Commando Archive
Thread: My Vision of What a Commando Should be.
Ok, now i Posted something this in another thread, but it Got over looked and was off topic...hehe
The New Commando Skill Tree!
Ok, Now lets start From Left to Right:
Grenade And Unarmed Combat Branch- Field Tactics:
Grenades-ThisBranch would Still Contain our Grenade Cert's and Grenade Skill modifiers, such as Accurasy, Speed, and Range. In Addition to Core of the tree There would also BeSpecial techniques that can be used with Grenades, For Example -A) Delayed Throw Where the grenade would Explode in the Air Above its targets, This would have the Effect of Reduced(or incresed) damage and Cause a Short Dizy and Knockdown /Forced Posture Changeto the targets within the area, at the Cost of Mind and ActionCost to the user(i know Holding a Live grenade longer then i Should would make me nervous). B) A Multipule Grenade throw, Perhaps Even just 2 grenades. This Would Cause Additional Damage and a Stun Effect to the Targets involved
Unarmed Combat- Ok, Now to Adressour Unarmed PreRequsite training. A Commando Should be More skilled in unarmed Combat then just any "Run of the Mill" Brawler. So Within the Same line as grenades, A Commando would Gain additional bonuses to Unarmed combat Such As Enhanced Speed, Enhanced Toughness, and Increasing Damage...Now In Consideration Of the Commando, TKS hybrids out there It is not my intention to Create Some Kind of "Super TKS" or anything. So What i Propose it The Addition of a Special Cert for a Comando Spesific Unarmed Weapon, Perhaps Gloves, Blades, Combat BootsOr Choke cords (hehe i like this one, dunno how combat would look tho
) That HaveUnarmedStats Slightly-Moderatly better then Vibro Knucklers. This would Alow the Comando to Become Viable at Unarmed Combat While not threatening the TKS as the "Unarmed Gods" of the game, And Would make a TKS Comando Hybrid Only A bit More Powerful then Either of the two base Classes on their own (As it Should be). On this Tree Would be a Series of Special Moves that Can only Be used with the 'Commando Certified Unarmed Weapons'tmSuch as, A) A SpiningSweep Kick, This attack would Be Designedas a ShortKnockdown the Targets in that are Point Blank to the Commando(read Area) and Cause Action Damage to the Legs and Feet. B) A Torso Kick, This is An attack that Would Push the Target back away from the commando while doing Good Health damagewith the effects of stuning and Causeing the Target to Drop and Pause (to catch their breath) C) A Head Kick / Choke Throw(in the case of a Combat Cord
) That would have the Effect of causeing Heavy Mind Damage and a Short Concusion / Bleed (DoT). D) And At Master Commando Level Would be a Suprise Strike, This is Intended to be a First Strike attack Causeing "Big Damage" and Cannot be usedAfter Combat is Already engaged. Ok Now with that Out Of the Way...
Commando Small Arms Specialization:
This would Be a NewBranch based of Combat EXPthat Takes All the Training The Commando gained frommaster Marksmen training, and Expands on it. At each level there would be a reasonable Bonuse To All Pistol, Carbine, andRifle Speed and Acuracy (lets say 10 the first 2 boxes, 15 the last 2, and 25 at master Commando...for example) And Would have some Commandoish Special abilities. Offhand i can't think of anything Unique tho, So Use Some imagination for me
There would be a Pistol Skill at level 1, a Carbine at level 2, a Rifle skill at level 4, and a Universal Skill at Master Commando.
