Commando Archive

Thread: Commando In Training Dangerous Mind at Work

Vinceroix
Thu Aug 21, 2003 4:22 pm
#1

Greetings... I've been playing Lynch (currently about 1/3rd of the way to Unarmed specialist) on the Flurry server and the only reason I'm bothering to being really good at throwing a punch (using a weapon I'm uncertified in) is because I'm in Commando Training. Hopefully, by the time I've finished that and then upping Marksman (which should go faster... much much faster), some of the fixes should have already gone in. But consider this a proposal for tweaking the Commando class. Not so much a tweak, but rather a possible reworking of the seeming attitude of the developers... specifically that a rocket launcher, beam rifle, geothermal destabilizing grenade, whatever being a CLOSE weapon. Part of it comes down to path, so I'll begin where I am now... Brawler



Brawler changes - at their appropriate damages/speeds... Novice - Barehands and brusied knuckles


Intermediate - Fist shot (a small rod of metal in hand) about 3.5ish speed, before slicing/craft, damage as a novice pistol or as current barehand but upping the wound percentage (dizzy them, stun them, etc)


Advanced - Brass knuckles (rod of metal with a bar over the knuckle) 3.0 speed, dmg as interm. pistol


Expert - Spiked knuckles (as above with nasty studs) 2.5 speed, dmg as adv pistol


Specialist - Vibroknuckles OR (ifVK are to be TKA only) Sap gloves (hard hided gloves with weighted shot) a balanced 2.0 and dmg as a adv/expert pistol.


Marksman Changes - None... seems to be the 'standard' and apart from gun twirling idiocy, no one seems to be screaming major changes for them. They stand and fight well. (arguments about running and shooting aside) Also, being good with a gun is critical for being a commando. We move on to...


Scout Change (Additional skill run) - How about the addition of Exploration IV? Yes, adding 'another class' kind of sucks, but aren't Commandos traditionally the guys who move fast over terrain, are hard to spot, and know the difference between wheat and chaff of things to survive on? Scout Master seems a bit excessive, but even that would be reasonable should the changes I propose to Commando be implemented.



Commando - Now that you're invisible and invunerable (Scout/Brawl/Mark)... let's get on with the really hard part. First, most heavy weapons get lumped into one skill set - Heavy Weapons. Because this encompasses the Acid Rifle/Beamer class, they are hvy weapons exp and somewhat more difficult to grind through (i.e. cost more). Anything you'd use to shoot something big from good range (Something beyond 64m, hopefully, but I'd settle for a 64m AP missile launcher).


Next, Field Tactics - Grenades. Sure, fine, they stand. Not thrilled with the idea, but maybe adding in some 'position change' or generalized defense. But I don't envision a Commando as a true tank... we're the guys who CAN go toe to toe but get things done in a simpler, easier way. Grenades are so-so, but ultimately field tactics should encompass an enhancement of stealth and defensive skills. Improved Mask Scent or even 'ECM - Electronic Countermeasures'. Sneak in and bring the explosives, sneak out and watch the sunrise over a burning husk...


Flame Throwers - Add in a few different styles of 'conic' weapons or even short-range AE skills (Frostthrower, Acidthrower, Gatling Blaster). Basically any heavy weapon that isn't 'big damage to one target' goes here. The anti-personnell skill if you like. Mow down greens in large clumps. Grenades would fit here too but honestly, Field Tactics needs something and grenades do seem to fit...


Last - Explosives - Yes, grenades are explosives... but they're pretty basic. Footsoldiers are trained to throw grenades... Commandos get more complicated toys. Level 1 - Setting explosives. Set your timer, drop the bomb, move away. Max 60 second timers for a nice AE radius. Simple, but more planning than 'toss another pineapple, Bob'


Level 2 Explosives - Bigger booms and how about allowing the focusing of an effect? in other words setting mines. Pure, dumb mines. Someone walks over spot X, spot X goes kaboom... Simple, effective, and a very 'commando' signature. Walk within 1m of the wrong place and the commando gets the message 'You have gained 1234 experience in Explosives'. Oh, and no friend or foe sensor. when it's live, it's a public hazard, just like a real bomb. At this point, it should be added that you can get the ability to DISARM explosives... Very important and very good for RP tension, eh?


Level 3 Explosives - Major boom-time. If you think of this in fantasy terms a natural extension of a backstab, what is walking up and quietly placing a bomb in someone's back pocket (slapping a magnetic mine to an AT-ST, adding 3 kg of plastique to a Stormtrooper's armor, etc). You gain an attack with the component of a grenade or other explosive that you can put 'on' someone/something. Like a mine but while it's walking away from you....in a few seconds...


Level 4 Explosives - Evil Geniuses beware... no bunker is safe... This is for those delicious explosives that have to be set with care. Friend or Foe detection type mines, 'claymore' style land mines (a conic explosive), things with motion sensors and a bit of mobility... This is the Commando when science becomes art... knowing where to place a blast for Maximum effect. No, I don't forsee knocking Fort Tusken to the ground, but how about laying booby traps for all those raiders that come spilling out while chasing you?



That's my proposal... flames and criticism welcome... but what does the community think? Is this a Commando? Do we want to be relegated to 'that guy who throws grenades' or do we want to be the shock troops of SWG? A Commando, in the truest sense, isn't a bounty hunter.... he's a specialized soldier who, in the words of a friend describing Navy Seals 'Moves like a shadow while carrying enough ordinance to make the enemy think one man's a platoon's worth of soldiers'.



Think it over...



Lynch, Commando in Training.

BenedictAmber
Thu Aug 21, 2003 5:34 pm
#2

Good changes, although I think the mine ideas you had are a bit close to the trap changes the rangers are getting.


I see, and I think the devs see as well, the commando being more of a master of area effect attacks rather than a stealthy special ops man. I think the commando should be decent to poor solo, but the guy who can turn the tide of a large scale battle quite easily. I want people to be saying "alright, we have 4 pistoleers, 2 carbineers, 4 riflemen, a few medics and a squad leader...but we NEED a commando to start that raid on the <insert your faction here> base." I want to see the commando as such a desireable crowd hitter that raid groups feel gimped without one, and the group opposed to the commando will get REAL nervous when they see that first sheet of flame.


But thats just me.

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