Commando Archive

Thread: MY take on Commando

Litushot
Sat Dec 18, 2004 8:43 pm
#1






Well, I just need to begin with everyone's thoughts on Commando are amazing. I've yet to find another forum with such a great bunch of posters, and I am honored to call myself a Master Commando. As with most of you, I wonder why we must endure unarmed IV. The only thing it is good for is the option to go into TKM (which most of us do anyways). I myself am guilty of the MCommando/TKM template. I weep at our skill tree (only use flamer and occasionally heavy wepas, but only if I have the funds ), and suddenly I came upon an interesting way to change commando's tree so that Mastering it would truly be worthwhile. It took me beating Metal Gear Solid III twice this month to come across this, as well as the hints thatour unarmed IV may be worth it after the CU. Well, here is my idea, laid out tree style:


Master Commando:



  • +20 Flamethrower Spd, +30 Acc


  • +20 HPBC, HLC, ASL, RL Spd, Acc


  • +20 Grenade, TurretSpd, Acc


  • +15 CQC Dmg, Spd, Acc


  • +30 Awareness


  • E-Web Cert


  • Flamecone 2


  • Melee Def. +30, Ranged +30


CQC IV: Flamethrower IV Heavy Weaponry IV Special Weaponry IV



  • +30 Awareness+20 FlamethrowerSpd, Acc+20 Heavy Weapons Spd,+30 Acc+30 Grenade Spd, Acc


  • +30 CQC Dmg, Spd, AccFlame Burst RocketLauncher Cert +10 Turret Spd


  • Disable Weapon Proton Grenade Cert


  • Melee Def. +10 Ranged Def. +10


  • Def. vs. Blind +20


CQCIII: Flamethrower IIIHeavy Weapons III Special Weapons III



  • +10 Awareness+10 Flamethrower Spd, Acc+10 Heavy Weapons Spd, +20 Acc+20 Grenade Spd, Acc


  • +20 CQC Dmg,+30 SpdFlame Single 2Heavy Lightning Cannon Cert +40 Turret Acc


  • Break JointThermal Det. Cert


  • Def. vs. KD +30IMP Det. Cert


  • Melee Def. +10Ranged Def. +10


CQC II: Flamethrower II Heavy Weapons IISpecial Weapons II




  • +20 Awareness+10 Flamethrower Spd, Acc +10 Heavy Weapons Spd, Acc+10 Grenade Spd, Acc


  • +20 CQC Dmg, AccFlame Cone 1 Acid Stream Launcher Cert+20 Turret Spd, Acc


  • Unbalance Glop Grenade Cert


  • Melee Def. +10 Ranged Def. +10


  • Def. vs. Dizzy +20


CQC IFlamethrower I Heavy Weapons I Special Weapons I



  • +10 Awareness +10 Flamethrower Spd, Acc +10 Heavy Weapons Spd, Acc +10 Grenade Spd, Acc


  • +20 CQC Dmg, Spd, AccFlame Single 1Heavy Particle Beam Cannon Cert +20 Turret Spd, Acc


  • Knee KickCryoban Cert


  • Melee Def. +10 Ranged Def. +10


  • Def. vs. Stun +30



Novice Commando



  • +10 Flamethrower Spd, Acc


  • +10 Heavy Weapons Spd, Acc


  • +10 Grenade Spd, Acc


  • +10 Turret Spd, Acc


  • Flamethrower Cert


  • Army Knife Cert


  • +5 Awareness


  • +75 CQC Dmg, +10 Spd, +15 Acc


  • Knife Thrust


Overall Defences: +70 Melee, +70 Ranged, +30 vs. Stun, +20 vs. Dizzy, +30 vs. KD, and +20 vs. Blind, +95 Awareness

Overall Offence: +180 CQC Dmg, +115 Spd, +120 Acc, +80 Flamer Spd, +90 Acc, +80 Heavy Weap. Spd, +90 Acc, +80 Grenade Spd, +80 Acc, +80 Turret Spd, +110 Acc





Ok, I got the tree outta the way. Now for the explanaition:


Commando is SEVERELY lacking in defences and close-quarters abilities, so out goes the HAR tree. In comes the CQC tree, or Close Quarters Combat. This is taken from Metal Gear Solid III, and if you've played it you'll see where the abilites come from. CQC gives commando many things. One, is a COB like defence called awareness. It works kind of like TKA's toughness or Combat Equil. Awareness increases the chance of a successful counter to the attack using CQC animations, such as a commando dodging a hammer, or using his/her flamer to block a stun baton. The defences are there jsut to help, and eaach of the attacks causes some form of status effect. Knife Thrust doesa posture-down, Knee Kick KD's the target, Unbalance dizzies the victim, and Disable Weapon does just that- in a cool animation your toon reaches out, breaks the hand of the weilder, grabs their weapon, and proceeds to destroy it. This causes Stun, Bleed, and delay of four seconds, but has a 20 second recharge timer, like Warcry.


Now, please don't take the numbers too seriously- just to give ya an overall view of how I think Commando shouls be. But anyways, let's move to the rest of the tree. I left flamer tree alone since it works fine, and I changed the heavy weapons line to give more spd and accuracy- the heavy weapons spd stuff is just me too lazy to type it all out . Now for the Special Weapons line:


Screw Field Tactics, we're dealing with some seriously bad-arse weaponry now.I moved the Thermal and Proton grenades down some just for convenience sake- it'll help us blow sh*t up sooner, lol. But I bet you're wondering why I put in turret spd and acc, yet also put in an E-Web Cert at Master level. Good Question. Turret spd and acc will also count towards base turrets and whatnot, giving more of a need for commandos on the field. The E-Web (but this is prolly another discussion) woudl fit into one of several "slots" circling the base, and a Master Commando will be able to place an E-Web there for greater Acc to hit those darned stackers (though stackers should be gone by the CU.....I hope). Now, I was also thinking of adding a Tank Cert to Master, but........we'll just have to wait and see .


Overall, this tree setup allows for a more flexible Commando, and allows us to repsond to any situation with lethal efficiency. Now, we won't have the crowd control like a Carbineer with the E-Web for it has no specials- only a strafe-shot spread that does a TON of DPS, but no status effects. Also,CQC will not be on par with TKM, but I'm sure one could tweak this tree to work in sync with TKM or even fencer (knife, duh).I was also fiddling around with molding Special Weapons into more of an all-range modder, with mods for carbine, pistol, and rifle in there, with a master attack at IV for each of them, and one attack for them. Plus, I am interested in everyone's opinion of a flamerthrower special that delays us for 5 seconds no matter what our spd, but attacks everything 180 degrees in front of us, as well as causing severe burns, KD, and Intimidation. Just some thoughts, so please look this over and feel free to tear it apart critiquing, flame me, or bow down and worship me .

Edit: I fixed the tree somewhat, if it still presents problems for ya guys I'm gonna have o write it all down and then type it up again- please don't make me do that, lol. Anyways, there ya have the new and improved Commando tree...

Message Edited by Litushot on 12-18-2004 07:50 PM


Message Edited by Litushot on 12-19-2004 08:30 AM


Message Edited by Litushot on 12-19-2004 08:43 AM

Message Edited by Litushot on 12-19-2004 08:45 AM



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
glorydragon
Sat Dec 18, 2004 11:27 pm
#2






Litushot wrote:



Well, I just need to begin with everyone's thoughts on Commando are amazing. I've yet to find another forum with such a great bunch of posters, and I am honored to call myself a Master Commando. As with most of you, I wonder why we must endure unarmed IV. The only thing it is good for is the option to go into TKM (which most of us do anyways). I myself am guilty of the MCommando/TKM template. I weep at our skill tree (only use flamer and occasionally heavy wepas, but only if I have the funds ), and suddenly I came upon an interesting way to change commando's tree so that Mastering it would truly be worthwhile. It took me beating Metal Gear Solid III twice this month to come across this, as well as the hints thatour unarmed IV may be worth it after the CU. Well, here is my idea, laid out tree style:





Master Commando

+20 Flamethrower Spd, Acc

+20 HPBC, HLC, ASL, RL Spd, Acc

+20 Grenade, TurretSpd, Acc

+15 CQC Dmg, Spd

+30 Awareness

E-Web Cert

Flamecone 2


CQC IVFlamethrower IV Heavy Weaponry IV Special Weaponry IV

+30 Awareness+20 Flamethrower Acc+20 Heavy Weapons Spd,+30 Acc+30 Grenade Spd, Acc

+30 CQC Dmg, Spd, Acc Flame Burst RocketLauncher Cert+10 Turret Spd

Disable WeaponProton Grenade Cert

Def. vs. Dizzy +50


CQCIIIFlamethrower IIIHeavy Weapons III Special Weapons III

+10 Awareness+10 Flamethrower Spd, Acc +10 Heavy Weapons Spd, +20 Acc+20 Grenade Spd, Acc

+20 CQC Dmg,+30 Spd Flame Single 2Heavy Lightning Cannon Cert+40 Turret Acc

Break JointThermal Det. Cert

Def. vs. KD +50 IMP Det. Cert


CQC IIFlamethrower II Heavy Weapons IISpecial Weapons II

+20 Awareness +10 Flamethrower Spd, Acc+10 Heavy Weapons Spd, Acc+10 Grenade Spd, Acc

+20 CQC Dmg, Acc Flame Cone 1Acid Stream Launcher Cert+20 Turret Spd, Acc

Unbalance Glop Grenade Cert

Def. vs. Blind +30


CQC I Flamethrower I Heavy Weapons I Special Weapons I

+10 Awareness+10 Flamethrower Spd, Acc +10 Heavy Weapons Spd, Acc +10 Grenade Spd, Acc

+20 CQC Dmg, Spd, Acc Flame Single 1Heavy Particle Beam Cannon Cert +20 Turret Spd, Acc

Knee KickCryoban Cert

Def. vs. Stun +30


Novice Commando

+10 Flamethrower Spd, Acc

+10 Heavy Weapons Spd, Acc

+10 Grenade Spd, Acc

+10 Turret Spd, Acc

Flamethrower Cert

Army Knife Cert

+5 Awareness

+75 CQC Dmg, +10 Spd, +15 Acc

Knife Thrust





Ok, I got the tree outta the way. Now for the explanaition:


Commando is SEVERELY lacking in defences and close-quarters abilities, so out goes the HAR tree. In comes the CQC tree, or Close Quarters Combat. This is taken from Metal Gear Solid III, and if you've played it you'll see where the abilites come from. CQC gives commando many things. One, is a COB like defence called awareness. It works kind of like TKA's toughness or Combat Equil. Awareness increases the chance of a successful counter to the attack using CQC animations, such as a commando dodging a hammer, or using his/her flamer to block a stun baton. The defences are there jsut to help, and eaach of the attacks causes some form of status effect. Knife Thrust doesa posture-down, Knee Kick KD's the target, Unbalance dizzies the victim, and Disable Weapon does just that- in a cool animation your toon reaches out, breaks the hand of the weilder, grabs their weapon, and proceeds to destroy it. This causes Stun, Bleed, and delay of four seconds, but has a 20 second recharge timer, like Warcry.


Now, please don't take the numbers too seriously- just to give ya an overall view of how I think Commando shouls be. But anyways, let's move to the rest of the tree. I left flamer tree alone since it works fine, and I changed the heavy weapons line to give more spd and accuracy- the heavy weapons spd stuff is just me too lazy to type it all out . Now for the Special Weapons line:


Screw Field Tactics, we're dealing with some seriously bad-arse weaponry now.I moved the Thermal and Proton grenades down some just for convenience sake- it'll help us blow sh*t up sooner, lol. But I bet you're wondering why I put in turret spd and acc, yet also put in an E-Web Cert at Master level. Good Question. Turret spd and acc will also count towards base turrets and whatnot, giving more of a need for commandos on the field. The E-Web (but this is prolly another discussion) woudl fit into one of several "slots" circling the base, and a Master Commando will be able to place an E-Web there for greater Acc to hit those darned stackers (though stackers should be gone by the CU.....I hope). Now, I was also thinking of adding a Tank Cert to Master, but........we'll just have to wait and see .


