Commando Archive

Thread: Skills already in game that are more commando-like than commando skills

kenrw24
Fri Apr 16, 2004 11:57 am
#1


I've had ideas for some time about which skills I feel a commando really ought to have, if they are actually commandos and not flamethrower toting blast jockeys. I researched what commandos in real life, such as the navy seals, are trained in. I came up with these things, in a nutshell:

Sniper skills with long range rifles. Assault Tactics generally using weapons similar to carbines. Close quarter combat-unarmed, pistol, carbine, rifle in hand, doesn't matter. Demolition-big charges, not just grenades. Also shape charges used for traps, like claymoor mines, and heavy demolition charges for taking out large targets. Medical skills because its the commandos who take care of their own in battle. Believe it or not, there was mention of heavy weapons, but it certainly is not all a commando does. Not by anymeans.

To one degree or another these skills are all represented somewhat in the game already, just hardly any of them are in the commando's repetoir.


Here's where I found skills I felt commandos might really use, plus some SL skills that would just make sense:


Commando-like skills:


Scout: 4-4-0-0 This adds increased move rate, mask scent and traps. These traps are not exactly what I would prefer for commando but they're the closest skill in the game thus far. Having novice scout also grants the make camp ability, something I'm sure any soldier is capable of.


Carbineer: 0-3-4-0 This adds crippling shot and suppression fire for the "commando" along with counterattack +80. The carbine is the equivalent of an assault rifle.


Commando: 0-0-4-0 Maybe not the most commando-like heavy weapon, but it's the only one that really works.


Fencer: 0-0-3-0: This adds +60 to dodge and grants onehandbodyhit3. You could go up one more box and get +80 dodge I suppose, but at a minimun, box 3 grants a good one handed attack, and standard issue for commandos is a specialized dagger for one-handed combat. Just makes sense and sounds helpful.


Pistoleer: You can find many aspects of pistoleer in commandos, but then again the pistol is rarely the weapon of choice. I preferred to go different routes and did not heavily analyze the skills here,but there are definitely skills that one could argue are quite commando-like.


Rifleman: 2-3-0-0 minimum, 4-4-0-0 optimum. Long distance sniper skills are a core skill of the real life commando. A commando unit with out snipers is not a commando unit at all. These skills add headshot3, snipershot, concealshot and concealed movement to the "commandos" repetoire, depending on how far you take these columns.


Squad Leader: 1-3-0-0 This profession just kind of goes with it, but then again could easily be removed completely. But the benefit of having a squad leader improve the accuracy and move rate of his squad is undeniable.


Teras Kasi Artist: 0-0-4-0 The commando needs some unarmed combat skills. That's just the way it is-can you imagine a navy seal who couldn't fist fight his way out of a paper bag? Me either. This adds some good, basic power to the repetoir of the "commando" but not the overall finesse and skill of a master.


Medic: 4-0-0-0 A medic needs to be able to patch up his own, and first aid is a valuable skill in the field.


Obvioulsy all the above professions could not be combined, there just aren't enough points. But I did fiddle around with a character builder program and figured out a number of combinations that are not too bad. I'll post them another time perhaps. Hope you found this interesting.
navaTalyus
Fri Apr 16, 2004 1:11 pm
#2

what you say does make a lot of sense, carry on soldier!
22_VaDeR_22
Fri Apr 16, 2004 4:25 pm
#3

its funny that you mention a Navy Seal


not more than 2 days ago i showed my brother in law, who is an Ex Navy Seal


i showed him the commando profession and what i could do......



he laughed at me, and said it was no where near what a commando could do.


this made me want to go BH again





________________________________________
Droz Triton
Expert Hunter
BH/Smuggler

Raptor2k1
Fri Apr 16, 2004 5:18 pm
#4

I've got some cool commando templates as well. The one I'm currently working on is:


Commando - HSW and FT IV


Rifleman - Master


Pistoleer - 3 -0 -4- 4




If figured that way I can be a master of all sorts of close range, and long-range combat. I can snipe, blast the heck out to stuff, burn things, and still be potent with a firearm at close range.



Kyeran Halkyon

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


Vincentarasin
Fri Apr 16, 2004 6:23 pm
#5

If a commando was real, they could sit there, launch mortars at huge range, with precision accuracy, and devestate.



