Commando Archive
Thread: Current SWG Commando = Assault Engineer? My modified tree
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Warmaker01
Thu Jun 10, 2004 4:27 pm
#1
IMO, the current build of SWG's Commando bears a better resemblence to Assault Engineers, infantry equipped with specialized weapons & explosives to deal with specific problems, i.e. breaching a defense or improvingit.
Well, I'm going to run with the ball... with an Assault Engineer mindset, additionally equipped with a "Commando Carbine." To be fair for the Carbineer Profession, we will not gain on our very own, certs for the Enhanced E11, Elite Carbine, and any other carbines that must be certified by that profession. If you want those specific weapons, get Carbineer. Also, I intend that our Carbine mods (speed/accuracy) should never surpass Carbineer's. We will also not get Carbineer's Accuracy While Moving bonuses. I haven't thought of any balanced specials for a "Commando Carbine" yet. Why a Carbine? It better suits my picture of a Commando and even an Assault Engineer. Commandos can appreciate the compactness, suppressiveness if needed, and ROF of a good carbine. Also, the size makes it a viable weapon for the various Commando/Assault Engineer specialties I propose. It can be slung away while various tasks are performed. Also, what this does is that it keeps the long ranged game to the Riflemen.
Novice Commando: Certifications: HAR, RL, LP, FT, Fragmentation Gren., Commando Carbine (Designation: EV-16?). Accuracy mods (only) to all these weapons at Novice.
1st Tree: Commando Carbine Skill Mod progression and specialscontinue here (Speed & Accuracy). 1/4 of our Melee & Ranged Defenses are issued throughout this tree. Utilizes Combat XPs.Title: Assault Trooper
2nd Tree: Certifications: HAL, HPBC, and LC. Skill mods for these, including Launcher Pistol and Rocket Launcher, are given throughout this tree. Accuracy in particular should be improved over our current state of Commando. If I can hit something with my heavies, I swear you will not find a more jubilant Commando than I. Utilizes Heavy Weapons XPs. Title: Heavy Infantryman
3rd Tree: Combined skill mod progression and specials for both the Flamethrower and Heavy Acid Rifle. Better accuracy is desired. If you want speed, the Commando Carbine will suffice. Again, 1/4 of our Melee & Ranged Defenses are issued throughout the tree. Utilizes Heavy Weapons XPs. Title: Shock Trooper (I love that title)
4th Tree: Certifications for grenades: Cryoban, Glop, Imperial Detonator, and then Thermal Detonator. Thrown Weapon Accuracy & Speed mods dispersed in here, but again, accuracy really needs to be improved with HAM costs that don't kill us... as well as blast radii.
--- Minefield Breach ability certification starts in this tree. Allows a Commando at the initial stage of this tree to destroy up to 2 mines with a grenade, except Cryoban and Glop which can not be used in this role. 2nd box allows up to3 mines to be detonated. The 3rd box allows up to 3 mines to be destroyed in this fashion. The4th box allows up to5 mines to be destroyed by a grenade used via Minefield Breach. No percentages except random number of mines being destroyed by this ability, of course capped at the appropriate skill box level.
---- In addition, as a counter to Minefield Breach and to supplement Commando, the certification for Mine Warfare is given in the 1st box of this tree. Minefields specifically placed and filled by ONLYCommandos of equal or better skill in this treethan the Commando who laid the minefield, gain a chance that when a character (player or NPC) walks over the minefield, no mines are lost by each "attack" by the minefield. If say, a Novice Commando with out a box in this tree lays a mine in a minefield laid by a Commando who has 3 boxes of this tree, will negate all benefits to the minefield by Mine Warfare. Base chance for mine loss negation is20% at the 1st box. 2nd box is 30%. 3rd box is 40%. 4th box is 50%. Again, if the chances "rolled" are lower than the certified percentage, then the minefield does not lose any mines "attacking" any tresspasser. These percentages also apply in negating any Commando Minefield Breach Attempts, resulting in no loss of mines by such attempts.
--- In addition, the damaging effects of mines are enhanced incrementally: 10%, 20%, and then 30% at the 4th box. Title for the 4th Tree: Combat Engineer
Master Commando, but title change to Master Assault Engineer: The last 1/2 of our Ranged/Melee Defenses are given here. Also, if the devs wish for us to add onto our damaging capability, then keep off any Def. vs. xxx mods off of us. Otherwise, give us the Def. vs. mods here, and ONLY here.
- The last and best specials for the Commando Carbine are given here.
- The last skill mods for the HPBC, RL, HAL, LC, and LP are given here. The last special for the LP is also given here. Best accuracy mods saved for Master.