Heavy Weapons-Linear Weapons:
This Line would Be Designed for the Heavy Weapons with a Linear Attack Charicteristics(straight line) Such as Beam Cannons, Heavy Gatling Guns, Rocket Launchers...Ect. This would Eliminate the Redundancy of having Two Identical lines for two Spesific different weapons in the commando Tree and Open up the Ability to use some Special Attacks With all the commando weapons (including those we havn't even seen yet). So Basicly if the Weapon Has a Linear(straight line) attack patern it Qualifies and Benifits from this Line. Furthermore All the Acuracy and Speed bonuses listed for all the unique weapons currently in would be GONE!(it amazes me they would handicap themselves like that, Speaking from a programers perspective) An instead there Would just Be starting at Novice Commando Heavy Linear Weapon acuracy and Speed Bonuses to Simplify and help solve the "i miss too much" speak. Specials would include: A) HeavyAim- Exactly what it Sounds like, Increases the Chance to Hit and Damage of the next Attack, Think Overcharge Shot and Aim Combined (it is a Heavy weapon after all
). B) Contunuous Straif Shot- An attack that thatSeriously Lowers the Delayof the Attack in Favor of increased accurasy aimed at multipule targets in front of the Commando...Think Rambo C) Ground Fire- An attack Aimed at theTerain Near an Opponent intended to Stop the Target, Knockthem Down, and/OR Cause a Stunning+Dizzy effect. (Black Hawk down "RPG!" style
)Causeing Combo Damage to HAMOf Course the Weapon type used would Play a Part in determining what effects it has on the target...Oviously a Macine gun isn't going to Knock you down(at least not indirectly
) but it will make you stop and Duck...You get the Idea. D) Heavy Aim 2! -Gained at MasterLevel...Faster, Stronger, More accurate...any questions?
....A Second Straif Fire Could be added As well.
Heavy Weapons- Fluid Weapons:
And Finaly this Would be a LineDealing with All the Heavy Weapons that have a "chaotic" Attack patern, Such as Flamethrowers, Acid guns, Lighting guns...Ect (Would love to see a "freeze" type gun here, Liquid nitrogen like) As with The line Layed out above, this Line would also be simplified to "Heavy Fluid Weapon" Damage and acurasy bonuses that would apply to all the Heavy weapons not in the other group. These kinds of weapons should have a very Short delay and be designed for Close to mediumrange combat.Well Crafted weapons of this type should have an Armor rating and a Damage multiplier reduction to them, Making them More stable in the face of Melee combat.Weapons in this line would have Specials Designed more for Close and medium range special attacks, such as: A)Envelope Shot- This is an Attack the Completly Douses the target Causing HEAVY damage and a Short Dot. B) Spray Shot- An Area attack aimed in a Wide Cone infront of the Commando Causeing Moderate damage. C)Splash / Arc Shot- A targetable Area Attack, that gains an Acuracy bonus to be used at a range. the target is hit With a Very heavy amount of damage and all enemies near the target Take Good damage as well, Including the commando if he were so foolish to use it in close range. D) Envelope 2- Faster, Stronger, Meaner...Questions? E) Spray Shot 2- Bigger and Stronger, With Such an amount of "attack" energy Being released from the commando All the Enemies in the Area effect of this Attack are Knocked Down and Blown back.
OK THE END! ![]()
I Hope some of you like my Visions of what commandos Should be, But i am Sure other won't. Just understand, this is what i Imagine when i Think in Comparison to Bountyhunters, Pistoliers, Teras Kai Artists and Creature handlers. They May all be Elite Classes Designed to Do what they Do best, But the Commando Should be the Elite Combat Class. Not Any better then a TKS in Melee, Not better then a Riflemen at Long range, and not a better gunfighter then a pistolier...But Having Learned and Expanded From the Same basic training as they have, and have Grown beyond the basic training into their Own form of All around Combat Specialist. While Some of my Suggestions Might sound Overpowered or un-needed(or whatever) Just bear in Ming SWG is a Galaxy where any Melee Combatant can Kill you as soon as they get in range, any Marksmen Can shoot you from a Distance and KEEP you at a distance, So in Comparison I'm just trying to Fill in what is fair ![]()
I Appreciate All Feedback and Ideas, So Please tell me what ya all think ![]()
/bump
Thanks Doc and Drakeal, I am glad you like my Stuff
Hehe, With the new Knockdown nerf, Alot of this Stuff isn't near as powerfull as i imagined when i wrote it...Probably makes it Even better now ![]()
I left out Some things like Stealth and "Sachel Charges" for Example that i think would Make a Worth adition to the Apropriate lines...I imagine the Devs have a Set Opinionon Stealth Classes (there are no PVP able stealth abilities at all) and if they want to add Sachel Charges, then they will, Many of the beta testers Realy liked the Idea all together and many Loved suggestions like: Commandos Having "commando Missions" where they would like sneak out to Dangerous locations(factional basesmaybe)and take out a Spesific Structure or target using Demolition charges and then Sneak out before the bang. There are ALOT of directions The cammando can Go in....And at this point All of them are "Up" in comparison to where we are now ![]()
Honestly this is a Bump tho, I put Alot of thot into This at points, a rare occurance for me on mesage boards
so iwanna keep it on the first page for a Few days...You All can help me out By Replying when you Check it out...Even if you reply Something like :
Great Stuff! ,
Dude! What the Hell are you Thinking?
