Commando Archive
Thread: A vision for a better Commando profession.
- Anti-implacment weapons and abilities
- stealth attacks that pack a punch, but at the same time leave us vulnrable against a prepared enemy
- Heavy, slow attacks
okay, here comes Soal's uber vision for Commando
Grenades
- Stacks of atleast 25
- Higher DPS
Armor
- Certified for Assult armor
- Certified for Battle armor
- Certified for mandalorian armor (at master)
Specials
- Novice Commando
- Imporved Overcharged Shot (More powerful version of overcharged shot)
- Conceal Self (Much like Rifleman's Cover ability, the Commando would go invisable and drop off of the radar while in the prone position, but cannot move or attack)
- Rifle-Butt (A melee KD attack usable with a heavy weapon equiped. Applies a KD and dizzy to the target)
- Deactivate Minefield (Hack into a minefield and deactivate it within mini-game much like the Smuggler Slicing one. If failed, entire mine-field explodes)
- Dig Foxhole (A small foxhole is created in the ground (only outside) with enough room for 2 people. Need to be grouped with Commando to enter. Gives large Ranged defense and Ranged accuracy bonus, but penalties to Melee defense. Cannot move while in foxhole. Use radial menu to leave. Despawns 1 minute after there is no-one in it.)
- Bomb droid (Ability to use bomb droids)
- Explosives Four
- Coneal group (Same as Conceal self, but any group member within 10 meters of the commando would also be concealed (same conditions apply) )
- Beam Weapons Four
- Heavy supression fire (a 10 second AOE attack that KDs and stuns anyone within AOE cone)
- Acid Weapons Four
- Deactivate Turret (Hack into Turret and deactivate it for 2 minutes through minigame. If failed, incapped by electric shock)
- Incen. Weapons Four
- Commando Melee combo (With a combination of headbuts, croch-kicks and kidney punches, the enemy's weapon is unequiped, and they get a KD and stun. the Commando is also knocked down in the combo, leaving him vulnrable)
- Master Commando
- Advanced Overcharged Shot (More powerful version of Improved overcharged shot with ArmorBreak)
- Stealth Attack (Commando can be in any stance when activated, but cannot be in combat. Commando gets to choose one attack to activate on an enemy within range, but isn't on the radar until the attack has activated)
- Deploy E-WEB automatic Cannon. (Speed: High. Damage: High. Takes 30 seconds to set up and 30 seconds to take down. during these times, Commandos are very vulnarable. Fired in10 second burststhen it overheats (5 second cool down). Anyone hit gets a KD as well as the high damage. Commando has a 90 degree radius to pick targets from directly infront of the E-WEB (With-in 50 meters). E-WEB has a AOE radius of 5 meters around the target. The E-WEB can be targeted and destroyed.)
- Advanced Commando Melee combo (Same as above, except target gets a KD, Stun and Bleed as well as the weapon unequip. Commando still also ends up on the ground)
- Advanced heavy supression fire (Same as Heavy supression fire, but along with the KD/stun, an intimidate state is also applied to the targets within the AOE)
Weapons
- Novice Commando
- Basic Launcher pistol
- Basic Rocket Launcher (KD)
- Blaster-Fist
- C-22 Grenade (AOE)
- Explosives Line
Explosives One
-Glop Grenade (AOE. Target(s)Cannot move for 5 seconds)
-Anti-personal mine (Single mine, remains in world for 1 hour until self-destruction. activated when enemy walks within one square meter.)
