Commando Archive

Thread: Concerning missing styles for our primary weapon: the launcher pistol

TarionBesbald
Tue Aug 19, 2003 11:43 am
#1

So... every hybrid/elite profession gets their own styles for their primary/secondary weapons...


why are commandos forced to train in the pistoleer tree after spending that much skill points/exp/timeto become a commando?



the commando heavy weapons spec treeshould have added:


+pistol accuracy, about 40 in total


+pistol speed, about 20 in total


pistol styles, like e.g. "Foot Hit - knockdown, Full Assault - massive dmg like stopping shot"... and, of course, a bleed shot


a commando should get styles allowing him to target each pool of the enemy with his LP... at least action and health


or they should get an attack affecting all HAM-bars at once, like Fan Shot from the pistoleer tree but a bit more powerful, perhaps at master commando?



but- Commandos should N O T be forced to take the pistoleer tree in order to be able to get some decent skill boni...


i hope one of you DEV's reads this... and i hope ppl agree with me on that issue.




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Tarion Besbald - True Elder Jedi (the little boxes made me do it!)

Radweizen - Meeeeeeedic!

Tredon Paplexbo - xpendable stuff INC

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Riddler
Tue Aug 19, 2003 11:55 am
#2

yea all commando's are in a agreement that we should have our own styles and mods.



TarionBesbald
Tue Aug 19, 2003 3:53 pm
#3

*bump*


come on guys, don't betoo lazy to write down some ideas




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Tarion Besbald - True Elder Jedi (the little boxes made me do it!)

Radweizen - Meeeeeeedic!

Tredon Paplexbo - xpendable stuff INC

Vendors (Loot, Weapons, Armor, Robes, Crystals, Rares...): -2763 5963 Naboo, Weltenbrand

dunkan44
Tue Aug 19, 2003 4:10 pm
#4

C4. Commandos should be able to sneak up to a target, plant a bomb and run. Thats what comes to mind when I think of one, the ability to neutralize large targets.



Ingame Name--> Dreydin CoE
TarionBesbald
Tue Aug 19, 2003 4:15 pm
#5

like turrets, installations etc...


but i think that's rather a secondary issue for now as very little people have the chance to access these expensive faction installations




- - - - - - - - - - - - - - - - - - - - - - - - - -

Tarion Besbald - True Elder Jedi (the little boxes made me do it!)

Radweizen - Meeeeeeedic!

Tredon Paplexbo - xpendable stuff INC

Vendors (Loot, Weapons, Armor, Robes, Crystals, Rares...): -2763 5963 Naboo, Weltenbrand

yrthegoodnamestaken
Tue Aug 19, 2003 4:17 pm
#6

Commando's should get terrain negotiation and burst run bonuses put under field tactics (not too much though, we wouldnt want to outshine our ranger/scout friends in that department). I also thought that they should get some kind of skill related to cover that allows them to be concealed, but that ables them to crawl while being concealed. If you really wanted to get crazy they could be given the ability to craft an item that would "survey" the area for enemies, a kind of gps system (commandos are used for scouting). The higher your skill in it the more info you get on enemies and the farther you can scan. That last idea might infringe on scouts though. Or you could give them the ability to make a device that would "mark" an enemy installation and give bonuses to hit and damage for the commandos group (commandos are also used for target painting). I used to think that commandos should be given more melee/ranged defense to reflect on their intense training and survivablity, but I realized that mastering markmen pretty much tackled that area. Commandos are also used as light support in the army. They should be given a support weapon that is effective against infantry (if a carbine is equivilent to a assault rifle, then something equivilent to a mini gun). Something that could cover a cone like area and fire ultra fast, all though not necessarily to accurate. How about something like c4 explosives that has a 0 range, takes a few seconds to go off, has high splash damage, and does high damage to installations. One more thing...Field Tactics sounds like it should be a powerful combat tree. How about putting some bonuses and skills in there that would actually be related to Field Tactics and hence make the tier worth taking.

Sinron
Tue Aug 19, 2003 5:01 pm
#7

"come on guys, don't betoo lazy to write down some ideas"



Why its apparent the Devs dont have a clueabout how to operate a commando or what a commando should do. Frankly why bother wasting your energy typing out a few ideas when they go un-noticed.

TarionBesbald
Tue Aug 19, 2003 5:06 pm
#8

perhaps uncommented, but *i hope* not unnoticed...


however, shutting up and doing nothing will help no one




- - - - - - - - - - - - - - - - - - - - - - - - - -

Tarion Besbald - True Elder Jedi (the little boxes made me do it!)

Radweizen - Meeeeeeedic!

Tredon Paplexbo - xpendable stuff INC

Vendors (Loot, Weapons, Armor, Robes, Crystals, Rares...): -2763 5963 Naboo, Weltenbrand

HiyaEiseiKaishi
Tue Aug 19, 2003 5:45 pm
#9

A few things...


instead of pistol accuracy, the launcher pistol line that we want needs to just give heavy weapon's accuracy (maybe in Heavy Weapons support?) and make the LP run off of that. makes sense, dosen't it?


Next, most of those ideas r wishes, and farflung ones at that. Worse, most of em infringe on scout type stuff. Need things that are generally useful, but not taking away from others. my ideas...


