Commando Archive

Thread: If I were a dev for SWG

Hellshot
Thu Jul 08, 2004 11:58 am
#1


Well, I am bored at work waiting for something to finish, so I thought I would offer my expert backseatdriving skills to the devs on how I would change the commando profession. I only offer his because I know that the devs love having random people tell them how to do their jobs My basic take on the commando proffession is that it should be the proffesion on high damage that can be delivered in an area of attack format primarily.


1) Merge the heavy weapons and field tactics trees together, renaming them explosive ordanace



a) Add a single heavy weapons launcher that can be reloaded with ammo packs similar to what we have now, with all of the ammo being AP3

b) Add a grenade launcher that can be loaded with existing grenades

c) Make damage for both launchers dependent on the ammunition, and the speed dependent on the launcher

d) Make launchers able to accept powerups and be sliced

e) Add status effects to grenades and certain heavy weapons


i) fragmentation grenades - stun

ii) cryoban - freeze opponents in place

iii) glop grenades- blind

iv) imperial detonator - stun

v) thermal detonator - blind, dizzy, chance of knockdown

vi) proton grenade - blind, dizzy, knockdown

vii) rocket launcher - knockdown, stun, chance of dizzy and blind

viii)heavy acid launcher - blind

2) Merge the flamethrower and acid rifle tree


Reduce the damage of the HAR to be about half of what it presently is, increase the speed by 25%, and change the AP from 0 to 3

3) Add a close quaters combat tree that would


Add melee specials that could be performed with commando weapons, such as a butt strike

Add specials that could only be used with the launcher pistol that are analogous to the flame specials (big increases in damage that can be single or aoe, but don't have specials)

4) Add a new assualt rifle tree


Provide a new damage assault rifle for commandoes (maybe AP2 energy) that could use specials in the marksman tree. The rifle should havea high rate of fire and have specials that a wide cone of destructions, such as a burst fire special that could hit a single target with multiple rounds (yes, similar to the carbineer), and an autofire mode that could have a 45 degree arc of fire and do serious damage. Maybe these attacks should cause a random pool bleed, depending on which bar they hit initially. These specials should be used outside of melee range (20-45m or so).



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
LuciusScipio
Thu Jul 08, 2004 1:49 pm
#2

Great suggestions all around. Here are my suggestions. Combine the Heavy Weapons skill lines into one branch (like it was earlier said), add assault rifles (like it was said) and...:


Add Heavy Artilery to the game.


Since we are supposed to be the damage dealers in the game, why not introduce Ballistics into the game? The ability to pluck down mortars, canons, some type of missle launchers could become a part of the Commando trees.


We are tied for the most skill points but don't have near enough diversity in attacks.


These artillery weapons could be very very slow and would probably require reloading when the ammo has been spent. They would also take a while to pack back up and would require the use of one of our lots.


Here is another suggestion:


Add assault vehicles. Something similar to drivable AT-ST's but create Rebel/Hutt and new Imp variations of them...and these should be exclusively limited to the Commando profession since we are supposed to be the heavy combatants.


These new weapons of war could have their own tree lines while the acid, tactics and flamethrower lines could be merged into one (as it was mentioned above). Just my 2 credits worth. :-)



----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
BravenIrish
Thu Jul 08, 2004 4:53 pm
#3






Hellshot wrote:


Well, I am bored at work waiting for something to finish, so I thought I would offer my expert backseatdriving skills to the devs on how I would change the commando profession. I only offer his because I know that the devs love having random people tell them how to do their jobs My basic take on the commando proffession is that it should be the proffesion on high damage that can be delivered in an area of attack format primarily.


1) Merge the heavy weapons and field tactics trees together, renaming them explosive ordanace



Great ideas! Especially the cryoban. When I first used one...I was actually frozen behind the keyboard because I was positive it wasn't working as intended! I even tried them a few more times to make sure (And ok...the effect is kinda cool too).

2) Merge the flamethrower and acid rifle tree


Agree 100%. But I'd say the easiest fix in combining them is to make the HAR exactally like the Flame except with Acid damage....boring, I know, but it would be soooo easy for the devs to implement. Plus it would give us just a tad more diversity and another open tree (for a REAL rifle...heck change the name of the HAR to Acid Thrower...lol)!