Explosives Two
-Cyroban Grenade (AOE, Blind state)
-Time triggerd explosive pack (A placeable explosive pack that exploads after a set time. 10 meterAOE)
Explosives Three
-Thermal Detinator (AOE, Knock-down)
-Remotely triggerd explosives pack (A placeable explosive pack that exploads after the Commando who placed it uses trigger. Cannot un-equip trigger. Self-destructs after one hour. 10 meter AOE)
Explosives Four
-Imperial Detinator (AOE, Fire DoT, KD)
-Motion triggard explosives pack (a placeable explosive pack that exploads after an enemy enters its radius. 10 meter AOE)
- Incen. Weapons line
Incen. Weps Three
- Flame Thrower (AOE, Flame DoT)
Incen. Weps Four
- Advanced Rocket Launcher (KD, Flame DoT)
- Beam Weapons line
Beam Weapons Three
- Beam rifle (Armor Break, Flame DoT)
Beam Weapons Four
- Partical Beam lanucher (or what ever its called) (Armor Break, KD, go through target and hit anyone lined up behind them)
- Acid Weapons line
Acid Weapons Three
- Heavy Acid rifle (Acid DoT)
Acid Weapons Four
- Heavy acid launcher (Blind state, AoE)
- Master Commando
- Proton Rifle (Non-AOE, high damage,low speed. Armorbreak)
- Undersling Carbine (Non-AOE, medium damage,high speed)
- Advanced Launcher pistol (KD)
-Heavy Anti-installment rocket launcher (Shoulder launched. Rather large.10 second set up, 10 second cool down.Bad accuracy against moving targets. huge damage against vehicles and installments)
- Lightning beam cannon (KD, Fire DoT)
-Proton Grenade (AOE, KD, stun, Fire DoT)
-Plasma Flame Thrower (High Flame DoT, Armorbreak)
General Modifications
- Terrain negotiation through the explosives line
- Unarmed Defense/ accuracy mods and novice and master Commando
In conclusion, i think these changes would leader to a better Commando profession over-all. From the fun factor to the usfulness, Commando would be completely worth the skill points invested.
Thanks, Soal
Message Edited by soal-farous on 05-22-2005 01:58 PM
- Heavy Acid rifle (Armor decay DoT) <---- no chance, thats just mean
Hochi-schu wrote:
Acid Weapons Three
- Heavy Acid rifle (Armor decay DoT) <---- no chance, thats just mean
hmmm, perhaps this is a pintch too mean. How about a plain 'ol acid DoT?
Great ideas, though maybe things could be taken out or changed...
- The foxhole is a great idea that has been around prolly as long as the E-WEB hehe. I guess it would require a shovel hehe, or some kit that we can make (like ranger camo kits) toc reate the foxhole. You could even go as far as to allow for a space to fit in an E-WEB
- The Beam Weapons IV would have to go. Currently Carbineers have a similar ability (even if it is broken...) and they already need some major lovin'. Instead, how about a four second charge-up, followed by a quick attack that is a cone and simply stuns them and unleashes a large amount fo damage. The weapon then could not be used for another ten seconds, and only beam weaponry can be used.
- Going along with the melee combos you have going, how about this: Must be within 5m of target. Once activated, you cannot move at all. Your character goes through a series of motions, first "disarming" the target much like the pistoleer special, then KD'ing, then finally firing off an overcharge shot with current ranged weapon. This leaved the commando with a 2x dmg multiplier on him, as well as a loss of 80 defense. However, the dmg you do would be considerable, and like a last-ditch attack.
- I fully agree with the disabling of minefields and turrets, but how about those with smuggler also are allowed to take over the turret and use it against the defenders?
- With the stealth attack, I think it would be cool to have a ranger camo kit applied first, so then you are concealed and then able to sneak up on said target.
- One ability that I think would be amazing would be to add a special to grenades called Airburst.It would randomly select a grenade from your inventory (or form your hotkey if you ctrl+ it I guess hehe), and would have a one second delay. Your character can still move however. Then the toon would toss the grenade and it would blow up prematurely, doubling the radius, damage, and status effects. Theis would have a 12 second timer on it.
So bascially we have a commando who is what he should be: a heavy infantry unit designed for surgical strikes, then retreats to reload and fire again. Also, he is can soak up some damage and switch to other weapons to maximize his damage output. Now all we need is some heavy armor......![]()
additions/changes..
heavy beam 4- we get the type of beam weapon that is on the side of clone drop ships, and the attack where we can sweap it like a huge lightsaber that stuns/dizzy/roots enemys in place plus large damage. it also has a long recharge as the weapon must cool down.
explosives 4- sonic charges. The ability to set a sonic charge on the ground that explodes in a 30 meter radius doing large damage and stun/rooting everything in the area. just like the bombs from a jedi starfighter and fired from slave 1.
I love the different trap types such as proxemity mines, motion detector charges, and the likes. being able to have someone distract a turret and you run up and waste it with a well placed charge would be awsome!
Rather then mandalorian as cool as it is, I would rather have the republic commando style armor and imperial black scout armor. maybe republic commando style for rebels that give weapon bonus' and imperial black scout that adds invisibility while moving to the conceal ability you mentioned.
The whole point of this is to use existing skills and modifiers to make our profession even. Except for the AoE i think most of the above should be pretty easy to add, that should make the job easier for the devs ![]()
Message Edited by Fartisan on 05-26-2005 10:02 AM