Commando Archive
Thread: The Commando Rewamp!!! A Friday feature of the future?
Commando Rewamp:
Please takea few min toread through it ![]()
Background:
Who are the Commando? Commandos in the Star Wars world are the Special Forces. Be it in the Imperial Guard, or the scattered Rebel forces across the known systems.. or even the remains of the old Republic. They were and are put into action where others failed to complete their objectives, heavy hitters and the best trained troops around. They specialize in many types of weapons, medium to heavy assault weaponry, and are deadly in close combat. This is the all round Soldier, trained in all aspects of galactic combat.
Where are we now?
The Commando of today is a slow, heavy weapon hitter, and low damage dealer. We deal unwanted and uncontrollable AOE attacks, and have weapons that deal built in, bad special attacks..most often they don’t even work. The Commando is often not wanted in groups for XP, and most other careers will outdamage us easy.We have no Specials for our own, and some even get told not to use Commando weapons in highlevel dungeons as we draw unwanted agro. How canSOE change this?
Where we should and can be:
I think SOE now owes the Commando Community big time and its time for a massive Friday feature for the Commando. Below I have built a rather large revamp suggestion taking into play many of the good suggestions posted by Commandos in the past two years and added quite a few of my own.
New Breakdown of the Commando of the future:
Novice Commando
· Medium Infantry Rifle Certification [Novice Commando] [NEW]
· Grenade Launcher Certification[Novice Commando] [NEW]
C22 Grenade· Certification
Assault Armor· Mitigation - Accuracy 20%, Movement 30%, Rate of Fire 10%
+10 General Melee· Accuracy
+10· General Melee Speed (added +5)
+10· GeneralRange Accuracy
+10· General Range Speed (added +5)
+10 Melee· Defense
+10 Range· Defense
+15 Thrown Weapon· Accuracy
· Special: Ranged Grenade [Novice Commando] [NEW]
Explosives I - IV
Title Demolition Expert
Cyroban Grenade· Certification [Explosives I]
Glop Grenade· Certification [Explosives II]
Imperial Detonator· Certification [Explosives III]
Thermal Detonator· Certification [Explosives IV]
+ 35 General Melee· Accuracy (Added 15)
+ 45 Melee· Defense
+ 20 Range· Defense
+ 40 Thrown Weapon· Accuracy
+ 40 Thrown Weapon· Speed
· Special: Improved Ranged Grenade [Explosives II] [NEW]
· Special: Set Explosives [Explosives III] [NEW]
· Special: Disarm Explosives [Explosives IV] [NEW]
Infantry Weapons I – IV [NEW]
Title Heavy Infantry
Launcher Pistol Certification [Infantry Weapons I]
Heavy Acid Rifle· Certification [Infantry Weapons II]
Medium Assault Rifle· [Infantry Weapons III] [NEW]
Armor Mitigation -· Accuracy: 30% [Infantry Weapons II], Accuracy: 40% [Infantry Weapons IV]
+ 35· General Ranged Accuracy
+ 25 Heavy Weapon· Accuracy
+ 10 Heavy Weapon· Defense
+ 10 Heavy Weapon· Defense
· Special: Random Fire (AOE) [Infantry Weapons II] [NEW]
· Special: Improved Random Fire (Mass AOE) [Infantry Weapons IV] [NEW]
Heavy Weapons I – IV [NEW]
Title Shock Trooper
Heavy Particle Beam· Cannon [Infantry Weapons I]
Heavy Lightning Beam· Cannon [Infantry Weapons II]
Flamethrower· Certification [Heavy Weapons III]
Rocket Launcher· Certification [Heavy Weapons IV]
+45 Heavy Weapon· Speed
+ 5 Heavy Weapon· Accuracy
+ 30 Heavy Weapon· Defense
· Special: Improved Overpower Weapon [Heavy Weapons I] [NEW]
· Special: Advanced Overpower Weapon [Heavy Weapons IV] [NEW]
