Commando Archive
Thread: The Mad Dreams of a Crazy Commando
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CIO_DarkSaber
Sun Jun 20, 2004 6:43 pm
#1
I'm kind of a newb around these forums, but I wish to speak my mind. I think that commando is supposed to be a much more powerful PvP prof than it is. I sat down and thought about what commando would look like if I made it, and this is what I came up with. I know most of it is pure wishful thinking cuz the devs just won't do it, but it's still nice to dream =).
-- Field tactics tree:
*Unarmed tactics: being able to bludgeon other people with the weapon you're holding...maybe even give us bayonets, good way to finally put knives to use =).
*Grenades: applies states to other people.
*Possible Cover state a la Rifleman: cuz grenades are usually thrown from under cover.
*MORE MELEE DEFENSE...I'm sick of being so vulnerable to the TKM's when we HAD Unarmed 4 as a prerequisite. Flamethrowing has nothing to do with having to have ground for Unarmed 4 to get this profession. =)
-- Heavy Weapons tree:
*E-Web...we'll prolly be sharing this certification with SL's, no surprise there.
*Rocket launcher: My idea on this was really cool. I think this should be reprogrammed to where a rocket launcher shot will explode against ANY solid object it contacts (including the ground), whether or not it's anywhere near its target. Anything within a certain distance of the shell's point of contact with the solid object, will be affected (i.e. blast radius). At the lower levels, it would just deal out minor splash damage (proportional to distance from explosion, armor and defense reductions, any other solid objects to shield them, etc), probably a KD to the less protected folks in the blast area, but as the level of mastery increases, the size of the blast radius increases and it starts dealing out Stun, Dizzy, and Fire DOT to targets too close. At Master Commando, the explosion automatically KD's anything within 15m, with Stun applied to most and even a third or fourth possible random state, and HEAVY splash damage and wounds. At this level a shooter also becomes more likely to actually hit his selected target thanks to Homing Missile certification =), but that won't be missed because even by missing the target, a rocket launcher can deal out plenty of grief just by "dumbfiring" past his target to hit a wall behind him or something. Now THAT'S a rocket launcher.
Of course heavy melee defense and action pool penalties would probably have to be applied to the user of this weapon while equipped to compensate...but it would be sweet to have a launcher like this. NOTE: launcher effects would be applied to EVERY player and NPC near the explosion, not just enemies, so watch where you're swinging that thing.
*Launcher pistol: Get rid of them. I don't think anyone will really miss them.
*Beam cannons: see above.
-- Shock weapons tree: Might as well combine Flamethrower and HAR into the same tree if they both require Heavy Weapons XP and aren't that good anyway.
-- Specialty weapons tree: Here's my idea. I notice that some of you guys want an assault carbine, others an assault rifle, others a repeating blaster, etc for your heavy commando weapon. I think this is OK because we still have other heavy weapons to play around with as pure commandos, but a lot of people still tend to lean towards pistol/rifle/carbine/TKA. I see some people complaining that this violates the "mentality" of what a commando is supposed to be. But isn't a game like this supposed to be about choosing your own preference and path and enjoying it? That's what I think an MMORPG should be...something where you can enjoy what you like doing. I'm very passionate about that. And if people still want to combine their favorite basic weapon type with commando, shouldn't they be allowed to do so and not be so severely limited in their choices by a profession?
So I say throw a heavy variant of each of these basic types into the Specialty Weapons tree, and along with Unarmed Tactics over in the Field Tactics tree, this allows commandos to go "heavy" and still stay with their favorite basic weapon type (pistol/rifle/carbine/TKA).
Stick a new Specialty Weapons XP into there, and when people master this tree, they'll be able to use all three specialty weapons but will only really be effective with whatever kind of weapon they've already mastered the elite profession for (pistoleer/carbineer/rifleman), like the BH pistols/carbines tree.
SP limits will either allow you to master one and ALMOST master a second of those elite profs and still get Specialty IV in Commando; or if the best of the skill mods for the Specialty tree were put in Master Commando, a Specialty Commando going for those juicy mods would have only enough SP to stick to only one type of specialty weapon, but would also (since they're Master Commando) free them up to use the rest of the commando weapons available. This means that either you've got Specialty-line commandos who excel in two of the basic weapon lines, or Master Commandos who have all the heavy weapons at their disposal, plus one basic line. And for these specialty weapons:
*Repeating blaster for Pistoleers
*Imperial Heavy Repeater for Carbineers (the weapon from the Jedi Knight series)
*Tenloss Disruptor Rifle for Riflemen (also from JK2 and 3...very cool weapon, maybe we can even get a disintegration effect for a killshot with one of those things)
*Imperial Heavy Repeater for Carbineers (the weapon from the Jedi Knight series)
*Tenloss Disruptor Rifle for Riflemen (also from JK2 and 3...very cool weapon, maybe we can even get a disintegration effect for a killshot with one of those things)
I also like the idea I heard of an optional grenade launcher attachment for these weapons. They could probably make such attachments for all three weapons, and just make their range proportional to whatever gun it's attached to. (e.g. a pistol couldn't have a very big launcher attachment without becoming unwieldy, so it would be small and thus limited in range like the pistol).
If I actually have any good and/or realistic ideas in there, feel free to expand upon them. If I'm just full of mad dreams...well, hey, just enjoy the thought of what commando could be, even if it won't ever happen =). I just thought I would lay down my ideas for commando and see if I could get some feedback (or some laughs).
Raptor2k1
Sun Jun 20, 2004 10:29 pm
#3
*Repeating blaster for Pistoleers
*Imperial Heavy Repeater for Carbineers (the weapon from the Jedi Knight series)
*Tenloss Disruptor Rifle for Riflemen (also from JK2 and 3...very cool weapon, maybe we can even get a disintegration effect for a killshot with one of those things)
*Imperial Heavy Repeater for Carbineers (the weapon from the Jedi Knight series)
*Tenloss Disruptor Rifle for Riflemen (also from JK2 and 3...very cool weapon, maybe we can even get a disintegration effect for a killshot with one of those things)
Just as an FYI, the Tenloss Disrupter Rifle is already in-game, it's the rifle from the geonosian dungeon.
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