Commando Archive

Thread: Commando and gcw revamp

zetametroid
Mon Jan 24, 2005 3:28 pm
#1

this is also in GCW section. However it would really make commando funner so yea. my friend who is a commando loved this.
Gcw revamp suggestion
With all this combat upgrade stuff drawing to a close i have a suggestion for a GCW revamp which wud bring a much more star warsy feel to it. First, let me start off with the main sequence.
A)Bigger badder commandos
all commandos now have cert. for the DC/17m from the new Republic commandos game. Wats unique about this weapon is that 1.it needs energy ammo and 2. it can switch from full auto to sniper rifle or mortar weapon depending on the ammo u have inserted. This wud allow u to switch from 1 high energy shot to lots of smaller shots and give range. U also get the infinite charge pistol which does a reasonable amount of damage. than, for once using the brawler training u got, u use a effective vibro knife for melee attacks. At this point, u can become full combat and enhance these features with either rifleman(sniper mc21) carbineer(full auto mc21) pistoleer(pistol) and TKM(melee attack), or u can hear out all the other useful profs which ull need for the missions. but first, an addition to combat to balance it out. Also weaponsmiths make the weapons, detonators, and ammo for the weapons, and weapon is only as powerful as ammo, meaning the weapons stats r max stats, and more powerful ammo will only work with those max stats. Likewise, low quality ammo will only use its low stats. This adds a little more complexity.
B) more combat revamping
at the current way it is and probly still will be after CU, being a ranged prof. is about as useful as using socks in a real life gunfight. This will change. A sniper head shot, with any rifle but the novice thru tier 2 marksman one, will instantly kill unless buffed and or armored. The other guns will be very effective as well, killing much faster. So how do u balance this out. Time to move onto armor idea.......
C) New improved armor
The commando will be the only one with access to the katarm class suit(also from commandos) special suit with shield and armor, and now the shield will use a shiplike system instead of current one. Instead of added resist, the shield will have a set amount of shield hp and gen. time and u cannot damage the players ham til the shields are down. This will effectively slow down the killing with guns, and balance it out for melee players. Plus, it will give them a reason to buy PSG’s. This wont be the death of other armor, but other armor will be effective against melee, meaning ull have to think of which one u want. The old armor will still have resist for guns, but still, a large volley from various people can whittle down ham fast. This wud also give armorsmiths a new suit with various components to make for commando. Now that the combat balance issues r settled,lets move on to new commando skills.....
D) Squad tactics
commandos may kick butt with heavy weapons, but they shud also be good at squad tactics. This wud give missions much more depth, and to be a commando squad leader u have to also be by far the most broken prof. out there, which is, well, squad leader. When ur a squad leader/commando(which im sure is allowed with skill point sets) u can order door breaches and such, adding rainbow six like squad finesse, and using charges and grenades. U can also order squad members to operate a turret and plant a mine. Now i need to move on to where these are used, the true lifeblood of this, The GCW........
E) commando missions
A commando squad wud A)have to obviously be a squad to do squad missions(which are long, not short go to wp missions, I will explain) and B) need a squad leader/commando, smuggler/commando and bounty hunter/commando. The other 2 can be anything, and u cud be a novice in both of those and still do it, just wud not be terribly great in mission. Now here is the scenario for the missions. The imps are at it agin trying to make another super weapon(the devs will have to come up with that), and as a rebel commando, u have orders to undermine there operations at all cost. Then the imp perspective, Rebel cells are slowing down the construction of this weapon, take them and their leaders out. If u use any brutal, non-ethical methods, imperial command will turn their head the other way. Now that we have overlying story, moving on to actual missions. One is the shield gen. style mission, inspired from ROFJ’s endor commandos. Infiltrate than destroy a shield gen., using squad tactics, to take down the shields of an installation, than slice open the back doors and blow it up, or rendesvous with another group of players and assault the installation in non-stealth fashion. Than theres the cargo shipment mission. The imps or rebs depending on who u r, have either weapons being supplied to reb cells or parts to the super weapon(u can figure out which is which). Infiltrate a facility, and find a encrypted datapad. Of course ull have to fight ur way in and through the facillity, or u can take a more stealthy approach, or not(ATST’s keepin u down on the outside, let em taste ur rockets). once u find the datapad, ull need to slice it(with smuggler) than ur squad will recieve a wp which will be relatively nearby(tho not totally close, like a 5 minute drive). Than u will see the cargo ship. Kill the people loading cargo, than set detonators in the ship, blowing it up and the cargo. Than finally, assasination missions. they are the same except that in the cargo stage ull get the wp, but ur target is on the move. Use the BH to track him, than take him and his minions out to complete the mission.These missions wud be hard,long, and high pay in both faction and money, meaning instead of grinding faction, actually having fun getting lots of faction and money, plus have tough enemies with high xp rewards. Also, Architects can build shield generators and they can be used to interact permeably with a faction base(letting ur guys in, and not the enemy). This means in a large pvp faction base match, a squad of commandos wud be vital.
F)pvp battles
as for faction battles and stuff, the shield generator will add a little more to it and extend the strategy. Meaning that instead of having to leave behind a considerable vanguard, u can leave in ur shield gen. a commando squad and a few great meleers, and they shud be able to hold em off just a little longer, while the mob keeps them on the defense. This keeps them from being able to send a small squad out the back and just blowing up the shield gen. and base generally unopposed.
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