Overall, this tree setup allows for a more flexible Commando, and allows us to repsond to any situation with lethal efficiency. Now, we won't have the crowd control like a Carbineer with the E-Web for it has no specials- only a strafe-shot spread that does a TON of DPS, but no status effects. Also,CQC will not be on par with TKM, but I'm sure one could tweak this tree to work in sync with TKM or even fencer (knife, duh).I was also fiddling around with molding Special Weapons into more of an all-range modder, with mods for carbine, pistol, and rifle in there, with a master attack at IV for each of them, and one attack for them. Plus, I am interested in everyone's opinion of a flamerthrower special that delays us for 5 seconds no matter what our spd, but attacks everything 180 degrees in front of us, as well as causing severe burns, KD, and Intimidation. Just some thoughts, so please look this over and feel free to tear it apart critiquing, flame me, or bow down and worship me .

Message Edited by Litushot on 12-18-2004 07:50 PM





I couldn't make out the tree, the spaces don't line up on ym screen, if you could re list it that's be great. but other than that, in the body of the text, I think what you've said are great ideas. however I noticed you put +20 FT acc at master. right now we get +30, so i'm wondering why you cut it down. other than that. good work
DrMonoxide
Sat Dec 18, 2004 11:42 pm
#3

That is one of the best profession ideas I've seen in a while. Maybe to make it easier you could post the trees in an image so it's easier to follow.



***DrMonoxide: Retired Doctor, Master Carbineer, Master BH, Treasure Hunter***
"I learn more about SWG from Amazon.com then I do from SWG's own developers." - Damicatz
glorydragon
Sat Dec 18, 2004 11:45 pm
#4


or what you could do is;


Flame thrower 1


Stats.........;

stats....;

stats.............;


flame thrower 2




Stats.........;

stats....;

stats.............;


FT 3



Stats.........;

stats....;

stats.............;


FT 4



Stats.........;

stats....;

stats.............;


CQC 1




Stats.........;

stats....;

stats.............;


ect...

Message Edited by glorydragon on 12-18-2004 11:45 PM

dexta
Sun Dec 19, 2004 6:03 am
#5

50kd def and 50 def to dizzy? im sorry but no way theyd go for that, with rebalance they are going to wanna make sure commandos fall down when hit with a kd attack...just like the good pvp days commandos will be oneshotting people again so to displace that they have to get knocked around just like they do now only theyll do damage so itll be balanced enough
Litushot
Sun Dec 19, 2004 9:17 am
#6



Lol, k, I'll try to resize it ( how could I make it into an image?), I just thought it looked cool that way . As with the actual numbers for def vs., I was just giving some random numbers. I know we cannoit even hope for +50 to something, maybe more along the lines of +20 or maybe even +30. Also, I forgot to add in melee and ranged defences (mostly melee). I also lowered the Acc at Master by accident, for I was really only putting in spd and acc mods to keep everything more simple. Plus, with the spd bonuses in the tree we have significantly more spd to counter-act that accuracy. So keep the critiques coming and I'll try to fix the tree .

Message Edited by Litushot on 12-19-2004 08:19 AM

Message Edited by Litushot on 12-19-2004 08:44 AM



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
BravenIrish
Sun Dec 19, 2004 11:04 am
#7






Litushot wrote:



Lol, k, I'll try to resize it ( how could I make it into an image?),




Tell ya what, do it in notepad with the spacing you want, e-mail me that and I'll turn it into a HTML table for you and plop it on my server. I'll post a link and title the page Litushots take on Commando.


However, I really hope you guys don't expect a "Commando Revamp" out of the CURB. Or any real combat profession "Revamp" for that matter. Some roles will be different, there may be new weapons, and hopefully every profession will be balanced according to thier pre-req and representative of them as well. There's a lot of things changing so it's hard to speculate on what Commando should entail untill we find out exactally how we are effected.


Now, beyond that, I'm hoping Commando will get some seriouse attention post-CURB (WE areARE being effected HUGELY by the CURB). Maybe a type of ...hmmmm...not revamp, but more of a modification.


