Commando Archive
Thread: Preposed Heavy Suport Weapons Changes.
This thread is created to discuss preposed changes to the Heavy Support Weapons and its Tree.
The replys should be in the form: If you like an idea already mentioned name the posters.
If you have your own idea, Post it.
If you don't want a change or think no current Ideas are acceptable then post so.
Please don't "Flame" other posters. ![]()
I will begin with my ideas:
1. Total +100 Accuracy, +50 Speed to all 4 weapons at Master Commando
2. Increase in damage to all 4 weapons so that they are stronger than any other weapon per shot.
3. Decreased Factory Time for parts, Decreased resource requirments, increase average shots to 50. (I believe an increase to 100 - 200 with other changes would make the weapons too powerful for the cost. I would rather see them cause more damage than to have more shots.)
4. Slightly Decreased HAM cost.
5. Slightly Decreased Speed.
6. The addition of a Cold Based Weapon.
Note I only propose these changes as a whole. Only implementing one or two would still result in these weapons being not worth it.
I thank in advance all people who participate in this discussion.
Good ideas. Thank you. Here is what I think:
1. Either increase the rounds per weapon to 75 to 100 rounds or make the weapon reloadable. The Hvys use to have 200 rounds per and I believe 100 rounds is fair. If the weapons were reloadable this would give another means of creating a source of income via ammunition creation.
2. + 100 to accuracy at master and a reduction in cool down time.
3. Give all of the Hvys and especially the Heavy Rocket Launcher a much greater AoE. Some sort of KD or stun should be be given based on the fact that this is suppose to be the most devastating blast damage weapon available.
4. Find a way to simplify the weapons manufacting and thus lower cost. My suggestion is to reduce the weapon to just one " bazooka" with multiple ammunition types. So the weapon itself is fairly inexpensive and the cost reduced since it is the "ammo" that would need to be manufactured. Then it is a matter of "lock and load".
EcadMistflier wrote:
4. Find a way to simplify the weapons manufacting and thus lower cost. My suggestion is to reduce the weapon to just one " bazooka" with multiple ammunition types. So the weapon itself is fairly inexpensive and the cost reduced since it is the "ammo" that would need to be manufactured. Then it is a matter of "lock and load".
I like this idea, it would give us the ability to carry around less stuff( because we wouldn't need crates of HWs) and also the ability to do some good damage. Maybe make the "Bazooka" an average weapon with some base damage and speed, and then give the ammo bonuses, like Rockets would add blast damage (The org. weapon would have no damage type) and then based on the weapon either lower or raise the speed of reloads.
3331 Commando here, gonna drop some ideas and comments down...
1. Total +100 Accuracy, +50 Speed to all 4 weapons at Master Commando
Already done and done better.
2. Increase in damage to all 4 weapons so that they are stronger than any other weapon per shot.
How much stronger do they need to be? I've not seen another weapon that can come close to the base damage on my flamethrower on a per-shot basis. Maybe the BH's LLC, but no other. They are fine as is.
3. Decreased Factory Time for parts, Decreased resource requirments, increase average shots to 50. (I believe an increase to 100 - 200 with other changes would make the weapons too powerful for the cost. I would rather see them cause more damage than to have more shots.)
Factory time is something I would know nothing about, as I'm not a weaponsmith. As for increasing the average shot count, see below...
4. Slightly Decreased HAM cost.
Hmm...dunno about this one. I don't have too much of a problem with draining my own HAMs using my weapons.
5. Slightly Decreased Speed.
Speed seems fine to me. Granted the recharge times on our specials are a bit long, consider the damage potential..
6. The addition of a Cold Based Weapon.
Couldn't agree more.
In addition, three of the four lines in the profession could use some attention...
First, the heavy weapons line.
Heavy weapons should not be 'charged' weapons that go poof. They should operate similar to a fishing pole where the pole (or the weapon in this case) would not go *poof* upon running out of bait (or ammunition in this case). Instead, these weapons should require reloading, just like you have to bait your line before casting it. Also, box IV in this line should certify you for the non-existant "Heavy Cold Laser" and "Heavy Stun Beam" cannons.
Second, the field tactics line.
Thermal and imperial detonators are horribly misrepresented in this game. Ideally, these detonators would start a 15 second countdown upon use and should be capable of utterly destroying anything within its blast radius. Full 64k HAM lairs should be a breeze for the blast of a well-placed thermal or imperial detonator.
Finally, the acid rifle line.
I think a reworking of the acid rifle specialization line is in order. The majority of Commandos that I know all say that this line's only worth is if you're going for master and most don't even keep an acid rifle on them. Therefore, I'd say scrap the line altogether and make a new line called"Mounted Weapon Support". The following changes would require creatinga couple ofitems in the "Massive Beam Cannon"and the "Mortar".
Novice Commando should add the following:
Mounted Weapon Accuracy +10
Mounted Weapons Support I should add the following:
Mounted Weapon Accuracy +10
Mounted Weapon Speed +5
Mortar Accuracy +10
Place Mortar.
Use Mortar.
Mounted Weapons Support II should add the following:
Mounted Weapon Accuracy +10
Mounted Weapon Speed +5
Mortar Accuracy +10
Mortar Speed +10
Use Small Turret. (Yes..block, dish, whatever kind it may be, the commando should be able to run up to a turret, switch it to manual fire and control it themself. Of course, when doing so, all incoming damage should be applied to both the turret and the Commando operating it.)
Mounted Weapon Support III should add the following:
Mounted Weapon Accuracy +20
Mounted Weapon Speed +10
Mortar Accuracy +10
Mortar Speed+10
Use Large Turret.
Mounted Weapon Support IV should add the following:
Mounted Weapon Accuracy +20
Mounted Weapon Speed +20
Mortar Accuracy +20
Mortar Speed +20
Place Massive Beam Cannon
Use Massive Beam Cannon
Master Commando should include the following:
Mounted Weapon Accuracy +20
Mortar Accuracy +20
The Massive Beam Cannon should be a stationary piece of equipment that a Commando could /mount and use as a primary weapon. This thing should make the flamethrower look like a french tickler in terms of damage output for being a stationary weapon. This weapon would be a single-target weapon. This weapon should have a high minimumcharge/recharge time, no less than 5 secondsbetween shots with all mods applied. The weapon should not be able to hit targets within flamethrower range and its ideal range should be synonymous with its max range at 64m.
The Mortar should be another stationary piece of equipment, but to use it, the Commando would first have to do /setMortarTarget at the position where they want the mortar to land, and then do /useMortar with the mortar targetted. The action of firing a mortar should go into the combat queue. Mortars should be area effect. The absolute fastest that a mortar should be allowed to fire (with all mods applied) is once every 15 seconds. Mortars should have no range mods applied.
*giggle*
I don't know if you people noticed but there is alot of skill additions that were made to Master Commando. At Master your skills will be something like this:
Flamethrower Accuracy: 110
Flamethrower Speed: 45
Heavy Acid Beam Accuracy: 50
Heavy Acid Beam Speed: 50
Heavy Acid Rifle Accuracy: 110
Heavy Acid Rifle Speed: 45
Heavy Lightning Beam Accuracy: 40
Heavy Lightning Beam Speed: 40
Heavy Particle Beam Accuracy: 60
Heavy Particle Beam Speed: 70
Heavy Rocket Launcher Accuracy: 100
Heavy Rocket Launcher Speed: 60
Thrown Weapon Accuracy: 85
Thrown Weapon Speed: 40
Melee Defense: 30
Range Defense: 30 (These don't include any other melee/range defense bonuses)