Melee Combat I – IV [NEW]
Title Veteran Marine [NEW]
Armor Mitigation -· Rate of Fire: 20% [Melee Combat III]
+ 25Melee Accuracy [NEW]
+ 25Melee Defense [NEW]
+ 25MeleeSpeed [NEW]
· Certification: Commando Combat Knife. (Melee Combat I) [NEW]
· Certification: Advanced Combat Knife. (Melee Combat IV) [NEW]
· Special: Throw weapon I(Melee I) [NEW]
· Special: Throw weapon II(Melee III) [NEW]
· Special: Combat Brawl(Melee IV) [NEW]
Master Commando
Proton Grenade· Certification
Proton Rifle· Certification
Plasma Flamethrower· Certification
Armor Mitigation -· Movement: 60%
+ 25· General Melee Accuracy (added 20)
+ 25· General Melee Speed (added 15)
+ 20· GeneralRange Accuracy
+ 15 General Range· Speed
+ 40· Melee Defense (added + 20)
+ 15 Range· Defense
+ 40 Thrown Weapon· Accuracy
· Special: Improved Ranged Grenade [Master Commando] [NEW]
Message Edited by Theosar on 08-19-2005 10:13 PM
Message Edited by Theosar on 08-20-2005 03:17 PM
Message Edited by Theosar on 08-20-2005 07:10 PM
Message Edited by Theosar on 08-21-2005 07:25 PM
The Weapons Explained:
Novice Commando Box:
Medium Infantry Rifle· Certification [NEW]
New Carbine sized machine gun, infantry weapon. (Can attach the Grenade Launcher to this) - Maybe a slugthrower type heavy Carbine?
Grenade launcher· Certification [NEW]
New Weapon, can be attached to some Commando weapons only!! Requires aspecial to fire, and the Commando can use the various Grenades in it as he progresses in the Explosives tree, must be maunally loaded with Grenades.
C22 Grenade· Certification
As before, however with the new Grenade Launcher, the Commando can now fire a single grenade up to 50m with devastating effect. Very effective against vehicles and installation turrets. (GCW Add-on) (changed range of the grenade)
Explosives Tree
Cyroban Grenade· Certification [Explosives I]
As before, can now also be fired by a grenade launcher
SmokeGrenade· Certification [Explosives I] [NEW]
This grenade will apply heavy smoke to the field of battle, hindering vision. (current graphics engine supports this)
Glop Grenade· Certification [Explosives II]
As before, can now also be fired by a grenade launcher
Imperial Detonator· Certification [Explosives III]
As before, can now also be fired by a grenade launcher
Thermal Detonator· Certification [Explosives IV]
As before, can now also be fired by a grenade launcher
Infantry Weapons Tree
Launcher Pistol [ Infantry Weapons I]
As before, moved the certification up from Novice.
Medium Assault Rifle· [Infantry Weapons III] [NEW] (Rail Gun?)
New Weapon, can attach the grenade launcher to this
Heavy Acid Rifle· Certification [Infantry Weapons IV]
This weapon should deal a powerful ACID D.O.T that works as armor break! [NEW]
Heavy Weapons Tree
· Rocket Launcher Certification [Heavy Weapons IV]
This weapon should be used only against large gun installations and should deal massive damage to turrets, vehicles and the like. Should not be possible to fire it against humanoid targets. And it should be shoulder mounted, and take a long time to fire. Long range 70m ++ (to long range?)
· Flamethrower Certification [Heavy Weapons III]
As before, fires a standard looking red firecone, should be only 25 meters range on this.
·Heavy Particle Beam Cannon [Heavy Weapons I]
As before
· Heavy Lightning Beam Cannon [Heavy Weapons II]
This weapon when fired should move in an large area cone, hitting all hostiles in a wide area, dealing medium damage to multiple targets.
Melee Combat Tree
· Commando Combat Knife· Certification.
