Commando Archive
Thread: Launcher Pistol Suggestion Thread
List your ideas for adding LP specials to an existing tree, or creating a new line for the LP.
Be advised, one of the devs has stated that combining the HAR and the FT lines is not feasable, so try and work around this.
I say get rid of the HAR and replace it with an LP tree.
LP intermediate= explosion shot (dizzy), +10 accuracy and speed
LP advanced= +10 accuracy and speed
LP expert= range KD +5 accuracy and speed
LP master= blast shot (the damage shot that attacks the health) +5 accuracy and speed
Master Commando get a +20 accuracy and speed mod
*LP will have its own specials and will not be able to use any other pistol specials than what is in commando.
LP get AP1.
Novice Commando get accuracy speed = to master marksman with pistol. Add on with each tree to this. Have master commando = master pistoleer with accuracy/speed.
Special ideas
1. Knockdown - we have none, this would be awesome to knockdown and switch to other of our weapons.
2. Dizzy - since animals run when dizzy I've come to hate it.
3. Alt version of Aim - call it Lock On. (it is 4 mini missiles after all) Make it equal or greater to stopping shot.
each tree to this. Have master commando = master pistoleer with accuracy/speed.
hum some would say this would be way over powerd what do u think ?
us geting a kd some ppl would say we be over powerd i dont rilly c this becous i can esly get low blow what u think?
a dizzy attack well ivoni i do realy think this might make us way over powerd
a lock on attack i love it 100%
This means low blow won't work using it.
The entire point of this is to let a master commando become better with all the weapons. As it is, LP is a joke.
If I want ranged knockdown I can get it with smuggler.
If I want dizzy I can get it easily from other classes.
Then there is just thinking logically.
You just got slammed in the chest with 4 missiles. You going to be a bit dizzy or fall down?
ah ok in that case ya make no specils work with it besides the commando tree (and what about mods witll othere mods work with it
so what needs to hapen to lp is like this now
give the lpap 1(if a dx2 has ap 1 the lp should most defintly get ap1)and add lp specils in the har line to what and the specils will be some thing like this
a rang kd
a rang dizzy You just got slammed in the chest with 4 missiles. You going to be a bit dizzy or fall down? (good point)
a lock on attack that make us have +100% ac for a bit
and ac ups and speeds up mods (how much we whant what do we need exactly)
and no othere mods specils moves other then the commando moves will work with it is this right
I would like to see AP1at Novice.
1st Box - Healthshot 2, +1 Aiming, +5 Accuracy while moving, +5 Pistol Accuracy, +5 Speed
2nd Box - Stunning Shot or Dizzy Shot, +1 Aiming, +5 Accuracy while moving, +5 Pistol Accuracy, +5 Speed
3rd Box - Body Shot 2, +1 Aiming, +5 Accuracy while moving, +5 Pistol Accuracy, +5 Speed
4th Box - Knock Down Shot, +1 Aiming, +5 Accuracy while moving, +5 Pistol Accuracy, +5 Speed
Master - Focus Shot, +1 Aiming, +5 Accuracy while moving, +5 Pistol Accuracy, +5 Speed, +10 Ranged Defense.
This would make the pistoleer still better overall with the pistol since that is their focus weapon. It gives us some advances attacks and bonuses. We still do not receive any of the defensive mods the pistoleer receives nor as many advanced attacks.
um no geting othere ppl specils is a defnet no tho i do like ur mods
so some thing lick this ?
give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees4 things a rang kd and a -rang dizzyattack- and a -lock on attack- (that would give us +100% ac for a bit on one target) ,and, a -high powered attack that hits random pools-and for mods some thing like this by the time u get master +25 ac why moveing +50 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )
Remove the LP entirely and put in an alternative Heavy Carbine. The heavy carbine would act exactly like the LP (in terms of speed and damage). It would use carbine mods, have ap1, and I'm not sure what kind of damage it should do but it shouldn't do blast. Maybe stun damage? Or that might be too powerful. Anyway it should do something other then blast because the LP as it is now is more powerful for a bh/pistoleer master then a commando, against vehicles. Pistols seems to be the central weapon to the entire game, 4 diffrent proffessions have something to do with pistols (commando, with the LP. Smuggler, with its line of pistol specials. BH, with its pistol tree. And ofcourse pistoleer.) while carbine has but 2 (BH and Carbineer). So giveing commandos a carbine instead of a pistol means that pistoleers willbe toned down in terms of possible additions to their arsenal, and carbineers get more choices. My suggestions below ONLY apply to the Heavy Carbine, I'll have another set posted if they decide to keep the hairdryer.
1: Apply the heavy carbines mods and specials up either the field tactics tree, or the HWs tree. The field tactics tree would be best I believe, because the heavy carbine isn't technically a heavy weapon.
2: Give the Heavy Carbine a 1.5x damage modifer vs melee. Yes I know no one likes the modifiers to begin with but they do have a reason for existance. This would only increase the damage we take by 50% anyway, as apposed to 150%.
3: Specials would include "Cover Fire 1 and 2" this causes a position down, cover fire 2 does an aoe position down. "Impact shot" would cause a knockdown and apply a medium dose of damage. And finally "Full Auto 2 and 3" These would be like full auto 1 in marksman (and full auto 2 in carbine) but neither would have an aoe effect. Full Auto 2 would be at the first box, Cover Fire 1 at the second, Impact Shot at the 3rd, Cover Fire 2 at the 4th, and Full Auto 3 at master. MAYBE add a bleed or stun to Impact Shot. And also maybe add a immobilize to cover fire 1 and 2, or intimidate, either one works.
4: Give the Heavy Carbine AP1, and a damage type that is pretty strong but not overpowered for the weapons specials, perhaps cold, with blue lasers.
5: Low-medium HAM goodAccuracy and fast speed. Something like 2.5 speed 150-250 damage, +10 at 64m/+30 at 32m/and -15 at 0m,and 20/30/20 ham. This makes it a better ranged weapon and a poor close ranged weapon.
I would rather see the Heavy Carbine as our weapon instead of the LP. Pistols are far outweighing carbines and rifles because everyone can use them and if commando recived MORE pistol mods then pistoleers get even MORE power. Because of dabbleing we must consider this change. I have nothing against dabblers as long as they don't gain too much power through dabbleing. Carbines are a bit underpowered and Rifles, well enough said. Poor guys.... Also the carbine fits the commando alot better then the LP hairdryer. It just makes more sense, to me anyway.
I hate to sound like an idiot and I don't want to start a flame war but, why don't you all just pick up Smuggler/Pistoleer to get some pistol specials? I mean it would be nice to have one or 2 new specials for commando only but it's not really necessary IMO. As master commando I have plenty of points left to master pistoleer and get all the accuracy and speed bonuses I need, and if I'm really that desperate for new moves I can still get up to Low Blow from smuggler's dirty fighting as well.
Now I would still like to see something to explain the LP presence in the commando aresenal instead of in something like Pistoleer or BH but it doesn't have to be much.
ok night wolf i never like carbens
and the devs gave us this pistol and i sort of like it
your ideals r good and all but it wont ever hapen for them to have to make a new wep is just not going to hapen
so plz help us out and think of better things for the lp