Commando Archive
Thread: An idea of what to do to make the commando a viable profession, and worth the skill points...
I think there is a simple way to make commandos a class worth working as hard as we have to for. I think we could leave the requirements how they are, they would make sense with where I am going with this.
Anti-infantry Heavy Weapons: I would suggest that the flamethrower and acid rifle be with this line. They need to have short ranges, but definately not 0 like they are now. Put the special attacks for these weapons in this line. The benefit of this line is AOE attacks. High ham costs, lots of damage, and long delays. This would be a situational weapon. These would be rare as well. These weapons could also have to have charges, that would be replenished with ammo packs, that would work alot like powerups.
Anti-armor Heavy Weapons: The rocket launcher and heavy particle beam cannon. The range should be medium to long. The catch here is that they can only be used effectively against large targets, including vehicles when they come in. They would need to do insane damage, have high ham costs,and keep the huge delays on them. This way they are a situational weapon(s). Make them rare, perhaps not as rare as they seem to be now, but rare. These would have charges the same as above.
Field Tactics: For the most part I like this line as it is.
Assualt Weapon(s): This is a line that I thinkneeds to be created. This line would deal with the main weapon for the commando. I realise that we have the launcher pistol, but that uses pistol modifiers and specials, which requires us to take up pistoleer to be effective with it. With the number of skill points needed to be a commando, we shouldn't have to pick up a separate profession. I think a new assualt weapon needs to be created and should be the main weapon of the Commando, as the other weapons are very situation oriented. Whether its a heavy repeater or just something called and assault rifle (I am actually picturing the heavy weapon they uses in Aliens) we deserve to have a weapon that we can use effectively. Obviously we need some specials to go in with this weapon, and this would be the line they are acquired. They could either keep the pistol launcher in commando or give it to the pistoleers. This weapon would need to be much more common place than the other weapons of the commando.
I think this would do lots fo things. It keeps the really heavy weapons from being overused. It gives commandos a main weapon that is worth using, without having to master and entirely different profession too. It makes it worth the time and skill points to get there.
One guy had a great idea of putting FT and HAR into same tree since they are basically the same type of weaopn with the same use, only one should be for range and one for close combat. Give the launcher pistol its own skill tree with its own moves. Or maybe some type of an assault rifle, but launcher pistol is best bethere since we already have it. This way we have a viable primary ranged weapon.
Hell, I would not mind Beam cannons being deleted entirely. They use charges so they are throw away, they are expensive, unimpressive, and hard to come by. I would say instead give us a knife fighting tree here. . and certain specials like Sneak attack and backstab type things. maybe throat slice. This way we woudl ahve close combat, justifying hte unarmed, and we could have some stealth skills here so we could get in clsoe to use it on ranged. doing this stuff with Vibro knives would be fun.
In order for the above knife tactics to work I would say they need to put the stealth stuff into Field Tactics tree, it is our general combat tree. Put stealth and some terrain negotiatoin in here. that way we can get teh stealth abilities to do the knife fighting and the sort of covert thigns a real commando would do.
So I would say this:
1. Combine HAR and FT trees, they can be secondary weapons then with their two lone specials. And they can be rare if they want. They are essentially teh same weapon, but the HAR should be longer range and the FT closer.
2. Give us Launcher Pistol tree with unique moves for our main ranged. MAKE THIS WEAPON ATTAINABLE WITH THE RESOURCES WE CAN GET!
3.Delete Beam cannon tree! Give us some sort of a Knife Fighting tree to give us H2H combat to justifying the unarmed skills. This should have its own stealth based specials. Like backstabbing or Throat cutting and some regular knife combat skills.
4.Now, put your throw away weapons in Field Tactics. Grenades, rocket launchers, and beam cannons. Also add some stealth and some terrain negotiation type abilities in here. Other classes already have these, they exist in teh code already. A commando is meant to have this sort of ability. As well, Throw in some defense mods for us here!
The above changes utilize only thigns that are already in teh game. And it would make the commando a viable fun class.
I would not even mind having to attain master brawler in addition to the master marksmen and make this profession take as many skill points as BH if it were designed this way. Currently I am also working TKA, so my life aint too good right now.
We need these fixes soon. I cannot play enough to have to wait htis long. I go to boot camp soon.