The basic Combat Knife issued to all young soldiers, and a vital tool for any soldier on the field of battle or just to survive in the wild. This knifes uses melee stats to wield. (not one handed).
· Advanced Combat Knife· Certification
This is the heavy version of the combat knife and requires more experience to wield. In the hands of a commando this weapon is one of the most lethal infantry weapons of all. Hand to hand combat with a commando at this level gets very dangerous indeed. The Commando knows how and where to hit, often ignoring some of the armor bonuses of the oponent.
Master Commando Box
·Proton Grenade· Certification
As before, however this grenade can now be fired from a grenade launcher.
· Proton Rifle· Certification
As before, can now add a grenade launcher to the rifle.
·Plasma Flamethrower· Certification
This weapon will now fire at 30 meters, and will fire a more cone like plasma burst. The color being glowing Blue & Red. Placing a massive burn DOT that will stack over time, weapon will require high SAC to fire. (Lowered ranged, added stackable DOT)
The Specials Explained:
Novice Commando Box:
· Special: Ranged Grenade [Novice Commando]
With a Grenade Launcher attached to a Commando weapon a Commando can use this special to fire a ranged Grenade to great distances, with this basic special the grenade will fly 30 meters and detonate with its normal AOE effect.
Explosives Tree
· Special: Improved Ranged Grenade [Explosives II]
With a Grenade Launcher attached to a Commando weapon a Commando can use this special to fire a ranged Grenade at Greater range, with this basic special the grenade will fly 40 meters, recharge rate for the special is lowered but still takes some time to reload. AOE Increase?
· Special: Set Explosives[Explosives III]
This is mainly a GCW skill, which allows the Commando to place and detonate explosives in a GCW scene, be it in faction bases or other installations or buildings that require demolition. Even place minefields. (How cool would it be if a basetakedown crew needed a Commando to blow down the bunker door with some C4?)
· Special: Disarm Explosives[Explosives IV]
Another GCW skill, that will allow the Commando to disarm and disable a hostile bomb or minefield.
Infantry Weapons Tree
· Special: Random Fire (AOE) [Infantry Weapons II]
Now the Commando can choose to initiate Area Of Effect Attacks, this random fire will hit multiple targets in a cone of the advancing Commando Soldier.
· Special: Improved Random Fire (Mass AOE) [Infantry Weapons IV]
Like the basic Random fire, but this attack may force the opposing forces to take cover to avoid the massive crowd control fire initiated by the Commando, high SAC cost, but will justify the "5" in offensive power stated by the CU.
Heavy Weapons Tree
· Special: Improved Overpower Weapon [Heavy Weapons I]
Damage Special, when used with an AOE it will deal large scale damage. Much wanted by the Commandos to deal the damage they deserve, high SAC Cost. But used with a non AOE weapon will deal singletarget damage.
· Special: Advanced Overpower Weapon [Heavy Weapons IV]
Damage Special, when used with an AOE weapon will deal large scale damage. High SAC Cost. Will also justify the "5" in offensive power.
Melee Combat Tree
· Special: Throw weapon I (Melee I)
With this the Commando can throw his Combat Knife towards a target and dealing good damage, possebly causing a bleed DOT. (Using knives that are pulled from a factory crate, as the weapon will be a thrown and lost) Adding a little gift to the weaponsmiths aswell as we will need to buy these alot)
· Special: Throw weapon II (Melee III)
Greater Range and more damage with a great chance to place a Bleed DOT.
· Special: Combat Brawl(Melee IV)
This is a damage special and will cause good damage in closecombat and can knock a target down. (remove the KD?) Could add Stun or other state. Many careers have K.D in one way or the other, we have it through our rocket launcher.. and one grenade.. both are not working well. I would rather have that skill tied to a special attack, then buildt into a weapon.
Master Commando Box
· Special: Advanced Ranged Grenade [Master Commando]
With this attach the Commando can send a Grenade hurling towards the enemy at over 50 meters, dealing massive damage to the area it hits. Recharge is slightly faster at this level.
