Commando Archive
Thread: My vision for Commandos
I think it's apparent to many that the commando skill tree needs to be revamped. Here's my personal vision for it.
Novice Commando:
Certs - Launcher pistol, Flamethrower, Acid rifle, frag grenades
+30 heavy pistol accuracy, +20 thrown weapon accuracy, +30 unarmed damage, +10 unarmed accuracy
Personal Heavy Weapons I:
Certs - Stun gloves(Or some other more appropriate commandoey "unarmed" weapon)
+15 unarmed accuracy, +10 unarmed speed, +20 heavy pistol accuracy, +15 heavy pistol speed
Specials - Kneekick(2x damage, action pool, 1/2 damage action bleed)
Personal Heavy weapons II:
Certs - Lightning pistol(ar1 if launcher is ar0, ar0 if launcher is ar1 - alter damage/speed to compensate)
+15 unarmed accuracy, +15 heavy pistol accuracy, +10 heavy pistol speed
Specials - DistractionShot(1.5x damage, chance of dizzy, heavy pistol only)
Personal Heavy weapons III:
+20 unarmed accuracy, +10 unarmed speed, +5 heavy pistol accuracy
Specials - Neckstrike(5x damage mind. Can't be used if in combat, can't be used if target in combat)
Personal Heavy Weapons IV:
+25 unarmed accuracy, +5 unarmed speed, +25 heavy pistol accuracy, +10 heavy pistol speed
Heavy Assault Weapons I: (HAR & FT)
+20 heavy assault weapon accuracy, +10 heavy assault weapon speed
Specials - flamesingle1, acidsingle1(AS1 has no DOT, but is 64m range)
Heavy Assault weapons II:
+15 heavy assault weapno accuracy, +10 heavy assault weapon speed
Specials - flamecone1, acidspray1(like flamecone1, DOT hurts action)
Heavy Assault weapons III:
+25 heavy assault weapon accuracy, +10 heavy assault weapon speed
Specials - fireflash(2x damage, 32m range, chance of blinding)
Heavy Assault weapons IV:
+20 haw accuracy, +5 haw speed
Heavy Weapon Support I:
Cert - Lightning beam cannon, beam rifle, heavy acid beam, hpbc (All equal, but different)
+10 HWS accuracy
Heavy Weapon Support II:
+20 HWS accuracy, +10 HWS speed, +10 HWS efficiency(uses up charges slower)
Heavy Weapon support III:
+10 HWS accuracy, +5 HWS speed, +10 HWS efficiency
Special - Overload(uses up 5x charges for 3x damage)
Heavy weapon support IV:
+15 HWS accuracy, +15 HWS efficiency
Field Tactics I:
Cert - Cryoban grenade
+20 thrown weapon accuracy, +10 TW speed
Field Tactics II:
Cert - Glop grenade
+15TW accuracy, +10 TW speed
Field Tactics III:
Cert - Imperial Detonator
+20 TW accuracy, +5 TW speed
Field Tactics IV:
Cert - Thermal Detonator
+ 20 TW accuracy, +15 TW speed
Master Commando:
Certs - Rocket Launcher(it's ubaaahhhhh), Proton grenade
+15 unarmed speed, +40 unarmed damage, + 20 unarmed accuracy
+20Heavy pistolspeed, +20HP accuracy
+20 HAW speed, +30 HAW accuracy
+20 HWS speed, +30 HWS accuracy, +15 HWS efficiency
+20 TW speed, +20 TW accuracy
Specials - flamesingle2, flamecone2, acidspray2
The launcher pistol does not count as a normal pistol in this setup, and doesn't get normal pistol bonuses. Hence the apparent generosity of heavy pistol bonuses. It may therefore require its own specials as well. Neckstrike is implied to be surprise attack only. Hence it can not be used on or by combatants who are "alert". If someone has any suggestions for more appropriate specials for the HAR, unarmed, or pistol, that'd be cool.