I Don't Like it, Sounds like a Some Sort of...Commando? ....*snickers*
I Love it! It actualy Sounds like a Commando!
Um no! Never Gonna happen! ![]()
...ect, I'm Happy with just about Everything...even if ya wanna flame my grammer and Spelling ![]()
You wanna bump? Well here goes:
Commando missions with blowing up stuff. Sounds like fun! Therefore, it'll never happen.
ok look jediquic first of all they would have to fix the commando skill tree before implanting your skill tree that i think is a stupid skill tree(just my opinion)
second of all i think the skill tree of the commando is good like it is nowonly need to be fixed that all,well see later if they need some balance
and third i dont think they would change a whole skill tree...
finaly i just want this class to get fixedthat all i want for now cause everybody that i saw commando dont play much anymore if at alland it's kind of disapointing....![]()
Heh, in responce to Psycho ![]()
1. Agreed. They need to Fix commandos in General before they even think about balancing at all...ya got me there ![]()
2. Pretty much the same as the first point...However i Don't know about a Whole line devoted to just one weapon....TWICE no less, That is Just weak IMO. IF it stays like that it enevitably Guarentees us to never expand beyond that....Now given, Currently they are Busted up prety good to begin with so i might be reading too much into it(lack of weapons, Variety, and creativity) So yeah, we will have to see after some fixing comes to begin with.
3. I do think they would changeWhole skill trees, if it was the Easy way out...Or Completly inevitable...For example, at the end of Beta Commandos, Smuglers, and Bountyhunters i know for sure all had their trees Rebuilt...there may have been others too, not sure. Honestly, to make the Class enjoyable i Don't see any other way around at least Shifting the tree around a bit....again 1 branch devoted ENTIERLY to grenade certifications and somemods, 1 Cramed full of MANY heavy weapon certs andmods(no skills), 1 branch devoted Entierly to 1 heavy weapon that is, for the most part, Identical to the last branch devoted to another Single heavy weapon just seems like a very sloppy way to organize things ![]()
4. Yeah the current state of Commando's is kind of depressing....But is pretty much because there isn't a Commando Profesion to play yet
......all it gets you is some Cool Effects and a Flashy tittle right now. But don't worry too much about them, the Good money says they are just playing on another server exploring medics of entertainers...or whatever untill the commando gets some lovin, They always come back ![]()
But yup for the Most part, We just need some Seriousattention, meaning not the Half assed "I better fill thisin, to getsomething out for release" style attention. When that happens i'm Sure Alot will have to change ![]()
hehe Oh, and your probably right up there about the Demolition missions.....They will probably say we already have those in Destroy missions...but its not the same ![]()
this is a good idea, gives more specials and more choices and enhances on their prior skills. very nice! BUT... I don't think they will do this, hehe. Hopefully they will give sum gernade specials, make the 2nd line be a cert and bonus line and spread the weapons to the last two (actually, your idea for the two heavy weapon lines is quite good, they MIGHT take that...hopefully).
Hiya Eisei Kai'shi Clan Kryshi
"Know thine self and know thine enemy, and you hold the key to victory"
I agree with this for the most part, but if you read the description of a commando it reads:
"Commando's learn how to use and create a unique set of weapons -- Explosives. Commando's continue to excel at combat, but also specialize in the skills required to take down large armored vehicles"
Sounds like they should implement bonuses for Commando's when using explosives against structures and vehicles. Missions involving explosives should also be added in. I dont really care about not being able to take out waves of troops once I first read the description and started climbing the ladder to Commando, I'd rather specialize in vehicle and building destruction.