With this new re-wamp suggestionthe Commando classwillbeturned into a true special forces, and a damage dealer as it should be. The Commando stands free to combine his remaining skills in any further class, either to specialize in other ranged weapons or study further the martial arts. But most importantly the career will become one to be respected, and one which will breathe new life into a class that has been long in the shadows of this game.
In no way will this give the Commando “god mode” and other careers still have their unique characteristics. But this does however grant the Commando the skills that a true Commando should have, and which he has in all the Star Wars Movies, and for that matter in Real Life around the world. Infact Id make most of the Commando Specials usable only with Commando weapons.
Of course many other changes could also be implemented, but this atleast is a sound suggestion and one I think many Commandos out there would like to see implemented.
Christmas gift from SOE anyone?
Please give me feedback on this, spent some time making this suggestion hehe
And yes... I did stop playing..but Id for sure return to SWG if Commando got some loving from the Developers :-) And Im very boored now.. with lots of time on my hands
hehehe
Changes from original Post:
Added Bleed Dot, removed KD from the thrown knife attack.
Added KD and removed bleed DOT from the Combat Brawl.
Added some speed and accuracy for the melee weapons. (cant add to much, as some templates would be give to much love hehe)
Gave the ranged greande lower range, 30 - 40 and 50 based on special used. (down from max 70)
Changed knives to become a consumable weapon, thus you need a krate of them.
Increased Pre Req? Could add the need for brawler onehanded tree aswell, thus increasing the cost to go Commando. This might be tricky to implement for the devs though.. without allowing a respec to move skillboxes. (Which is a no no hehe)
Message Edited by Theosar on 08-19-200511:01 PM
Message Edited by Theosar on 08-20-200507:12 PM
Message Edited by Theosar on 08-20-200509:13 PM
Message Edited by Theosar on 08-21-200507:35 PM
Message Edited by Theosar on 08-21-2005 07:36 PM
Message Edited by StarNick on 08-19-2005 04:15 PM
Something Ive been working on
Message Edited by Theosar on 08-19-2005 11:28 PM
If this makes us overpowered they could always increase the pre-reqs. I'd rather have more power and more pre-reqs than be broken with fewer (As it is, we still have a higher SP usage than the conventional combat classes Rfiles, Pistols, Swordsman, etc...). That's what the devs did to us. It was easier to reduce our pre-reqs then to give us our power back. In my opinion SP usage should be the justification of profession strength instead of XP. A profession should never be better just because you have to grind something, you should have to give up something for that extra power and SP is the ultimate in that. It's the 250 SP limit that should provide the balancing factor across professions. If a profession is more powerful, increase the SP cost and vice versa.
Anyways, great ideas.
Message Edited by StarNick on 08-19-2005 05:38 PM
I am in favor of a offense of 5 type situation
Commando IS overwhelming offense for a short period of time. This means HIGH DAMAGE, HIGH SPEED, HIGH SAC.
that does not mean front loaded damage shots. If you can't empty out your action in 20 seconds with a belly full of food and spice, you arenot shooting fast enough!
This would be great! A little under-powered imho, but thats probably the only way we would ever get any love!
When I say underpowered keep in mind I would hunt durni's with a 10 guage. An automatic 10 guage. Loaded with slugs.
VitoGenovese wrote:
*****
This would be great! A little under-powered imho, but thats probably the only way we would ever get any love!
When I say underpowered keep in mind I would hunt durni's with a 10 guage. An automatic 10 guage. Loaded with slugs.
Cpl_Fisher wrote:
VitoGenovese wrote:
*****
This would be great! A little under-powered imho, but thats probably the only way we would ever get any love!
When I say underpowered keep in mind I would hunt durni's with a 10 guage. An automatic 10 guage. Loaded with slugs.
Stolen for the siggie
Woot!