Commando Archive

Thread: A Revamped Commando New Skill Ideas!

Pe-Ell-Morgoth
Thu Sep 22, 2005 5:47 am
#1

We all know that Commando has absolutley no skills at this point in time. With the possibility of a Commando revamp on the horizon i think it's only fitting we should think of some new skills the Commando should get. Bigger Guns, More damage, New skills, Skill mods, etc - Commando needs it all - please post your ideas!!!!



Pe-Ell Morgoth



-GAME OVER-

&Morgwar&

GhosT

RoastyToasty
Thu Sep 22, 2005 7:30 am
#2


I like the idea as consumables in place of our specials with only one or three damage oriented or AOE specials. The only things about our older consumables was that their cost didn't justify the end result. They missed way too much (even at master and at perfect range against a stationary target) and had an inhibitive HAM cost. I would like our big damage consumables to do a big amount of damage plus 1 effect. The cost of this equipment as well as the looong cooldown timers and high SAC cost would be enough to balance this in my opinion. The fact that they are consumables would also mean no weapon switching! And it would be a good excuse to bring back our old weapon animations.

As for the specials one damage special with a 1.9 multiplier, an offensive buff like berserk, and a turret/droid/vehicle specific special that does 2X damage against mechanical targets.

Keep the LP,PFT,Proton Rifle as they are
1. Flamethrower (reduce the requirement to Incendiary Weapons II
2. HAR (fix the self blind to work as intended)

Restored and Revamped Consumables: Note, 5 or 6 second cooldown between different launchers?
1. Rocket Launcher: Master Commando
*6m radius(not cone) AOE KD
*700-1300 Kinetic Damage w/700 Heat Elemental Damage (capped)
*65m Range
*30 second cooldown (individual cooldowns)
2. Heavy Particle Beam Cannon: Beam Weapons II
*1m cone AOE 20% Armor Break
*500-1100 Energy Damage (capped)
*40m Range
*30 second cooldown
3. Acid Beam Cannon: Beam Weapons III
*6m cone AOE Blind
*500-1100 Energy Damage w/500 Acid Elemental Damage (capped)
*40m Range (I mean how far can you fling an acid beam? what the heck is an acid beam?)
*30 second cooldown
4. Lightning Beam Cannon: Beam Weapons IV
*6m cone AOE Fire DoT
*400-1000 Energy Damage w/800 Electrical Elemental Damage (capped)
*40m Range
*30 second cooldown

Grenades: Not really sure, but a few suggestions
1. Thermal Detonator:
*10m radius AOE Fire DoT
*allow the DoT to be capped at 300/tick for 3-4 ticks
2. Imperial Detonator:
*Keep as is, AOE KD
3. Proton Grenade:
*something other than a fire DoT (we have 3 of those) maybe make this into a satchel charge

On DoTs, I would suggest that the first is almost guaranteed to stick on all targets in the AOE, but make successive DoT's harder to stick.


Oh, and one more thing, Give grenades the ability to IGNORE LOS! except for structures of course, but we should be able to throw a grenade over a rock or around a tree.

Message Edited by RoastyToasty on 09-22-2005 10:00 AM

RoastyToasty
Thu Sep 22, 2005 10:00 am
#3

feedback?
Pe-Ell-Morgoth
Thu Sep 22, 2005 10:12 am
#4

Do you not think they should add any special skills to commando? As of now there are none - do you think it shoudl stay this way?



-GAME OVER-

&Morgwar&

GhosT

RoastyToasty
Thu Sep 22, 2005 10:37 am
#5

I had some skills up there. Sorry that the post is kind of long. All I can think of is:
1. A nice Damage special
2. And offensive buff
3. An anti-mechanical attack (for droids, turrets, and vehicles).

*Snares are available through other professions (maybe the cryoban?)
*KD is in the grenades and Rockets
*blind is in the acid stuff
*Fire DoT's are in the weapons and with the guaranteed first DoT idea would be useful.

I don't think we really need anything else, maybe a bleed as this is damage centric. Something like firearm strike, but it inflicts a bleed instead of KD. Also, if the weapons are consumables that takes away the whole switching weapons thing which I can bet, most Commando's aren't big fans of.
Tyyylowyspetily
Thu Sep 22, 2005 11:11 am
#6

Personally, I'd be happy enough to never see a return of consumable weapons. There is no way I'll stick around in this profession if the majority of this profession isdedicated to the use of weapons that cost me 5k to fire one time soI can do the same damageI do with a a Rifle. That part of commando is a memory I am happy to have behind me. The conversion of consumables to permanent weapons is probably the best part of the CU. The way in which it was done, is the worst part.


So, abilities?


Give us the ability to craft our own grenades, just as rangers may craft their own traps. This way i won't have to convince a weaponsmith to tie up their factories for three days just for me. At the same time, grenade stacks should be experimentable, and should be between 20 and 35 uses to a stack. The complexity of these devices should be reduced a tad also, especially the components to facilitate shorter factory run durations. Grenades other than the proton should have any identical parts now called for removed, to allow a commando to make these in the field by hand when neccesary.


While we're on the subject of grenades, I'm ok with the amazingly slow attack speeds, if and only if, they hit for massive (1500-3000) damage at the master commando (proton grenades) level, and the lesser grenades produce *much* longer lasting and equally stronger snares, stuns, blinds, and Flame DOT's. If my modified speed with a grenade is going to be6, you'd better make it worth doing absolutely nothing else for that 6 second cooldown.