- The last skill mods for the Flamethrower& Heavy Acid Rifle are given here. Increased, and best accuracy mods saved for Master. Flame Cone 2 & Acid Cone 2 (barring HAR revamp?) are certified here at Master.
- The last skill mods for Thrown Weapon Accuracy & Speed given here. Proton Grenade certification issued here.
- Minefield Breach performed by a Master Commando can now detonate up to 8 mines.
- Mine Warfare: Chances of a minefield not losing a mine when it "attacks" a tresspasser is improved up to 75%. In addition, damaging effects from a minefield laid by a Master Commando gain a 60% bonus. You want to run up and wail on that turret? Do so at your own risk without the proper clearing procedures.
Make no mistake, the majority of our work will be in the medium-short ranges. Our heavy weapons like the Rocket Launcher and HPBC can reach out and touch someone at long range, but they are consumables.
Thoughts? Or am I nuts?
Warmaker01
Thu Jun 10, 2004 4:52 pm
#2
I hate to reply to my own post, but I felt I needed to add some changes about our weapons to equalize this "Assault Engineer"/Commando idea of mine.
HAR- AP2 at the very most, but more than likely AP1 to offset the cone effects of the HAR. Riflemen have an AP2 Acid Rifle. The DX-2 Pistol has an AP1. Surely, the HAR can get an AP rating? Whatever happens, keep the HAR's AP rating below the Hvy.Acid Launcher's.
Flamethrower- With the upcoming nerf to armor, namely Composites, I say keep the Flamethrower AP at ZERO and its HAM costs to the pretty low levels.
Launcher Pistol- Just get us our own mods as suggested in my weird tree above.
Grenades- Reduce the HAM costs to grenades, increase our accuracy mods for them (as I suggest at the initial post), and please give us more grenades per item slot. 10 would be much more bearable, but I would kill for more.
Status Effects to Grenades & Mines: Include status effects for grenades and mines. KD, Position Change: Down, Dizzy, Stun, and Blind. Chances of these effects sticking should improve with better grenade/damage types and of course the crafter's skills.
Warmaker01
Thu Jun 10, 2004 5:35 pm
#3
Like a lame-o, I'm replying to my own thread again, but I need to make some changes to my "tree," so I will make in bold any corrections/additions:
Warmaker01 wrote:
IMO, the current build of SWG's Commando bears a better resemblence to Assault Engineers, infantry equipped with specialized weapons & explosives to deal with specific problems, i.e. breaching a defense or improvingit.
Well, I'm going to run with the ball... with an Assault Engineer mindset, additionally equipped with a "Commando Carbine." Firstly, why in the world do we have a Unarmed Skill requirement when ALL of our weapons and specials are ranged? I propose that the compactness, ROF, and good medium-short range accuracy of a Carbine suits us much better than the upcoming changes expected for Rifles (slower, but powerful at long range). The majority of my proposed changes require us to be in the short-medium ranges. A Carbine, i.e. Commando Carbine suits us perfectly in this role.
That is why I propose this: Change our Prerequisite skills to: Master Marksman, Master Carbineer, then onto Novice Commando. No Unarmed Skill Requirement. This leaves us with 37 skill points in this setup. With Master Carbineer, we get ranged mitigation, but I believe we rate getting better Ranged & Melee Defenses since we will be left with fewer skill points to dabble into the usual TKA. Our focus is damage output or fast attacks/suppression via the Commando Carbine.
Novice Commando: Certifications: HAR, RL, LP, FT, Fragmentation Gren., Commando Carbine (Designation: EV-16?). Accuracy mods (only) to all these weapons at Novice.
1st Tree: Commando Carbines Skill Mod progression (Speed & Accuracy & Accuracy On The Move). It will be very, verymodest in further improvement, considering we get most of our Carbine Benefits from Master Carbineer. In addition, no further specials are to be added, just a little more speed, accuracy, and accuracy on the move mods for Carbine. Also, 1/2 of our Melee & Ranged Defenses are issued throughout this tree. Utilizesmore CarbineXPs.Title: Assault Trooper
2nd Tree: Certifications: HAL, HPBC, and LC. Skill mods for these, including Launcher Pistol and Rocket Launcher, are given throughout this tree. Accuracy in particular should be improved over our current state of Commando. If I can hit something with my heavies, I swear you will not find a more jubilant Commando than I. Utilizes Heavy Weapons XPs. Title: Heavy Infantryman
3rd Tree: Combined skill mod progression and specials for both the Flamethrower and Heavy Acid Rifle. Better accuracy is desired. If you want speed, the Commando Carbine will suffice. (Deleted Ranged/Melee Defense addition in this tree). Utilizes Heavy Weapons XPs. Title: Shock Trooper (I love that title)
4th Tree: Certifications for grenades: Cryoban, Glop, Imperial Detonator, and then Thermal Detonator. Thrown Weapon Accuracy & Speed mods dispersed in here, but again, accuracy really needs to be improved with HAM costs that don't kill us... as well as blast radii.
