Commando Archive
Thread: My take on Commando (Purpose, Mechanics, Weapons, PvP)
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YodaPuppet
Fri May 14, 2004 5:15 am
#1
***Purpose of Commando:
After reading forums, watching star wars movies with an eye out for commandos and playing SWG I feel the purpose of commandos should be to provide stationary heavy arms support in battle.I would like to see Commandos be the polar opposite of rangers and scouts as far as mobility goes, but I want to see them do the biggest damage (especially aoe damage) in the game. Basically I want to see Commando's sacrifice mobility for damage, making them good for encampments.
*Why this Purpose:
1.Previous incarnations: Almost every other MMORPG has this kind of profession, that beingthe "super-damage but slow as dirt class". It makes for an intriguing addition to providing great defenses of fortifications without unbalancing the game...since the commando's can't move around very fast.
2. Movie SWG lore support: The Hoth battle in Empire Strikes Back had these guys in spades. If you want to see a commando or 12 in action watch them work the AT-ATs. That is a commando, that is what they are supposed to be. Stationary huge damage combat artillery workers.
3. Reasonability: So my Scout/Commando can chase down a guy carring a pistol while my character has a giant flamethrower or rocket launcher to carry...yeah right. Also, what is this business with missing your target with a rocket launcher? Come on now. But more on this in mechanics.
4. Fun Factor: New players look at the commando tree and they see things like grenades, rocket launchers and flamethrowers. The fun factor in Commando is in its HUGE weaponry and HUGE damage! So give the players what they want. I doubt many people will care that a Commando has to move slow as a snail (or stop entirely) so long as he can rip out a rocket (or acid rifle) that does the most damage in the game.
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***Weapons of Commando:
1. Disruptor Rifle- As far as weaponsgo, the biggest disappointment to mein the gamewas seeinga Disruptor Rifle at a vendor and looking at the damage. Has anyone here ever played Shadows of the Empire? Or read a SW book with a Disruptor Rifle in it? Lets get with the lore here. It was considered one of the most feared weapons in the galaxy, and for good reason. Make the Disruptor Rifle a Heavy Weapon that actually does the damage that compares it to the SW universe. Make it piercing damage and make it hurt!
2. E-Web- Everyone wants it. Commandos (Snowtroopers)used it and variations of it in the Hoth battle. Make it something a Commando has to stand with. The Commando shouldn't be able to move AT ALL. But he should be able to rip anything in front of that E-web in two.
3. Grenades- Remember that scene from RoTJ where Leia in the Ubese Armor pulls out the Thermal Detonator? I want that kind of fear from people around me. When I thermal detonator drops I want to see people scatter. Also I want Commando's to be able to make their own grenades or make theminexpensive.Any consumable weapon like grenades or rocket launchers should be either A. Cheap or B. Creatable by the class that uses them.
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***Mechanics
Here is my wish list of things I'd like to see changed stat-wise in the game to make the Commando more reasonable to his purpose.
1. I'd like to see Heavy Acid Rifles changed to "Disintegration" damage. Change the tree name if it must be done, but merely adding a new damage type would be almost as good as giving AP to the weapons. Better yet it makes more sense to the SW lore. This would make the tree useful without changing or messing around with dots and aoe and damage modifiers
2. Increase the range of all Commando weapons to levels equal with apistol or carbineBUT give Commando's a movement speed penalty based on their skill level in the second tree.
3. Increase the accuracy overall. It's been said before but I'll say it again. It makes no sense that a Commando has to wait till the third tier of flamethrower or Acid Rifle to have a decent chance of hitting anything.
4. Give Commando's a damage increase per skill gained. Make it like the TKA line. This would give the Commando the purpose their supposed to have.
5. Fix the AoE damage on all weapons.
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***PvP
This is what I want to see for Commando PvP. I want them to be horrible in duels. I want them to loose to everthing. Why? Because a duel is spontanious, no prep time, a Commando should require prep time. The fix of AoE damage should help this. I want AoE damage to hurt the Commando. That way a Commando won't fire off a rocket launcher in melee range or attempt to start someone on fire when they are about to throw a punch.
I want Commando's to shine in premeditated group warfare.I want to see a group of Rebels come upon an Imperial base. I want to see them start fighting, I want to see Commandos spend 2 minutes having to prepare E-webs and entrenchments while the other professions fight. Then I want to see Commandos ripping holes in their opponents. They should be stationary killers. It is fair, it is fun, and it is balanced.
This is what I want to see for my Commando! Any questions?
Mavarus
Fri May 14, 2004 5:24 am
#2
I gave ya a 5, I think its spot on mate. Even in the books it says we will be able to use a E-web repeater blaster and
use turrets. I think commando is a vital part of the GCW and we need to be fixed ASAP. Good post.
Mavarus
Fri May 14, 2004 5:28 am
#3
List of weapons we were told we would have at the launch of this game:
1. Assault Rifle
2. E-Web repeating blaster
3. DC rifle (ones the clones equipt)
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