I remember when Garvin went and represented us at the Corresponent Summit. He braught up the ideas of E-WEB and The Non-Consumable Rocket Launcher with different consumable ammo. One thing I distinctly remember him mentioning on his return was something to the effect of, "The Devs likes the ideas, but were not within the scope of the CU. Maybe after they can be added..." and, "The Deves like the ideas". So, hopefully after this CURB thing get's banged out, we'll have layed a good foundation to include some of these great ideas in the future.


That's why it's is so important for every Commando to apply for that dang CURB Beta. Commando isn't one of the most popular professions. Maybe the most passionate, but not the most popular. So we need as many Commandos in the CURB beta as possible. I really hope Garvin will be able to "suggest" several names to definately get in. There's several of you I definately want to be there...I hope it's not a "Roll of Dice" type thing.


Anyway, look at the CURB as a foundation to build on. If we don't get the CURB for Commando right, we'll be hard pressed in the furture for changes. IF we get the CURB right, then we'll have a good foundation to grow. That includes everyones ideas for Commando. So, we are in a very critical stage Commandos...


This is the time to tighten the boot laces and hunker down! This is the time for the community to have solidarity and strength! Together we can finally make it.


Slainte






§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
DrMonoxide
Mon Dec 20, 2004 12:14 am
#8

I meant you could use Microsoft Paint or some program like that and make text boxes with the skills...



***DrMonoxide: Retired Doctor, Master Carbineer, Master BH, Treasure Hunter***
"I learn more about SWG from Amazon.com then I do from SWG's own developers." - Damicatz
Dextrix
Wed Dec 22, 2004 11:06 am
#9


Well personaly I like your idea alot...But

I'd like to see the HAR combined with the FT tree same mods.

Furthermore although I dont mind losing it, you may have trouble dropping the LP.

Lots of folks wouldnt be too happy about that. Just a thought...



Edit: I should have added. There's no way you'll ever get to destroy someone's wep in this game methinks. But the spec could potentialy have same meaning but the wep would just be sent to inventory. Forcing the delay of re-equiping it.



Message Edited by Dextrix on 12-22-2004 10:10 AM



Dex Fay'Scatha
{Leader of Rua Dona }
\ Rua Ardan ~ Dantooine /
glorydragon
Wed Dec 22, 2004 12:03 pm
#10

ya, that would SO get nerfed, just think of all the fuss a Fencer would put up after you destroyed his 35% damage sliced acklay stun baton with 1000 max :slimeyvery-happy:
Litushot
Wed Dec 22, 2004 12:13 pm
#11






Dextrix wrote:


Well personaly I like your idea alot...But

I'd like to see the HAR combined with the FT tree same mods.

Furthermore although I dont mind losing it, you may have trouble dropping the LP.

Lots of folks wouldnt be too happy about that. Just a thought...



Edit: I should have added. There's no way you'll ever get to destroy someone's wep in this game methinks. But the spec could potentialy have same meaning but the wep would just be sent to inventory. Forcing the delay of re-equiping it.




Message Edited by Dextrix on 12-22-2004 10:10 AM





Hmmm......whoops, forgot to clarify in my post that Disable Weapon would only add a delay, and not break the weapon itself ... though I WOULD love to get back atthosedarnedd*ldo-wielders....let's just say I got REALLY aquainted with the ground . Anyways, about the LP, that also is a mistake, thought it took me some time to think about how to fix it. How about this- the launcher pistol would be equipped along with the combat knife, kinda like how Snake in MG3 aims his gun but also has his knife underneath the gun, ready to strike. So maybe the LP would be in the CQC tree also, but instead of pistoleer ranged specials, you would get to use the LP for some enhanced Pistol Melee Defence moves. And myabe a few speed and accuracy mods could go in too..... Anyways, I am pleased with the amount of feedback on this tree, so when the CU rolls around and we are kinda fixed, we can press for more weapons and whatnot. So, critique on, and if ya have any other suggestions, please post!

Message Edited by Litushot on 12-22-2004 11:14 AM



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
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