Commando Archive

Thread: My vision for Commandos

TickTock
Sat Sep 20, 2003 12:00 am
#1

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.





-NOS-
Sat Sep 20, 2003 12:05 am
#2

hmmm, I respect your effort (I know how long it takes to make new skill trees from experience making sample ones). However I dont like the mods to flame skillz and I think that we should be able to drop unarmed combat, this way we get the alot of skill pnts back (ALOT)





Mandalo :-: Master Mandalorian

"Hard work nver hurt anyone, but why take the chance?"



TickTock
Sat Sep 20, 2003 12:11 am
#3

If we drop unarmed, we lose hybrid status, and thusly become subject to sucking. We then lose most of our justifiability for being any better than rifles, pistols, or carbines. I do not deem that acceptable. As for my changes to flame "skillz", I only moved single2 into Mastery. It's easily just as powerful as flamecone2, just for different reasons.
Brian9824
Sat Sep 20, 2003 12:21 am
#4

I still say having a tree in medic would have been better pre-req then unarmed. Battlefield healing makes more sense.



Ta'koka Hyho
Creature Handler / Commando
Valkari-TKM
Sat Sep 20, 2003 12:23 am
#5

Message Edited by Jeassa on 09-21-2003 09:00 AM



Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

TickTock
Sat Sep 20, 2003 12:26 am
#6

Having a tree in medic infringes on combat medic territory.
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