Grenade DOT's should last for a minute, and all grenade movement penalties should be on 40 second timers, roots at 20 seconds. DOT's should tick away for what the grenade strikes at which should be anarrow damage range, say250-400. Remember, this places the intial strike at 500-800, which will be followed by a full minute of DOT's ticking every 5 seconds. Proton grenades should be straight 100% area damage with no associated DOT.Getting hit with a grenade should be something you 100% do not want to happen. If Jabba had seen an SWG thermal detonator in his palace in the hands of a Bounty Hunter trying to negotiate price, he might have died laughing right then and there. Not even 3PO would have been scared by it. That needs to change.


Elemental damage needs to be increased by about 50% on all commandoweapons.


Master Commando needs to receive a speed boost to heavy weapons, something in the order of +15. Heavy Weapons Accuracy also needs an increase, something in the order of another +5 per box in the acid line, and another +10 at master.


Commando should recieve 100% AOE with a PFT, 40% AOE damage with all other heavies now so equiped.


Since our special abilities are apparently to remain tied to our weapons, some more diversity in those effects would be very much appreciated. I'd like more than fire dot's, a single target KDand blind. Since we are tied to the melee professions, armor break of some sort, or intimidate would be prime candidates for weapons like the PBC and launcher pistolthat currently serve no function past novice. The damage output on these doesn't need to increase, but there should be utility built into them that keeps them useful even for master commandos. Other professions find low level "special attacks" useful past novice. Our weapons are our specials, so so should we.


Commando needs to have at least a couple of special attacks. Possibly one at novice, and another at master. These should be on par with the rather weak damage output that a pistoleer gets. If you want more damaging specials than that, you'll need another ranged profession, but at least melee hybrids won't be completely worthless.


There should be as, many have stated, a master level version of the Rocket Launcher. No AOE, just kinetic and heat Damage, no KD. Call it whatever you like, call it a railgun for all I care, but make that, and the proton rifle both craftable, even if it's with limited use schematics.


Make basic Center of Being useable with heavy weapons equiped. We're required to learn it, let us use it.


I'm pretty tired of banging my head against a brick wall when it comes to threads like this though. It's mostly like spitting into the wind. I'm sure a majority of commandos feel the same about now, so don't be super surprised if the responses are limited- it's through no fault of your own, we've all just been down this path of "what do you think we need?" about a hundred times each.





Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

kifue
Mon Oct 03, 2005 9:07 am
#7




dito.... and dito....



I was about to drop commando before seeing this thread and discussing it with some others in game. I am master commando/mcm, and I can hit harder with my bowcaster at novice rifleman with a basic head shot (the only special I have since that is as high up on rifles I can go without dropping commando/mcm). At this point the only reason I'm using the commando is to grind out and cash in xp, if I get into a real fight I have to pull the bowcaster out. If I had known that commando was going to be so weak I wouldn't have dropped bh/rifleman......


I'M A MASTER COMMANDO HERE????


..... shouldn't I be able to compete on the same level as any other master, leaving it to the skills and abilities that I have learned using the profession to win or lose a fight with a swordsman, pistoleer, or even a jedi? (crappy on at least)


Well enough of the vent. I agree completely with the other posts on this thread and the others I have read so I don’t want to duplicate.... the max damage on the weapons has got to be bumped up to at least over 1k. My bowcaster max damage is over 1k, I think the max out on most of my commando weapons are under 500. And for consumable weapons, make them for a special purpose, ie. Taking out a vehicle moving (missiles that track) for pvp play, incorporate it into base take down (commando may already be, I’m not an expert here, but say a consumable weapon for that purpose along with the slicers and de’s). I would be happy on the consumables if they could only target specific targets such as turrets only for high explosive rockets, as long as they are labeled as such on the weapon description, so that I know what I am getting.


I do believe that specials should be available simply for the sake of alternate style fighting. If walls and vehicles are going to start spawning as enemies ingame, then sure, just give me some heavy weapons and I'll be happy. But what happens when you end up in a cave or need to grind on some faction npcs??? If specials where made available to the commando it would give the commando the ability to gauge the fight accordingly……


“hit them with an acid area weapon and produce a dot…. Now you got 4 blind npcs… switch out to your ranged weapon grinding each one down a little with the specials given to you with master commando that can cross over and be used with general ranged weapons… then finish them off with a big chunking grenade”


….. clearly we can’t expect a commando to be able to wield a rifle, carbine, or pistol at the same proficiently as a rifleman, carbineer, or pistoleer, but giving a master commando say half the damage of those professions by utilizing a krayt carbine or bowcaster using specials obtained in the master commando tree would greatly improve the professions survivability in an all out war.


Specials to use on all ranged and heavy weapons…..


Heavy Weapon – Braced Shot = take a knee, using timer like sniper shot in rifle
Heavy Weapon – Rapid Fire = Since commando’s should be slow… this should be on long recovery timer kinda like stims… that way it could not be abused.
Heavy Weapon – Stock Hit = you give us the melee then taketh away, let em get close and POW ranged/heavy weapon stock to the face. Yeah, my weapon may not hurt you that bad at ranged, but it will teach you pole arms from getting too close too me. Weapon stock to the face could create damage greater than the weapon if the commando weapons high end does not get a facelift… should definitely do knockdown.
Heavy Weapon – Baseball Swing = yeah you heard me, baseball swing…. You gave me melee, let me use it… with heavy weapon or rifle/carb in hand, grab hold of the barrel and WHAK….. Don’t get that close to me fencer…..



Just some ideas…. I could go on for ever but unless we get some positive feed back and a slat on the dev cycle….. I’m just grinding




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