Commando Archive
Thread: If I were a dev for SWG
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
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
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)
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).
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'
Message Edited by Raptor2k1 on 07-08-2004 06:42 PM
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 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.
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.
Message Edited by Ajo79 on 07-09-2004 11:00 AM