Commando Archive
Thread: Master Marksman should NOT be a prerequisite to unlock Commando!!!
We don't use any of those skills besides the pistol skills to compliment our character. 169 Skill pts is way to much to be such and underpowerd profession. We shouldn't be forced to play as CM's,Rifleman or Fencers inorder to compete in PVP.
/Slap Self
WAIT FOR THE COMBAT REBALANCE YOU DUMB DUMB!!!
Message Edited by peer on 05-14-2004 07:18 PM
Commando should include a column that adds rifle, carbine and pistol skills. Build this column with combat xp.
Commando should include a column that builds on the unarmed column we are required to complete. Make it hand-to-hand fighting skills that can be used whether armed or unarmed.
I also think wannabe Commandos should master scout along the way to novice, as the exploration, survival and trapping skills are all things that are reminiscent of a soldier on the move in the great outdoors. Of course, I have an ulterior motive here: I want to see the grenade column changed to the 'demolition' column. Fix the grenades and add heavy demolition charges as well as advanced traps-similar to claymoor and land mines. Build this column with 'traps xp' just like the trapping column in scout.
Where would I get space for all these new columns? Easy-merge the FT with the HAR. That creates on blank column. Then, merge the heavy disposables with the FT and the HAR. That's 2 empty columns: Light Weapons(rifle, pistol, carbine); Hand to Hand Combat. Those plus Demolitions and Heavy Weapons and we have a commando.
GSenTineL wrote:
While we are at it lets make Bounty hunter not require Master Marks ethier? how dose that sound?
No, they actually use thier weapons like pistols andcarbines.
The devs have been straight and to the point when it comes to pre-reqs...they don't have to have anything to do with what comes after, sometimes they do, sometimes they don't...They are more about "flavor"...about "background story"...
It's like fulfilling certain tests before you are allowed in the club that is called Commando...You became a Master in unarmed fighting, you Mastered all the various Marksman weapons...and as your reward, here is your Flame Thrower...
One thing I am working on is getting some aspect of our pre-reqs up into our profession...Smugglers, in their revamp, are looking at getting unarmed "dirty fighting" moves to compliment the fact they have an unarmed pre-req...if they get it, then it's a good case for use getting something similar (except I think ours should either more of a hand2hand grab and throw type moves personally)...
I'm also working on getting us pistol specials and skill mods to compliment our Launcher Pistol...
If you are looking for some specific reason for our pre-req, go with this one...To Master Unarmed you must be strong...and this means you are strong enough to lift and holdour weapons...To Master Marksman it must mean you understand the fundamentals of weaponry better then most, enough so that you now unlock HEAVY weapons...
That man not be enough for you, but if all goes well, we may make this all work someday soon...
Unarmed also grants us the ability to hold 2.5X to hit modifier weapons in melee range (and only use their specials there too)
Ive said and pushed for this...and Ill say it again...I really think that the Marksman stuff should *lead* up to Commando mods...the hvy weapons more precisely...thats why I still think we need a "base" of hvy weapon mods (aka Special Hvy Weapon combined pool mods..benefits BH's...who also have LESS accuracy mods for their LLC then us...of course, we all know that the LLC is a better weapon -- light ap, and 2 second specials).....this would also benefit the LP and the proposed LR - AR...and prevent dabblers.....just a MP dabbling for the scatter and BH pistols..is severely hampered by SP costs...yet NOT when they dabble for the LP...since we cost less in SP
Also...garvin....as you just said...if this is a backstory..master marksman and unarmed...and we're given a flamer cuz we completed it...why should an MP solely get novice commando...yet be better than a Master Commando with the LP?...even if we had an LP tree, it'll take 189 SP to have Master Pistoleer w/ that tree...meanwhile it'll take 232 SP to do so vice versa (MC w/ MP)..yet the same mods for the LP exists...is that balanced? No...does that sastify a backstory? Not in my book...a Commando can be a pistoleer...but a Pistoleer cant be a commando...
Also...a MC w/ MP template...some may say to me..."but you get lots of other hvy weapons you dimwitted dork"....which would you rather have? 61 Skill points left over (nearly enough to master medic...if you just get novice commando for the LP like many do now...you can master medic...or get the defenses from Fencer and have enough left over for another tree...or tree and a half) or 18 skill points? (barely enough to get a novice starter profession
Id rather take the more skillpoints to enhance my skills over lots of hvy weapons (especially atm as they dont work...)
if you look at it, Hunting or Exploration 4 is MUCH MUCH MUCH MUCH MUCH more commando.