Commando Archive

Thread: My ideas for commando

Dewayne25
Fri Dec 10, 2004 9:38 am
#1

1. Better range and melee defense


2. Faction aligned missions only commandos can carry out.


3. maybe allow us to craft charges to blow buildings, etc up and give missions were we have to use them.


4. maybe allow us to use some of the other elite weaponry. with our own unique specials. possobly make a branch of it. like move the acid rifle branch in with the flamethrower.


5. better stats for the acid rifle and the launcher pistol



Amarillo Cloudwalker (wanderhome)
Commando
"Quote: "I am a life taker and heartbreaker"
Dewayne Morningstar (Shadowfire)
Jedi of the Dark Arts
Quote "The most hunted Jedi ever = Valaris"


JohboBocal
Fri Dec 10, 2004 10:05 am
#2






Dewayne25 wrote:

1. Better range and melee defense

Totally agree, and would love.


2. Faction aligned missions only commandos can carry out.

Like what? Sounds interesting.


3. maybe allow us to craft charges to blow buildings, etc up and give missions were we have to use them.

Would be sweet. Remeber when we could make our own grenades? Some people might not like to craft, but I'd sure love to have some big explosives.


4. maybe allow us to use some of the other elite weaponry. with our own unique specials. possobly make a branch of it. like move the acid rifle branch in with the flamethrower.

Sounds like a nifty idea, but how about the other way: if we could use other profession specials with our wepons?


5. better stats for the acid rifle and the launcher pistol

Definitely, the HAR everyone agrees needs to be changed/fixed/whatever. Better stats for the LP though? How so?










Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
glorydragon
Fri Dec 10, 2004 12:23 pm
#3

the launcher pistol is, oh, the forth best gun in the gane. (Geo, de10, sactter). It has great stats and make evryone who has to deal with the exlosions who arn't running on low def lag out like hell. I can't see a downside, other than we have to go somewhere other than commando to get specials to use with it. that's my only gripe. give us a torsoshot type thing for it. mabye at master.
Dewayne25
Fri Dec 10, 2004 10:55 pm
#4

well i missed stated my lp problem. agree with the lag issue. but i found it to be useless against anything big maybe it just me. anyone know the place to buy commando weapons on wanderhome i need some proton and a new lp



Amarillo Cloudwalker (wanderhome)
Commando
"Quote: "I am a life taker and heartbreaker"
Dewayne Morningstar (Shadowfire)
Jedi of the Dark Arts
Quote "The most hunted Jedi ever = Valaris"


Novock
Sun Dec 12, 2004 1:41 am
#5


get your self a spider fang Launcher Pistol with a good dmg slice and you have a nice gun. The main problem I had with LP in commando is that if you wanted to truly use it you had to of neccesity take pistoleer not only for moves but for speed and accuracy.


E-Web would be the ultimate new weapon for commandos. imagine setting a cpl e-webs out there while defending a base. Thats the real stuff now let's see some jedi dance around that firepower


As far as defense melee and rnaged defense would be nice but commando has no active defense such as dodge, counterattck or even block (though block is very gimped at he moment). 2 ways to solve it 1) give them an active defense or 2)cert at master a med to hvy armor for added protection. You might not be able to make em miss but you can take a pounding that way. Don't know the second seems more commando-ish to me. anyway we'll see what Garvin and the team's vision is when it makes it out the door... cheers


Message Edited by Novock on 12-11-2004 02:42 PM



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

glorydragon
Tue Dec 14, 2004 3:13 pm
#6


very good idea. however, I think it should be taken a step further. they added mando and BH armor, why not add commando armor? a AS would have to do a quest to be able to make the peices, like with RIS, and then only commandos could were it. Make that only Master Commandos could were it. give it stats verry much like comp, (mabye slitly lower ham) but give it med (or heavy /wish) armor rating.


okey youmay all tell me how unlikely this idea is now
JohboBocal
Tue Dec 14, 2004 3:19 pm
#7






glorydragon wrote:


very good idea. however, I think it should be taken a step further. they added mando and BH armor, why not add commando armor? a AS would have to do a quest to be able to make the peices, like with RIS, and then only commandos could were it. Make that only Master Commandos could were it. give it stats verry much like comp, (mabye slitly lower ham) but give it med (or heavy /wish) armor rating.


okey youmay all tell me how unlikely this idea is now






Well, from hints and posts on this, and other, forums I think the strategy that is being taken is to cert armor. So the idea your talking about is great, and may come to pass to a certain degree. Not sure if you will see just commando armor, but maybe armor certed for commando and a few other professions. At least for CU. After CU who knows.




Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Novock
Wed Dec 15, 2004 9:00 am
#8






JohboBocal wrote:





glorydragon wrote:


very good idea. however, I think it should be taken a step further. they added mando and BH armor, why not add commando armor? a AS would have to do a quest to be able to make the peices, like with RIS, and then only commandos could were it. Make that only Master Commandos could were it. give it stats verry much like comp, (mabye slitly lower ham) but give it med (or heavy /wish) armor rating.


okey youmay all tell me how unlikely this idea is now






Well, from hints and posts on this, and other, forums I think the strategy that is being taken is to cert armor. So the idea your talking about is great, and may come to pass to a certain degree. Not sure if you will see just commando armor, but maybe armor certed for commando and a few other professions. At least for CU. After CU who knows.




Yea I'm figuring the armor certs are coming just don't know to what degree. I like the idea of special armor only commandos can wear but I believe if you check the original "Whats happening to Combat?" post Tyrant and TH said they weren't adding any new armor but trying to make current armor more used and efefctive especially and hopefully the factional armor. Anyway I like the idea. You can take the idea a bit further than that for some content. This would help with the no content past master problem.


At Master Commando you have basically what you have now (what ever that is in the CU) but after you hit master you can embark on some special quests. Long but fun quest (dreaming here indulge me a second) that at the end of the quest you beciome certed for this particular armor. They could do this with some new weapons grenades other gadgets. It would give us something past master to shoot for just an idea. Oh and if you did the quest thing you could do the same for the armorsmith/weaponsmith to be able to get certed to make just as glorydragon suggested. It would atleast add a bit of content, give us a true reason to master the proffession and give us something past the master box for us to strive for.





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

DragonSnack
Fri Dec 17, 2004 7:20 am
#9

I like the ideas


the only question I have is


why is everyone hung up on grenades?


I want to be able to make anduse some high explosives.


Imagine what it would look like to starp a batch to the a$$ end of an AT-ST andset it off!!!



Does SWG have an equavalent to C4 (<-amI dataing myself by using C4)?


garvin
Fri Dec 17, 2004 10:29 am
#10






Dewayne25 wrote:

1. Better range and melee defense


2 Things we should see via the CU


2. Faction aligned missions only commandos can carry out.


Post-CU hopefully the Devs will open to the idea of created "Commando" mission terminals like they have for BH's and Entertainers. We have proposed in the past special 3 Fold Commando'esk missions that would typically involved blowing things up.


3. maybe allow us to craft charges to blow buildings, etc up and give missions were we have to use them.


See above


4. maybe allow us to use some of the other elite weaponry. with our own unique specials. possobly make a branch of it. like move the acid rifle branch in with the flamethrower.


One goal I've always had is to see us have "Heavy" versions of all of our Pre-Req weaponry...In otherwords, we'd have a Heavy Rifle, Heavy Pistol, Heavy Carbine and a Heavy Unarmed weapon...Not only would this allow us to better use our pre-reqs, but it would also give other professions with similar pre-reqs good reason to consider becoming Commandos (to get "boosted" versions of their weapons)...the key is making them use their specials, but at the same time, use our Heavy Weapon Skill mods (in otherwords, they'd have to dabble higher into Commando to use them well)...Some people might complain "But then we'd have to go dabble them to get the specials we'd need!" but that's not totally true...we'd have what we get from Marksman (which is changing in the CU) and our Unarmed Pre-req (also changing) and it would actually open up the idea of "we gain no matter where we dabble based on our pre-reqs"...as in, if we go up rifleman, we gain new specials for our Heavy Rifle...if we go up Carbineer, we gain for our Heavy Carbine...if we go up Pistoleer, we gain for our Heavy Pistol...We'd have the Heavy Weapon Mods and their specials...this would convert us into Commando versions of those other profesions (as in Rifleman Commandos, Carbineer Commandos and Pistoleer Commandos instead of just Rifleman, Carbineers and Pistoleers)...it would be like taking the "elite" professions to the next level by combining them with Commando...


5. better stats for the acid rifle and the launcher pistol


Hopefully we'll see that come out of the CU and especailly the Sandbox testing...









Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Cpl_Fisher
Fri Dec 17, 2004 3:34 pm
#11






garvin wrote:





Dewayne25 wrote:

1. Better range and melee defense


2 Things we should see via the CU


2. Faction aligned missions only commandos can carry out.


Post-CU hopefully the Devs will open to the idea of created "Commando" mission terminals like they have for BH's and Entertainers. We have proposed in the past special 3 Fold Commando'esk missions that would typically involved blowing things up.


3. maybe allow us to craft charges to blow buildings, etc up and give missions were we have to use them.


See above


4. maybe allow us to use some of the other elite weaponry. with our own unique specials. possobly make a branch of it. like move the acid rifle branch in with the flamethrower.


One goal I've always had is to see us have "Heavy" versions of all of our Pre-Req weaponry...In otherwords, we'd have a Heavy Rifle, Heavy Pistol, Heavy Carbine and a Heavy Unarmed weapon...Not only would this allow us to better use our pre-reqs, but it would also give other professions with similar pre-reqs good reason to consider becoming Commandos (to get "boosted" versions of their weapons)...the key is making them use their specials, but at the same time, use our Heavy Weapon Skill mods (in otherwords, they'd have to dabble higher into Commando to use them well)...Some people might complain "But then we'd have to go dabble them to get the specials we'd need!" but that's not totally true...we'd have what we get from Marksman (which is changing in the CU) and our Unarmed Pre-req (also changing) and it would actually open up the idea of "we gain no matter where we dabble based on our pre-reqs"...as in, if we go up rifleman, we gain new specials for our Heavy Rifle...if we go up Carbineer, we gain for our Heavy Carbine...if we go up Pistoleer, we gain for our Heavy Pistol...We'd have the Heavy Weapon Mods and their specials...this would convert us into Commando versions of those other profesions (as in Rifleman Commandos, Carbineer Commandos and Pistoleer Commandos instead of just Rifleman, Carbineers and Pistoleers)...it would be like taking the "elite" professions to the next level by combining them with Commando...


5. better stats for the acid rifle and the launcher pistol


Hopefully we'll see that come out of the CU and especailly the Sandbox testing...












I want my Launccher rifle. Imagine the carnage!



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
BravenIrish
Fri Dec 17, 2004 3:36 pm
#12

Awesome post Garvin! Ya just forgot the " " ....


Slainte!





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

M
glorydragon
Fri Dec 17, 2004 3:43 pm
#13





garvin wrote:



Dewayne25 wrote:
1. Better range and melee defense


2 Things we should see via the CU


2. Faction aligned missions only commandos can carry out.


Post-CU hopefully the Devs will open to the idea of created "Commando" mission terminals like they have for BH's and Entertainers. We have proposed in the past special 3 Fold Commando'esk missions that would typically involved blowing things up.


3. maybe allow us to craft charges to blow buildings, etc up and give missions were we have to use them.


See above


4. maybe allow us to use some of the other elite weaponry. with our own unique specials. possobly make a branch of it. like move the acid rifle branch in with the flamethrower.


One goal I've always had is to see us have "Heavy" versions of all of our Pre-Req weaponry...In otherwords, we'd have a Heavy Rifle, Heavy Pistol, Heavy Carbine and a Heavy Unarmed weapon ...Not only would this allow us to better use our pre-reqs, but it would also give other professions with similar pre-reqs good reason to consider becoming Commandos (to get "boosted" versions of their weapons)...the key is making them use their specials, but at the same time, use our Heavy Weapon Skill mods (in otherwords, they'd have to dabble higher into Commando to use them well)...Some people might complain "But then we'd have to go dabble them to get the specials we'd need!" but that's not totally true...we'd have what we get from Marksman (which is changing in the CU) and our Unarmed Pre-req (also changing) and it would actually open up the idea of "we gain no matter where we dabble based on our pre-reqs"...as in, if we go up rifleman, we gain new specials for our Heavy Rifle...if we go up Carbineer, we gain for our Heavy Carbine...if we go up Pistoleer, we gain for our Heavy Pistol...We'd have the Heavy Weapon Mods and their specials...this would convert us into Commando versions of those other profesions (as in Rifleman Commandos, Carbineer Commandos and Pistoleer Commandos instead of just Rifleman, Carbineers and Pistoleers)...it would be like taking the "elite" professions to the next level by combining them with Commando...


5. better stats for the acid rifle and the launcher pistol


Hopefully we'll see that come out of the CU and especailly the Sandbox testing...








a Heavy unarmed weapon... isn't that kinda, imposible?
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