PvP comes to mind where this would be the best benefit and use of Commando... Imagine sneaking into a Rebel or Imp base on a Battlezone or on a Rebel or Imp destroy mission and blowing the crap out of the building while a team of specialized Pistoleers/Carbineers/Snipers as well as the Melee people guarding you and the medics healing the entire team while you get in there, plant the explosives, and get out. Thats what I imagine a commando's specialization would be
Oh, and as I was thinking for hand combat...
Implement a stealth skill (Undetected by radar or sight of human, higher the skill, higher success.. eats away yer Action bar every few seconds) and a "Twist Neck" skill (Yep, make this suckerHIGH Action use as well). Make it so a Commando can sneak into a base undetected (or depending on how much Action they have) and be able to sneak up behind an NPC or another player and INSTA KILL! One neck snapped, but then your stealth and twist ate away your action bar... after Twist Neck and Stealth is used, make sure ya cant use it for another 30 minutes or so. That way ya COULDNT wipe out an entire base by yerself (uber unbalancing if ya could) but it would be useful to atleast sneak into you're objective.... and if you have enough action left? perhaps sneak you back out.
I also think Commando's should be able to difuse other commando's high explosives (such as mines, dynamite or whatever is used with a timer... all dynamite not being able to be set at under a minute)
I'd imagine those guys ya see scurrying onthe ground at the Battle of Hoth were Commando's (Hence why they were charging the AT-ST / AT-AT's).
Adding on again (THEY NEED AN EDIT BUTTON!):
Dynamite Usage= Higher the skill it takes to plant dynamite (Field Tactics Tree), the less time it takes for it to go off
Dynamite Difusal = Read above, but quicker dynamite difusal the higher you are in Field Tactics or Master Commando
Explosive Missions (PvP, PvE, or Covert PvP) = Make targets on the battlefield (or what have you) for these mission objectivesonly able to be destroyed OR vulnerable to any attack after being hitby dynamiteOR high dmg weapons(like those from an AT-ST) OR Hacking (To make our Smuggling friends happy, uses Slicing Skill)... thinking along the lines of the Force Field Generators that protected the Death Star (Or whatever that generator on Endor was protecting, I havent seen itin a long while)in ROTJand the one protecting the Rebel Power Supply in ESB.
Stealth = Pets (Animals ONLY) can "Sniff" out commando, enabling the owner to see the target on Radar and Visably. Scout classes should also be able to see the commando.
Trying to think of even more ways to "Cripple" The Neck Twist ability if it were to be considered unbalancing... More on this soon
Last one for a bit, I swear!
On Heavy Weapons:
Recharging: Again, put this under field tactics, allowing the COMMANDO to be able to CRAFT recharges for their own gun without any skills required under Engineering... These recharges would only be able to be CRAFTED BY COMMANDOS and USED ONLY FOR COMMANDO WEAPONRY made in a "Commando Crafters Kit" or what have you, that way the Weaponsmiths wouldnt actually be hurt or benefit from this. Perhaps add dynamite creation under this?
- Flammable Liquid: If I recall right, Flamethrowers use this certain kind of chemical mixed in with gasoline (Napalm I believe). To make this liquid require X AMOUNT OF GAS, X AMOUNT OF CHEMICAL
-Acid for the Acid Rifles: I have no idea how acid is made, but just make a formula for it heh... I forgot my Chemisty teachings from H.S
-Rockets for the Rocket Launchers: Some sort of Mineral (the shell of the rocket), Some sort of Gas (propulsion and explosive reactive), and some sort of Chemicles (Explosive reactive)
-Batteries: For the particle beam guns. The big cannon towers seen at the Battle of Hoth have a giant battery backing them all up, so I see why this shouldnt be any different for the hand held version. Minerals and Chemicals should be used to make these
Now onto what I think the various Heavy Weapons should be:
Flamethrower: Lets just use the real world model, fast gas consumption but make it's radius and distance longer than it is, does damage over time on a target (Simulates burning). Make this sucker unavoidable if you are in the range and radius of it... unless of course the target has some sort of Fire protective Armor
Acid Rifle: Damage over time again, I havent actually seen the in-game acid rifle yet so noidea here.
Rocket Launcher: Slow loading, slow firing, heavy impact. The rockets should act like grenades but with more punch and accuracy... bigger blast radius.
Particle Beam: Slow firing, high battery use, strongest gunin game(Thinking along the lines of a Quake "Railgun".