Commando Archive
Thread: Starnick!
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Samun
Tue Oct 04, 2005 5:16 am
#1
If they're going to stick to the "Weapons define the Commando" thing, then I really like ideas that you have here. I hope this gets passed along
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jmonty
Tue Oct 04, 2005 8:26 am
#2
"Commando'srun up behind someone who isn't paying attention and tie a satchel charge to them and run away giggling"
lol, i really like the sound of that.
"flamethrowers/plasma throwers shoot liquid or plamsa at you, it does very little initial damage, however the burning effect (dot) is what kills you."
i like that idea.having the dot start small and increase after a few ticks would makealot of sense, to me.
and on a different note:
the the idea of opposing faction assasination missions has been kicked around before but has anyone ever considered giving that type of content to commandos? i mean, commandos should be used for going in fast and with guns blazing, and then getting out the heck out of dodge before the reinforcements come in.getting hitsonplayers with the opposing faction rank of colonel is probably too much to ask for.
Cpl_Fisher
Tue Oct 04, 2005 12:41 pm
#3
For some reason every time I try to PM you my comp freezes...
anyway, I am now working 95+ hours a week and it seems I missed the train on Helios.
Can you try to get my ideas in though?
1. Reevaluate commando's role. This may require changing the prereqs to say Master Marksman. To make sense of the unarmed prereq, let commando's have the ability to use melee specials, in melee range, with rannged weapons. Commando's New mission statement. Having mastered the basics of all major conventional ranged weapons, Commando's have learned to used exotic weapons and tactics to find creative solutions to old tactical battlefield problems. i.e. Rangers appear to have finaly fulfilled the missing role of a light infantryman, Commando's are shock troopers. Fear is our biggest weapon. Rangers place booby traps and wait in the bushes giggling wait until a poor SOB walks by. Commando'srun up behind someone who isn't paying attention and tie a satchel charge to them and run away giggling..... Hybrid combat proffessions are the base, elite ranged proffessions flesh them out, and allow them to specialize.
2. reduce redundancy in weapons specials. Launcher pistols (and advanced versions), damage a small 6m radious around the target. Rocket lanchers don't find and exploit a vulnerability in armor, they blow a hole in armor and create a vulnerability. (armorbreak and they don't need a more powerful advanced version, maybe one that is more accurate though?) HAR's are chemical warfare weapons, Chemical weapons like nerve gas don't do that much actual damage, they create fear and slow combat operations because it takes time to decon all your gear. they produce an aoe intimidate, and a very weak snare, similer to kneecap shot, but do very little actual damage. flamethrowers/plasma throwers shoot liquid or plamsa at you, it does very little initial damage, however the burning effect (dot) is what kills you. dramatically reduce reg enrgy dmage and increase the elemental damage accordingly. Increase the dots to a feared level... 350-400 a tick. it needs to be superior to CM's duet toss. The proton rifle has one purpose, hurt one target a LOT. jack up its damage considerably. Grenades are personal indirect fire weapons, they shouldn't need LOS. leave them alone other than that for now, play with there timers and damage to balance them after that change has a chance to settle. a new "grenade" called a satchel charge, it requires a zip bar to place, and goes off 5 seconds after placed, producing a very powerful blast similer to sniper shot with a tricked out T21 except it does it in a 6m aoe radious. at master, commando's learned to place it so it focusese the blast against a single target, making it even more deadly to it. if a commando is hit while placing, it blows up inhis face, doing the damage to him instead. If the satchel charge is hit before it detonates, it is simply destroyed and is a dud.
3. a single special at master, callled heart of the warrior or something, Basically, it avoids incapicitation for a minuteat the cost of all mind, and increases incap timer by 2 mins, and the incapicitation can't be avoided, it drains to much out of the commando to continue to fight on after someone with lesser training would have simply collasped.
This is a lot of ideas, and may be to much to use all of them, so please feal free to pick and choose the ones you like. Thank you for your consideration.
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