I personally love shooting the rocket launcher, I had a friend make me a ton of dumb ones, just for grins when a rancor runs away with 100 health





Vincent' Arasin
______________________

First Master Fencer of Bria
______________________
(ggggggggggggggg9WXnnln[[[[nnnn}}}}nlnnWX9ggggggggggggggggg)
Neo00
Sun Apr 18, 2004 9:07 am
#6

So you think commandos should have every good skill in the game even though us BH need to master 2 professions and you only need need to master 1? that the stupidist idea ive heard all week.
BlasterBomber
Sun Apr 18, 2004 9:28 am
#7






Neo00 wrote:
So you think commandos should have every good skill in the game even though us BH need to master 2 professions and you only need need to master 1? that the stupidist idea ive heard all week.





no, hes just saying that these r the skills that a real-life commando should have. yeah it would be rediculous to suggest adding these to the commando profession. but he is right that commando's should be more than blast berserkers



_________________________________________________________

WARNING!! You are now entering a no intelligence zone.
StarNick
Sun Apr 18, 2004 10:54 am
#8

or Dummy Targets....We're generally the first ones to be targetted and brought down in PvP...(using our skills alone)



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

kenrw24
Sun Apr 18, 2004 10:47 pm
#9

Huh, I don't seem to recall saying that all the skills I mentioned above should be placed in the commando profession. I did say they were more commando like than the skills the commando currently has, overall. And, regarding your valiant efforts at mastering two professions before being able to even begin your quest for novice bounty hunter, I must say, I really have no concern whatsoever at this time for the fate of the bounty hunter profession, mainly because of your poor attitude. Have a nice day!
kenrw24
Sat May 15, 2004 2:38 pm
#10



BlasterBomber wrote:


Neo00 wrote:
So you think commandos should have every good skill in the game even though us BH need to master 2 professions and you only need need to master 1? that the stupidist idea ive heard all week.


no, hes just saying that these r the skills that a real-life commando should have. yeah it would be rediculous to suggest adding these to the commando profession. but he is right that commando's should be more than blast berserkers





"but he is right that commando's should be more than blast berserkers"

That's my point exactly-there are so many 'commando-like' skills in the game, yet the commandos have nearly NONE of them.

Garvin is saying the devlopers have told him directly that much of our top 5 is "being addressed" in the combat rebalance, but of course he has not been given particulars so we're still in the dark. We're just now wondering if there might be some light soon.
StarNick
Sat May 15, 2004 3:31 pm
#11

11 Months...soon to be an entire year totally left in the dark...


...and we're on the eve of the greatest change to our profession....nearly as great as D-Day was to the Allies in WW II


Ironic....just like how ironic that nearly none of the commando skills in the game...are even in our profession...no we cant take every good skill...but we're on the other extreme....





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Waste93
Sat May 15, 2004 6:49 pm
#12






kenrw24 wrote:



Commando: 0-0-4-0 Maybe not the most commando-like heavy weapon, but it's the only one that really works.


Rifleman: 2-3-0-0 minimum, 4-4-0-0 optimum. Long distance sniper skills are a core skill of the real life commando. A commando unit with out snipers is not a commando unit at all. These skills add headshot3, snipershot, concealshot and concealed movement to the "commandos" repetoire, depending on how far you take these columns.





Good post but wanted to disagree somewhat with these two.


Most Commandos don't use heavy weapons. Commandos are Raiders trained to operate in quick stikes behind enemy lines. Which means keeping heavy weapons at a minimum. You are unlikely to find a flamethrower in a real Commando unit. Though you may find light mortars and machine-guns. Though many Commando units make up for their small unit size by using heavy firepower. Hence the inclusion of machine-guns and other high rate of fire weapons.


As for Riflemen. Sniping is not a core skill of Commandos. Snipers are trained for precission shooting at long ranges. Typically 600-700m. Commandos are not trained this way. Though there may be a qualified sniper in a unit there is not one in every unit. Snipers are typically assigned at a higher level of a military unit.


There are SeAL snipers just as there are Green Beret snipers. But there isn't one in every squad. The Sniper training is seperate from the Commando training. Those Commandos that get Sniper training get it from the same place as a regular infantry Sniper. The typical Commando is trained at the same ranges as regular infantry. They just get some additional training in various other weapons. Usually enemy weaponry. But not sniping.





Colonel Waste - The Wookiee Crusader
StarNick
Sat May 15, 2004 8:59 pm
#13

hrrrmm..thats not really disagreeing...thats more like agreeing


RL commandos are nothing like ingame commandos....exactly your point, and the original poster's point


BUT....we have the Pre-reqs of a RL commando....hence theres some arguement that we should have some sniping skills and assault skills rather than just be a big bang that fizzes out...granted, there are professional snipers who's only role is sniping...then theres the commando sniper...perhaps not as great as the sniper-only guy...but has some skill...and also has broad array of skills that include assault tactics...aka Carbineer


And then..support tactics which is Unarmed and Pistoleer


For our profession I would say that the LP and Hvy weapons be the pistoleer/ranged support...an AR that is BOTH for assault AND sniping (a hybrid..like the D-17)....and lastly some "sneaky" moves or defenses for close range tactical support...thats what you get if you combine all of our pre-reqs together...the arguements that we "shouldnt get every good skill" in the game is irrelevant...we must be exactly how we are defined by our pre-reqs - and that means that we're a class that encompasses a broad range of skills...we are most profuse in Hvy Weapons..but we can also assault/snipe and do fancy kung fu....hence why we take nearly double the skill points --- we may not be as good as a master sharpshooter or carbineer...but we'll be able to support those classes, while also bringing our own niche into play -=- To me...this is exactly how we should be





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

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