Commando Archive
Thread: Crazy Idea re: Rocket Launchers
Message Edited by Daker-Naritus on 08-27-2004 11:11 AM
One simple way to make Commandos more useful would be to do the following:
Reduce the specific protection on some armour types to have low resistance / vulnerability on a greater number of damage types.
If there were a lesser range of commonly (and highly) resisted damage types, Commandos would be the only class who from the outset have the tools to attack an enemy's weakness. Like the Black Mage in certain games, who has elemental attacks which a wise player can use to hit the enemy with the element which hurts it most, Commandos should be able to, once the vulnerability is identified, hit a target in it's weak spot. Other classes should be able to do this to a degree, utilising three or four damage types (which isn't exactly the case now, I know), but Commando and its six (count 'em) main damage types could, and should, be the "tactical" member of the group.
Hm, here's a motto that the Commando should have:
Versatility, Flexibility, Diversity.
I also think that each weapon would have limited, specific utility (example: the flash grenades would not work on every hit) giving us a reason to strategize how we are going to run the battle.
nbd9k wrote:
the problem is, the whole idea doesnt work if we cant change between various rounds fast enough. maybe if there was some way to create a "combat load". sort of like filling a magazine with tracers. before you go into combat, you preload your rounds in a perticular order, as is your own preference. in combat, you can fire those rounds off quickly, or if you decide to fire a different round, you take a little extra time to pull it out and direct-load it.
whacha think?
-harv
StarNick wrote:
Yeah it was (the single reloadable HW weapon)also in that revamp post that TH liked by Razer...or was it Raptor? I always get both of your names mixed up for some reason....
But i like this...as it also simplifies our gernades....organization as well as simplicity is always a good way to do things...
Yeah...that was really the key point I was getting at. I think all of us think a single re-loadable launcher would be perfect, I just thought that even if that happens, we will STILL have launcher ammo and grenades that will probably have overlapping/redundant effects.
My crazy thought was, lets just combine those two weapons into a 2-tree weapon that has a lot of versatility: Short range grenades and a separate launcher to convert them into long range ones.
My thought was also that we really only need 3-4 damage types and I hate redundant weapon effects. This would provide us with:
Heat, Acid, Blast, Stun, Electricity, and maybe energy Damage types
Knockdown, dizzy, stun, blind, and our flame dot.
I think that pretty much rounds out all the stuff we need (aside from AP on the HAR, and pistol mods/specials), and will make commando a complete profession without a bunch of overlapping, superfluous crap.
I also think that each weapon would have limited, specific utility (example: the flash grenades would not work on every hit) giving us a reason to strategize how we are going to run the battle.