--- Minefield Breach ability certification starts in this tree. Allows a Commando at the initial stage of this tree to destroy up to 2 mines with a grenade, except Cryoban and Glop which can not be used in this role. 2nd box allows up to3 mines to be detonated. The 3rd box allows up to 3 mines to be destroyed in this fashion. The4th box allows up to5 mines to be destroyed by a grenade used via Minefield Breach. No percentages except random number of mines being destroyed by this ability, of course capped at the appropriate skill box level.
---- In addition, as a counter to Minefield Breach and to supplement Commando, the certification for Mine Warfare is given in the 1st box of this tree. Minefields specifically placed and filled by ONLYCommandos of equal or better skill in this treethan the Commando who laid the minefield, gain a chance that when a character (player or NPC) walks over the minefield, no mines are lost by each "attack" by the minefield. If say, a Novice Commando with out a box in this tree lays a mine in a minefield laid by a Commando who has 3 boxes of this tree, will negate all benefits to the minefield by Mine Warfare. Base chance for mine loss negation is20% at the 1st box. 2nd box is 30%. 3rd box is 40%. 4th box is 50%. Again, if the chances "rolled" are lower than the certified percentage, then the minefield does not lose any mines "attacking" any tresspasser. These percentages also apply in negating any Commando Minefield Breach Attempts, resulting in no loss of mines by such attempts.
--- In addition, the damaging effects of mines are enhanced incrementally: 10%, 20%, and then 30% at the 4th box.
The 4th tree will utilize Combat XPs, and the title for tree mastery: Combat Engineer
Master Commando, but title change to Master Assault Engineer: The last 1/2 of our Ranged/Melee Defenses are given here. Change: Our very modest Def. vs XXX mods go here, and only here. It should NEVER equal to or surpass TKAor most definitely Fencer. Again, we put should be able to put outALOT of damage, so giving us great defenses will make us too uber.
- The last of the very modest accuracy & speed mods to Carbines are given here.
- The last skill mods for the HPBC, RL, HAL, LC, and LP are given here. The last special for the LP is also given here. Best accuracy mods saved for Master.
- The last skill mods for the Flamethrower& Heavy Acid Rifle are given here. Increased, and best accuracy mods saved for Master. Flame Cone 2 & Acid Cone 2 (barring HAR revamp?) are certified here at Master.
- The last skill mods for Thrown Weapon Accuracy & Speed given here. Proton Grenade certification issued here.
- Minefield Breach performed by a Master Commando can now detonate up to 8 mines.
- Mine Warfare: Chances of a minefield not losing a mine when it "attacks" a tresspasser is improved up to 75%. In addition, damaging effects from a minefield laid by a Master Commando gain a 60% bonus. You want to run up and wail on that turret? Do so at your own risk without the proper clearing procedures.
Make no mistake, the majority of our work will be in the medium-short ranges. Our heavy weapons like the Rocket Launcher and HPBC can reach out and touch someone at long range, but they are consumables.
Thoughts? Or am I nuts?
I am thinking that this makes us a "niche" player class. Steep requirements like Bounty Hunter to get to it but rewarding as a Master. Also, placing the best specials/stats at Master will keep the true perks of Commando for the Masters.
MarikRoman
Thu Jun 10, 2004 7:22 pm
#4
About changing the pre-req for commando to master marskman and master carbineer I don't think that would be possible to implament in the game nor doI want it to. How would all the current commandos work when this would be added, you suddenly lose all youe skills in commando cause you don't have any carbineer, or it tells you that you have to surrender skills until you got enough for it, I don't think anyone would like doing that. I just think that's a very bad idea.
StarNick
Sat Jun 12, 2004 12:39 am
#5
Agreed...Master Marks AND Carbineer would just be a waste of time to implent and for commandos generally in my opinion.
However....since we are Master Marksman...I see hvy weapons as a culmination of all the different combat sects....this would entail an entirely new weapon, an Assault Rifle/Carbine --- a Hybrid, just like us. That way, carbineers have their niche, riflemen have theirs, and we have ours (which is also involves BOTH...)
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