3) Add a close quaters combat tree that would


Add melee specials that could be performed with commando weapons, such as a butt strike

Add specials that could only be used with the launcher pistol that are analogous to the flame specials (big increases in damage that can be single or aoe, but don't have specials)


Yep! We NEED something for NO RANGE...we train in it, why can't we practise it? Most other professions use thier pre-reqs "In-House". Ever hear of a PURE rifleman having a pistol special? NO! They depend on rifles...because rifles is thier pre-req. Same applies to every other "Elite" combat class....why are Commandos an exception?

4) Add a new assualt rifle tree


THAT's what I'm talking about! The range you mentioned has been a personal thorn in my side. Medium range! I call it a carbine, others call it a rifle (TO-MA-TO; TO-Ma-TO...). But either way, I think every Commando knows that we can either run up close and hidebehind the ranks of the Mele guys to use our FT...or hang back long range, shoot an expensive disposable, miss, and message the back of a rifleman while we wait to miss again!


At least we can hang around em though...Med ranged dudes rarely see us by thier side. Unless we're falling back to them since we can't defend ourselves up close anymore without getting pounded for 5secs before switching to one of our pre-req skills....oh well.


Sorry about the tangent....we need something Medium Ranged.



Slainte'





§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
Raptor2k1
Thu Jul 08, 2004 6:41 pm
#4







To have KD ability, they would have to have some sort of delay, only be able to KD once in a certain time period, have incredibly bad accuracy giving us only about 50 or 60% chance of hitting, or have such high HAM costs that it couldn't be spammed repeatedly (more then 3 or 4 shots)...


We don't want to create anything spammable that could be used to prevent all attacks from our opponent...that's a hornet nest we don't want to poke with a stick...But on the other hand, having something that can be used in a combo with our other weapons makes perfect sense (KD + Flame Special)...why have multiple weapon types if they don't work well together...






I had an idea to resolve that issue actually. Why not create a new timer for grenades akin to the medical timer for stimpacks? It could decrease a bit as you level up field tactics as well for added benefit to mastery of the line.


It seems to me this would resolve most issues with spamming, while still maintaining their usefulness as a supporting weapon used in combat on heavy enemies or groups of them.


And Hellshot... you're scaring me, I've thought the exact same thing for the most-part on the editing/re-arrangement of our trees.

Message Edited by Raptor2k1 on 07-08-2004 06:42 PM



Kyeran Halkyon

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


yorukaze
Thu Jul 08, 2004 7:48 pm
#5

/signed, especially to the new Melee tree which would let us do CQB (limited, but let us do it) as well as Launcher Pistol abilities. I believe that there should also be an +Weapon switch time in this category.



________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
garvin
Fri Jul 09, 2004 12:10 am
#6

Great suggestions (and I too am bored at work which explains why I post so much)...


I've been thinking a lot lately about grenades...There is a problem with granting them a KD status effect that other professions would jump on us about...the possibility of spamming Grenades and keeping someone on the ground until they die...the same is true for arguements that people have against the TKA KD...


To have KD ability, they would have to have some sort of delay, only be able to KD once in a certain time period, have incredibly bad accuracy giving us only about 50 or 60% chance of hitting, or have such high HAM costs that it couldn't be spammed repeatedly (more then 3 or 4 shots)...


We don't want to create anything spammable that could be used to prevent all attacks from our opponent...that's a hornet nest we don't want to poke with a stick...But on the other hand, having something that can be used in a combo with our other weapons makes perfect sense (KD + Flame Special)...why have multiple weapon types if they don't work well together...


Grenades with status effects could be tricky because of this type of logic...some people consider grenades on the same level as scout traps...Our grenades do damage with no status effects and Traps do status effects but no damage...That's the arguement that some might use...that it is a trade off....



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Hellshot
Fri Jul 09, 2004 12:16 am
#7

Sure, but at the same time my understanding of the way the HAM change is going to be implemeneted, we will in effect of health bars and then special bars that will be used to perform combat actions and specials. If these weapons had a sufficient impact on the specials bar, then it would be balanced. Also, a grenade launcher is a fairly slow weapon, with the trade off being that a skilled solidier can nail a target from across a field. I was thinking of grenades and heavy weapons as long range weapons used as an intial attack before moving in to closer range with other weapons. Also, no one is complaining about /saberthrow 2, /saberthrow2, /saberfrenzy,/saberthrower2, /saberfrenzy, etc.




Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
garvin
Fri Jul 09, 2004 12:38 am
#8






Hellshot wrote:

Sure, but at the same time my understanding of the way the HAM change is going to be implemeneted, we will in effect of health bars and then special bars that will be used to perform combat actions and specials. If these weapons had a sufficient impact on the specials bar, then it would be balanced. Also, a grenade launcher is a fairly slow weapon, with the trade off being that a skilled solidier can nail a target from across a field. I was thinking of grenades and heavy weapons as long range weapons used as an intial attack before moving in to closer range with other weapons. Also, no one is complaining about /saberthrow 2, /saberthrow2, /saberfrenzy,/saberthrower2, /saberfrenzy, etc.






Exactly...it all comes down to what changes are implemented to make the ideas possible...


As for complaining....give folks time...many folks are calling for an overall Jedi Nerf instead of picking on just certain aspects/specials at this point...


From the rumblings I've heard...Jedi's will be included in the great "balance" and that is the main reason their revamp came before the CB, not after...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

ghola_flurry
Fri Jul 09, 2004 12:42 am
#9

Garv, I thought that that KDs were spammable. I was under the impression that you could not KD an opponent more than once every X seconds( where X ranges from 20 to 30 depending on the source ).



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
-Bishamonten Talax :: Proud Member of C-III and Citizen of Talon Morte( Formerly Triconica )
-Menelaus :: Commando on TestCenter1
Ster
Fri Jul 09, 2004 12:50 am
#10






garvin wrote:

Exactly...it all comes down to what changes are implemented to make the ideas possible...


As for complaining....give folks time...many folks are calling for an overall Jedi Nerf instead of picking on just certain aspects/specials at this point...


From the rumblings I've heard...Jedi's will be included in the great "balance" and that is the main reason their revamp came before the CB, not after...







Actually the best part is if you talk to the jedi they are complaining about a multitude of problems they are having. A matter of fact just go through the post TH has up right now on the current issues. The Jedi are very upset that PSGs are going to be resistant to lightsaber damage. Another stated that they dont do enough damage PvP. And yet another was complaining that their robes dont have any resists on them. And yes people are calling for a huge nerf on the Jedis, but more people are asking them to address the FRS problem. A good friend of mine got banned from the boards for 2 weeks, Mono, just because he made a well thought out post on the subject of overts only being in the game for Jedi to get FRS experience. I dont think many people are taking it lying down and a lot of people have just stopped going overt. Why should they be overt when they cant even participate in the GCW. When you see a Jedi Knight you can only do one thing... run.


Ok this is getting off topic. I am done.







Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
Feixeno356
Fri Jul 09, 2004 1:07 am
#11

if I were a dev i'd add a flashbang type of grenade.


key points?

- Would not do damage

- Would cause Stun, Blind, and a 50% chance to knock down, at master it would be 100% ( that is lets say the person has low KD defense )

- Would set up a timer to throw all grenades. / KD would of course work on the KD timer.

thats just me.



Master Teras Kasi / Going Pistoleer Master.
A member of ROGUE
Beta Tester who is behind the times
We will show them the true power of the C-Force
Ajo79
Fri Jul 09, 2004 2:00 am
#12


Good points made, I'll add some of my thought in this matter:


- Merge the Flamethrower and HAR into one tree. Same mods and specials. Make the HAR the slower but heavier (meaning adding Armor Piercing) of the two. HAR should be very servicable just like the DXR-6B for Rifleman. Also add more accurcy mods in this tree.


- Add oneAssault Blaster tree. Devs screw up majorly by making the T21 a Rifle and not a Heavy Support weapon. The'll should add another good blaster. Like most of you I would prefer a fast/low damage compared to a slow/high damage.


- A diffrent approach would be to scrap the idea of a assault blaster and instead give the Launcher Pistol its own tree with specials and speed & accurcymods. This would make more sense than adding another weapon.


- Make grenades usable. Lot of ideas. I take anyone just so they work. Just remember to increase the stash size to 20 or so.


- Reduce the number of components and resources used to craft the launcher weapons. This would make them cheaper for us to buy. Also make the launchers all AP=Heavy


This has been said before and I just said it again. Well, hope the devs listen this time

Message Edited by Ajo79 on 07-09-2004 11:00 AM



Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

Vagrantprodigy
Fri Jul 09, 2004 6:37 am
#13

While it would be easy to make the launcher pistol better instead of giving us an assult rifle/carbine, it doesn't seem to fit in that the heavy damage dealers of the game use a pistol. It's odd.



Vagrant' - Trandoshan Commando- Test Center Jein - Zabrak BH/Commando- Starsider

Bring back Tyrant!!!
Page 1 of 2
Previous Next