Commando Archive

Thread: Pre-Reqs for Commando should consist of weapons we use IN the commando tree.

tacwraith
Fri Dec 26, 2003 9:36 am
#1

Master Marksman and Unarmed4.


Master Marksman makes us take Carbines4...and commando gets not carbine type weapons.


Pistols4 we do use, with launcher PISTOL.


Rifles4 we do use, with Acid Rifle (and hopefully later on, Beam Rifle).


Ranged Support4 we do use.


Unarmed4 we dont use that much, but we do use novice brawler intimidate and warcry abilities. So i guess thats ok. Would be nice to have stuff related to 'unarmed' added to commando though. (more below)



So , in my opinion, the requirements for commando should be Rifles4, Pistols4,Ranged Support4 and Unarmed4.


Commando should get, in field tactics, some unarmed move that would assist the use of heavy weapons, not some ninja move a-la teras kasi.


For example:


Larynx Chop: 3-tick duration 'action' bleed, ticks as fast as the flamethrower dot ticks. Damage per tick is always 200 a tick, that way tkasi/commandos dont get a 800/1200 damage bleed. its not strong bleed but not weak either.


Throw: non-damaging attack, commando 'throws' target 20m back. 3X delay after throw. high action cost (same as warcry1 ham cost but in action).


Parry: the commando 'Center of Being'. any melee attack the commando will parry, taking 1/3rd the damage per attack. cost of parry ability is 10 mind wounds per second, lasts 20 seconds or until commando switches from unarmed to any other weapon.


Give Commando HALF the unarmed speed mods of a teras kasi in the MASTER commando box. That will allow master commandos to at least use their unarmed4 specials fast, but the damage is still that of a brawler unarmed4 fighter. Teras Kasi/Commandos dont benefit from increased speed since the mods in the power4 box already are close to the speed cap.






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LordKalibah
Sat Dec 27, 2003 12:33 pm
#2

give us that and your beggin for a nerf
someguyonline
Sat Dec 27, 2003 3:46 pm
#3

I totally disagree with you on this one, tacwraith. In fact, I disagree with all the people who feel that the Unarmed tree is unnecessary or that we should get some unarmed moves.


Other than the launcher pistol, none of the weapons in the Commando's arsenalare like any other weapons that exist. I believe that the concept is that we need to master all weapons and unarmed to a certain level in order to be able to handle the bigger weapons. I mean, what should be the requirement to be able to use something like a flamethrower or a Rocket Launcher?


If we want to get down to real-life, someone would most likely try some smaller weapons and work out a little before they ever picked up a Rocket Launcher.


Besides, we've got plenty of skill points left over to master one other elite combat profession. You want some more unarmed, then take some TKA. You want more carbines, then take some carbines. It's all there for us, if we want it.


I think the Commando profession is very complete in terms of weapons. As soon as we get the Acid Rifle fixed, we'll be the coolest profession in town (I think we are already).

someguyonline
Sat Dec 27, 2003 3:47 pm
#4

To add to this discussion, I don't think the Acid Rifle is anything like a regular rifle. None of the rifle specials can be used with it and it's not a long-range weapon. I think the world "rifle" is deceiving in this situation, but rifle and Acid Rifles are not alike.
SoolNa
Sun Dec 28, 2003 8:23 pm
#5

Master Marksman is fine, Unarmed IV makes no sense.


Just my 2 cents.




=========================
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someguyonline
Mon Dec 29, 2003 6:31 am
#6






SoolNa wrote:

Master Marksman is fine, Unarmed IV makes no sense.


Just my 2 cents.






You've gotta say more than that. Why is all of Marksman fine, but Unarmed not? Is it because Commandos don't use any unarmed moves? If that is the case, they don't use any Rifles or Carbines either.
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