Bonus hit to Armor!! Rig it to where the higher the armor class of a weapon, the MORE damage commando weapons do (perhaps not acid rifle and flamethrower, thou thatd be kewl ). Yes, the MORE armor, the MORE damage it will take to our weapons, the opposite as everything else. Why? We're 'sposed to take down large armored targets, why not make it so!


thats all i got at the moment, keep thinking guys, but keep it realistic. C4, ain't gunna happen. stealth...nope, not that either. u can dream, but dont be disapointed when it dont come tru.



Hiya Eisei Kai'shi Clan Kryshi


Commando of War


"If one guy calls you a Hutt, ignore him. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice." –Corran Horn


yrthegoodnamestaken
Tue Aug 19, 2003 5:56 pm
#10

Were aware that alot of the ideas are infringing on the scout profession (I've stated that myself many times), buta commando is a scout in many ways. He is proficient in running through the wilderness, as well as recon. Ignoring these abilities is ignoring what a commando really is. The dev's can do a couple things. They can implement these scouting abilities into the commando (only small bonuses so infringement is limited), or they can change the name of the profession to demolitions expert because thats all this class would be. If they did indeed put some scout skills in, they can make commando a hydrid class extending from scout instead offrom brawler (its not like they get any unarmed bonuses anyways). I wouldnt pay to much attention to the minor infringment factor I'm proposing; if you take a look at bounty hunter you'll see it infringes much moreon a number of other professions.

TarionBesbald
Tue Aug 19, 2003 6:18 pm
#11






HiyaEiseiKaishi wrote:

A few things...


instead of pistol accuracy, the launcher pistol line that we want needs to just give heavy weapon's accuracy (maybe in Heavy Weapons support?) and make the LP run off of that. makes sense, dosen't it?


Next, most of those ideas r wishes, and farflung ones at that. Worse, most of em infringe on scout type stuff. Need things that are generally useful, but not taking away from others. my ideas...


Bonus hit to Armor!! Rig it to where the higher the armor class of a weapon, the MORE damage commando weapons do (perhaps not acid rifle and flamethrower, thou thatd be kewl ). Yes, the MORE armor, the MORE damage it will take to our weapons, the opposite as everything else. Why? We're 'sposed to take down large armored targets, why not make it so!


thats all i got at the moment, keep thinking guys, but keep it realistic. C4, ain't gunna happen. stealth...nope, not that either. u can dream, but dont be disapointed when it dont come tru.



Hiya Eisei Kai'shi Clan Kryshi


Commando of War


"If one guy calls you a Hutt, ignore him. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice." –Corran Horn








i'm afraid it won't work that way, because what hurts more? getting hit by a cannon with 0 armor or with 20 cm of steel armor?


right, both hurts the same because the shot goes through


make 2 kinds of LPs, one at novice commando, ar light


and one at master commando, +20-30% damage, armor rating medium



and add it to the heavy weapons tree, ok


but it still needs styles, period.


styles like body shot, health shot, stopping shot, low blow



so the primary issue remains:


we do not want to be pistoleers, we wanna be commandos






- - - - - - - - - - - - - - - - - - - - - - - - - -

Tarion Besbald - True Elder Jedi (the little boxes made me do it!)

Radweizen - Meeeeeeedic!

Tredon Paplexbo - xpendable stuff INC

Vendors (Loot, Weapons, Armor, Robes, Crystals, Rares...): -2763 5963 Naboo, Weltenbrand

Grimhelm
Tue Aug 19, 2003 6:47 pm
#12

As far as the infringement on scout goes, I say if you want the terrain nav skills, put some points in to the scout tree. Thats what I did. This profession should be powerful because of its weapons and their ability to inflict massive damage on those we choose to smite with them. Personally I think they should combine the flamethrower into one of the other trees, either with the acid rifle or with the heavy wapons, and then devote an entire branch of our tree to the LP since it is our primary weapon. I also have a question, is all blast damage supposed to be area of effect, or is that just with certain weapons?



Col. Kris Isengard

SalSlak Corp.

Kill one, and your a murderer. Kill many, and your a conqueror. Kill them all, and your a God.
Metatron77
Tue Aug 19, 2003 7:05 pm
#13

I'd like to see an ability i call "entrench." Slap it in the field tactics tree because it would make most sense there. The skill would be similar to take cover but would prove a huge defense vs range bonus but lets say it takes 20 seconds to set up and maybe 10 seconds to stop being entrenched. An entrenched commando would be imobile. The application of this might be like in a battle situation before the fight goes down to set up and wait for the coming army. Also having a commando set up entrench and have another person pull an AT-ST to them (assuming we will someday actually have bonuses to taking down the heavy armor junk)


Clearly the LP needs to have its own stuff but i'd say actually no knockdown. It's such a fad that i think we as a player community are coming to feel a need for it. Let's break that before it sets in. I'd like to see maybe a high end blind that would SERIOUSLY decrease accuracy for huge amounts of time (an explosion right in front of your face would blind you for life, but thats just not possible obviously). Maybe some pool specific damage but I'd say if our damage is significantly increased we should only be able to attack a single pool, most likely health.


I'd rather not see a pistol whip esque ability but we do need something for our work in unarmed (especially now that you can't use vibro knucklers unless you are a TKA novice). I'm just not sure how to solve this one, anyone have any ideas?

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