The problem with commando (other than the bugs that should still be fixed) is that they messed up when they added the specials to the weapons, yet left the weapons at different levels and spreadthroughout the trees. I like that the commando weapons have their own abilities and that they dont need specials. But most of the weapons need a usefull power increase to make the specials worth using and some abilities that make it worth something to other classes.
I dont think that my ideas will drastically over power the commando which is a big fear I think of the devs and a problem with most of the suggestions I have seen. Also my ideas should help solidify the role of the Commando as the premier heavy weapons specialists in the game.
-All weapons will keep the innate specials they currently have
-All weapons will keep the elemental damage they currently have.
-Some levels need to be changed to make them viable and the the base DPS needs to be adjusted. Only weapons with levels lested next to them need changed. Level 50 weapons should do about 260-270 BDPS with the best weapons ever ona server. Level 54 weapons should do about 295-305DPS with the best weapons ever to spawn on a server.
- All current skill bonuses are fine in commando and should stay the same and where they are.
- Structures mostly include turrets and anything SOE determines to be a building in the future, such as a gate or door
- Rocket Launcher Powerups (see below) have limited used (5-10ish) and drop condition by 1 (min) each use
- Weapons not mentioned (looted items mostly) stay the same cert as before.
Below I am going to list the changes (mostly additions, with a few adjustments)to each block I think need to be done:
Novice Commando
C22 Grenade (Level 30), Launcher Pistol, Flame Thrower, Rocket Launcher (Level 50 & Range extended to that of a turret and unmodifiable by bionic arms)
Explosives I
Cryo Grenade (Level 40), Glop Grenade (Level 40)
+15% to damage vsStructures and Vehicles (to include ATSTs)
Rocket Launcher Power Up (Anti Building) [Successfull hit makes turret uncontollable for 5 seconds]
Explosives II
Thermal Detonator (Level 54), Imperial Detonator (Level 54)
+15% to damage vsStructures and Vehicles (to include ATSTs)
Rocket Launcher Power Up (Anti Vehicle) [Successfull hit makes Dismounts all passengers and drivers]
Explosives III
+15% to damage vsStructures and Vehicles (to include ATSTs)
Rocket Launcher Power Up (Anti Personel) [+15% to Blast Radius]
Explosives IV
+15% to damage vsStructures and Vehicles (to include ATSTs)
Rocket Launcher Power Up (Seeking) [+50 to accuracy]
Heavy Beam Weapons I
Particle Beam Cannon (Level 50)
Electrical Damage +10%
Heavy Beam Weapons II
Lightning Beam Cannon (Level 54)
AOE Radiius/Cone increase 5%
Heavy Beam Weapons III
Electrical Damage +10%
Heavy Beam Weapons IV
AOE Radiius/Cone increase 5%
HeavyIncendiary Weapons I
HeatDamage +10%
Heavy Incendiary Weapons II
Plasma Flame Thrower (Level 54)
AOE Radiius/Cone increase 5%
Heavy Incendiary Weapons III
HeatDamage +10%
Heavy Incendiary Weapons IV
AOE Radiius/Cone increase 5%
HeavyAcid Weapons I
Heavy Acid Rifle (Level 50 / Add Armor Break chance)
Acid Damage +10%
Heavy Acid Weapons II
Heavy Acid Beam(Level 54 / Add Armor Break chance)
AOE Radiius/Cone increase 5%
Heavy Acid Weapons III
Acid Damage +10%
Heavy Acid Weapons IV
AOE Radiius/Cone increase 5%
Master Commando
Proton Grenade (Level 54)
+40 Damage vs Buildings & Vehicles
+10 ranged Accuracy vs Vehicle and Building
+20 Thrown Weapon Accuracy vs Vehicles and Buildings
Elemental Damage (ALL) +10%
AOE Radiius/Cone increase +10%
Elzmantathaar Druisht (Chilastra)
12pt Master Weaponsmith
Zanin Neko (Chilastra)
Master Shipwright(12pt Chassis, 17Pt Weapon Systems, 17pt Engines)
47th IEF, Imperial Army [IA]
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