Commando Archive

Thread: Defining Commando (caution: rambling)

Xenothaulus
Wed Feb 18, 2004 2:58 pm
#1

I'm in the beginnings of an experiment, which I will post here as it progresses to it's culmination. What I've been thinking about is our calls for more abilities in the commando tree, specifically those things that would make us more "commando-like," and our gripes about needing unarmed and m.marksman and not gleaning any benefits from it as commandos.

We do, however. As I see it right now, the unarmed branch and the marksman abilities should be seen as in addition to our ability to use heavy weapons. Why? Take a look at the bounty hunter line. They're required to master scout. Nothing in the BH tree uses scouting. They get some small benefit from the pistol, carbine and ranged defense lines in marksman, but nothing from rifle. And their skill points are pretty much shot after mastering.

So, ignoring the actual fixes commandos need to the HAR line, the heavy weapons and the grenade line, I'm attempting to create, in my mind, the perfect commando template. Now, understand my reasoning: yes, we should get a few defenses besides what we get at master, but honestly (were they working as they should) our access to heavy weapons is a huge benefit to the profession. And realise that we're not stuck in one profession, and not only that, we're not supposed supposed to be. With a good distribution of points into other branches, commandos could be a real force to be reckoned with. We already are in PvE, even after the DoT "nerf." (Evidence: I took out 2 graul mauler lairs without breaking a sweat. Knockdown (mine is in the pistoleer line w/LP, /flamesingle2, switch target, knockdown, /flamesingle2, switch target, knockdown, /flamesingle2. Then I switched back to LP and nailed each with /healthshot2, then back to the FT for /flamecone1. They went down fast and, most importantly, I had a lot of fun running around doing it. The next two I decided to use a variety of attacks, and it was even more fun. Knockdown on the first one, then flamed, then warcried, then unarmed stun, blind, then intimidate, then I ran out to about 50 metres via burstrun and slapped a mindshot, then ran back in a bit and kited with my Nym's slugthrower and /fullautosingle1. Absolute blast, most fun I've ever had in combat.

So, my "template": m.commando/n.rifleman + 4th branch/n.pistoleer + 4th branch/n.TK + 4th branch/(n.carbineer + 3rd branch) or (1st branch pistoleer). This will give me all the defenses I could want, and a few really good specials I already use because of marksman. Once I'm done, I expect I'll be where I want to be, a real commando, one that is versed in most of the firearms in the game, can do just about any damage-type called for, can deal out the serious damage via heavy weaponry when necessary, and be decent in a brawl too. I don't expect commando to get more specials and speed from the marksman weapons, nor unarmed. To me, they're just kind of like the basic/enhanced training a soldier would go through before being allowed to use the heavy stuff.

Now, if I select the first branch of pistoleer instead of the 3rd branch of carbineer, that'll free up a few more points - enough so that I can pick up n.smuggler (I'm bound and determined to have the ability to unlock all of these locked magseal containers I come across ) I won't have enough for n.medic either way, and although the idea of being able to do first-aid in the field does appeal to me, and does fit into my concept of a well-rounded soldier, I'll take the extra defenses and abilities over it.

I'll keep this thread updated with my progress, or start new ones at need. Hopefully, this will be a bright spot upon these forums, and give us all some perspective. Fixing the heavy weapons, replacing/fixing the HAR, and fixing the grenade line should be priorities right now, not adding things to the tree.

(And if they remove defense stacking, my entire plan is screwed )

(Oh, and if someone responds to this, flaming or otherwise, could you please answer something for me? I know bleeds no longer stack, but what about multiple bleeds from the same attacker? i.e. Can I put a mind, health and action bleed on something at the same time, or can I only have one type going? It'd be great fun after my template to slap all 3 bleeds on something, set it on fire, then warningshot and watch it running around dripping HAM everywhere. )



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
Raptor2k1
Wed Feb 18, 2004 5:01 pm
#2

"Take a look at the bounty hunter line. They're required to master scout. Nothing in the BH tree uses scouting."


On a minor technicality, pretty much the entire Investigation line reflects scouting skills. I also think that there are some plans to build off of their scout trapping abilities in the future.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


thepunisher286
Thu Feb 19, 2004 8:44 am
#3


Nothing in the BH tree uses scouting where as nothing in the unarmed tree and the marksman tree is even used in the commando tree.

And I heard they arent going to change commandos...


Hmm.. isn't that interesting?

Message Edited by thepunisher286 on 02-19-2004 07:45 AM

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