pretty sure came from official sources elsewhere, but information on them can be found on those sites. The FC-1 Flechettewas in Jedi Knight II: Jedi Outcast, and being pretty much a jumbo shotgun, I thought it could use its own Area of Effect Special, other new specials I listed are non-specific, since Im not sure what kind of abilities or damage they should have to keep the profession balanced and fun. Okay, back to the new weapons. The DXR-6 Disruptor Rifle, also from Jedi Outcast, is...sort of...in game already, as the DXR-6 Carbine. Its possible they could both be in game, like the E11 Rifle and E11 Carbine are, but I think a Disruptor Rifle would make a good weapon for a commando. Yes, there are quite a few new weapons, but I remember reading in a thread that you planned on adding more higher end weapons anyways.


Last weapon I specifically want to talk about is the E-Web, which was seen in The Empire Strikes Back. Should do a lot of damage, but with a drawbacks, mainly the fact that you have to delpoy it and have to sit in one spot to use it. I picture it mainly being used when in groups, PvE or PvP, so that you have other people covering you while you kill things with it. Would make for a very interesting weapon, and should be powerful, which is why I placed it at Master Commando.


Grenades, I just kinda threw in the Heavy Weapons tree, since they fit the Commando tree fine, but I didnt know where else to put them. Although they use their own skill mods, they should give Heavy Weapons XP since thats the tree they are in. As for other trees XP, Flamethrower could possibly get its own XP type, since it has its own tree. Long-Range Tactics would use Rifle XP, being the only weapon in that tree, Close Range Tactics would be Combat XP since it covers both Pistol and Unarmed.


Also, Some new skills mod I included in the Close Range and Long Range tactics lines, Point Blank Accuracy and Max Range Accuracy, would effect all weapons you fire at those ranges. Being the universal accuracy mods that they are, I gave them small bonuses since if they were too strong it could be unbalancing. Still, any of this could be unbalanced since its not play tested, but I tryed to keep the skill mods in line with other professions and not be the best with any of the new weapons(Pistol, Rifle, and UA).


Also, since a tree is listed there that adds bonuses and skills for pistols, Launcher Pistol can be used to increase your skills(through, combat XP at least) and mods, and not require all Commandos to have Pistoleer. Although you would be more effective with Pistols if you had it, and the addition of a Rifle tree adds the possibility that some people will go Commando/Rifleman, so it adds a little diversity to the profession.



Anyways, thats what I happen to think of the Commando, gimped weapons aside(which need to be fixed anyways), they could use some updated skill trees too, that make them more playable and fit the name Commando better. Obviously, if tested, some of this would need to be altered to remain balanced, I cant claim its perfect since its all just based on other professions, but I tryed to keep the bonuses listed fair, even though there are a lot of them. But, I would like to see what other peoples opinions on my ideas are.

Obevacca
Fri Aug 15, 2003 7:50 pm
#2

Sounds great but it'll take another year to make this change.


Obevacca (radiant)




Its not me you looking for. Its the one its me you've found.

Obevacca (radiant) WAR
TalBereth
Sat Aug 16, 2003 9:46 am
#3

Okay - first minor comment - leave the VibroKnuckler cert out: They're for the TKA and we'll leave them there - I don't mind some UA attacks w/ my bare fists - maybe some that use rifles / heavy weapons : Rifle Butt Smash



Now - I like this direction somewhat, but there is still only 1 real class defining aspect to your post : Heavy Weapons - The UA is there, but its just tagging along in close combat - and lets face it, the real class that should be defined by UA is TKA. Secondly, adding all those lines w/ pistol accuracy or rifle accuracy are neat, but what's gonna happen is a Rifleman or a Pistoleer is gonna pick up Commando and those singular lines to get those lines - not a bad idea, just I think there are too many mods in there for balance..


What I'd propose would be this : Combine the Long Range and Close Range into one line called Small Arms Tactics


Keep Heavy Weapons as is (Though I'd like to see Flamer in there instead of its own line really)


Now look at the other aspects that could define a commando- I'll posit a few ..


Demolitions


Mobility


Heavy Armour



-- Now Mobility is kind of the domain of Scout, so its harder to get in there than the other two ..


Heavy Armour and Demolitions though - would be quite interesting


We discussed Armour for a short period of time in this thread :


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=5268


What was being tossed about would be a sliding scale of HAM reductions on armour for Commandos ( That or a line of certs for armour types - I think HAM reductions would be more versatile .. but we'll see ) That would make truly heavy armour a class-defining feature of commandos, which would be very interesting in the game where Armour is generally avoided due to it statistics - you'd see a guy strolling along in a suit of Heavy Composite with a Master Commando tag and go - wow that guy is TOUGH.. I'm thinking that Tough and Heavy / Support Weapons should be the primary goals for Commando, with Small Arms support to continue the Master Marksman line somewhat.



Demolitions, would in my opinion be an entirely PvP oriented skill line (much like reduced faction point costs are for smugglers) - What to do with it? I'm not sure .. but I'll leave it out there for discussion..




Gah'r'Lhyyr Rogan

Rifleman / Commando
Shinobi Order - Valcyn Server
Vangeth
Sat Aug 16, 2003 10:05 am
#4

Very well thought out post... the only real problem here is the Devs when they desigend commando... it wans't really to be a "commando" in beta the oringal title was Heavy Weapons Expert.... but then i think they just stcuk the title of commando to it for one of two reasons.... 1) they had wanted to actually wanted to make a "commando" profession and had also a heavyweapons expert profession but as release came near the just said... eh we will make them one in the same... gave the heavy weapons expert the title and prerequirements for "commando" which would explain the unarmed...2) i dunno what point two was.... but i'm too lazy to go and rewrite this post... oh well.. back to the grind... VERY well thought out post... but i don't think they will be doing any major chaninges to the skill trees etc ANY time soon... or ever... cause that would cause a lot of problems with the people who have 3 boxs of fieldtactics etc...


Ino - Commando -

Vangeth
Sat Aug 16, 2003 10:21 am
#5

I seriously agree with a LOT of the ideas you posted... my only disagreement is the removeal of the Heavy Acid Rifle.... i personaly love this weapon and would never want to see it removed... i really thingk the HAR and Flamethrower should be lumped into one skill tree... they are basicly the same kind of weapon... Heavy Pressure Fluid Launchers.... one of which is igniteable... thats basicly the only difference... they get the same kind of special moves ingame right now so why not get them in the same field... come up with a fancy name for "High Pressure Fluid Rifles" and make the specs the same... Spray1 Spraycone1 etc... with better names of course... this way the "H.P.F.R.s" would have a nice varitiy of types of weapons to choose from... and possbily incorperate more... DEVS! if your out there listening please READ this post and try to draw from it!!!! PLEASE!!


Ino - Commando -

Drakeal
Sat Aug 16, 2003 10:27 am
#6

I always invisioned something differnt for the HAR than this Luiquid **edit** it is.. lol.. but thats just me



your idea's are intresting, but they wont change the skill tree's now




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

Commando for Life
Ivoni
Sat Aug 16, 2003 11:11 am
#7

1. I want us working. I.E. Guns actually do damage. Only two weeks to this.

2. I want SOE to decide what exactly we are supposed to be. I.E. Give us names that are correct, skills, etc. Unknown Eta.

Nice ideas though.



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)
eelektrik
Sat Aug 16, 2003 12:56 pm
#8

Well, I appreciate the fact that you at least like my suggestions, you are probably right with how fast the devs currently are getting things out to the servers. Which is why I posted it now, while commandos still need alot of work, so hopfully some of my suggestions could be used at some point, if nothing else, some of the suggestions for new weapons. I still would like to know what a dev thinks about this, and if they are even willing to redo skill trees for any of the professions. Because currently, Commandos are simply not commandos, besides the fact that they dont work as advertised, they are just Heavy Weapons Specialists.


And im dissapointed hardly anyones responding to my thread after I spent the time to put this together.

eelektrik
Sat Aug 16, 2003 11:39 pm
#9

I appreciate your replies, and while I dont honestly expect them to redo the skill trees, perhaps the Devs could at least take these ideas and use some of them somehow. As is, Commando is just a Heavy Weapons Expert, and the name should reflect that, and the useless UA requirement dropped if they refuse to ever do an overhaul of the skill trees. but even then, some of the weapons I listed could be useful for them, I still would like to see E-Webs in the game. But they really should at least think of giving Commandos a new name so people like me that really want to play a Commando wont be complaining that they only are heavy weapons specialists, and a real Commando profession added at some point.


Also, I wish there was a way on the boards that threads the Devs have read would be marked as such... I dont expect them to reply to every thread, but some kind of indicator that someone has actually read your post would be a good thing.

Crinton
Sun Aug 17, 2003 12:25 pm
#10

Hehe, High Pressure Fluid Rifles = Squirt Guns


Sorry, couldn't resist that. But at least we know they'd be just as effective as they are now.




Aucku's Armor
A Fair Trade Alliance Vendor
(250, -3210) Tor Vella, Corellia, Bloodfin
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