Commando Archive

Thread: Garibaldi, Suggest this to the DEVs

TheBadLlama
Sun Aug 03, 2003 10:13 am
#1

This is my take on the Commando profession. What we have is not close to what the class should be. Making the special moves hit harder and making the Launcher pistol use pistol moves isn’t going to fix the main problems we have. We need a whole new set of skills.


Now hear me out guys. It’ll be a long post and if you don’t like it, flame the heck out of it.


First, the prereqs are out of whack. We have Unarmed and Master Marksman. Master Marksman is small arm stuff. Unarmed it so we cover all types of combat. We need skill tiers that reflect advancement into our prereqs. Everyone knows this.


Here are my idea’s for new skills tiers.


Novice Commando-Yes, even novice would have to be changed to a degree.


Skill bonuses-Keep the thrown weapon ones the same but change all the individual heavy weapons bonuses to Generic +Heavy Weapons Accuaracy and speed


Certifications-


Frag grenade


Launcher Pistol gives heavy weapon exp, DOES NOT USE PISTOL SPECIALS


Special Moves-


Heavy hit one- Very similar to Unarmed hit one. Just a boost to damage and Accuracy


Unarmed Combat- Runs off of unarmed combat exp. The bonuses to unarmed would be much smaller than those for Teras Kasi.


Tier one- Decent bonus to unarmed speed, damage, and or toughness.


Tier Two- unarmed Bonuses and a new special move.


Sneak attack- Usable only at the beginning of combat. Does a small amount of extra damage and has a chance to stun and Dizzy a target.


Tier three-Unarmed Bonuses


Tier Four- Unarmed Bonus and New special move


Necksnap- Usable only at the beginning of Combat. The commando must not be under the observation of the target AKA not selected by them with their toons head watching them and turning to see their movement. Add a LARGE amount of damage with a large delay


Small Arms - Runs off of Rifle, carbine, and pistol exp. Not sure how that could work out but a certain amount could be required from each type of weapon to get the next tier. Next up would have to be the small arms that we get some Master Marksman. The special moves here would be generic use with all weapons that fall under the Marksman tier, similar to the Ranged Weapon support abilities.


Tier one-Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine


Tier Two-Slight Bonuses to Marksman weapons. New Special move


Ambush Attack-This attack is usable only from the "Covered" state we get from the Rifleman tier. When used, it drops the cover bonuses. Dizzy, stun, and Posture lower to prone as they take cover from the sudden attack. Extra damage with low delay as the attack has been prepared for the enemy..


Tier three- Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine


Tier Four- Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine


New special move


Overcharge Shot 3-pretty much self explanatory. Just a more powerful version.


Heavy Weapons- This is the meat of the class. Runs off Heavy Weapons exp. This will require a whole new system for the heavy weapons themselves as certs are required for the more powerful ones and the charge ones fall under there as well.


Tier One-Heavy Weapons Speed and accuracy bonuses high enough to get us close to what the other elite weapons professions start their elite professions with. New Certification for the Heavy particle beam cannon. The specials available like heavy one do not work for the charge weapons. New Cert also for the Rocket Launcher. It would now be a chargeless weapon with a damage radius.


Tier Two- More heavy weapons bonuses and a new special move. New Cert for the heavy Acid rifle and the Heavy Lightning Beam Cannon.


Ground Shot- The commando aims for the terrain close to the target instead of actually at the target itself. Has a Knockdown and blind effect. Flying bits of terrain can take an eye out. Reduced damage and a much higher delay. Should be in line with the BH knockdown shot.


Tier Three- More heavy Weapons bonuses and a new special move. New Cert for the Heavy Acid Cannon


Heavy Hit Two- Just a move powerful version of it.


Tier Four-More Bonuses to the heavy Weapons. New Cert for the Flamethrower. New Special move


Heavy Blast- Explosion from the heavy weapons used to effect a large group. Damage radius increased to about 10m in both directions of the target. Less damage over all but more when added up. Large Delay.


Demolitions- The Combat Exp fueled tier. This would deal with the grenades portion. The devs have this one down alright. The only changes that need to be made would be adding our resistance to stun, Dizzy, Knockdown, and posture change, here. Can’t forget blind too.


Master Commando- Bonuses to Small arms, unarmed, demolitions, and heavy Weapons along with the top special move for Commando. Keep the Proton Nade cert here.


Heavy Hit 3- Devs want it simple? Keep it pretty simple then.


I’ve put some time and thought into this profession and if we want to be represented well for the abilities we have to get to achieve novice, this would be the best balance. I honestly doubt that the DEVs would be willing to put the time required to make such changes as this into the profession but I can still dream. Feel free to add your own thoughts to this. This is just my Idea of what I think a Commando should have and be.


Deela Ven Chilastra Commando Dancer

Blue6
Sun Aug 03, 2003 10:21 am
#2

I like it. However, rather than using similar small arms I wouold rather have some form of Commando specific small arms (i.e. the launcher pistol and some type of specific carbine and/or rifle available only for Commandos). After getting through Master Marksman, I would like the option of heavier small arms for Commandos, maybe something like a repeating rifle or heavy rifle (similar to the modern day SAW and older M-60's). I like the idea about the unarmed as well. As it is now, I will never use those skills again and they are just taking up space.



Halcyon Battousai/Novice Commando


Starsider




Halcyon Battousai/Master Commando
"The only thing necessary for the triumph of evil, is for good men to do nothing." - Edmund Burke
Tabcef
Sun Aug 03, 2003 10:23 am
#3

I think this would be the best for us too....


Good idea, with more weapons for us...


Yay?




---
"Don't forget that the purpose of war is not to die for your country, but to make the other son of a ***** die for his."
Tabcef Topue, Corbantis/
"The CSR, the ultimate jedi weapon."
Ankh Kho, Kettemoor
greenbleeder
Sun Aug 03, 2003 10:39 am
#4

Great ideas!


I think most commandos hate the fact that they are required to have unarmed as a prereq because they will never use it again. A waste of 29 skill pts.


I love the necksnap idea.


Seems like you put alot of thought into this. It's a shame the chance of any major changes like this have zero chance of happening.


At least the devs are paying attention and trying to make some improvements though. We'll just have to live with the improvements thry implement or change proffessions.


TheBadLlama
Sun Aug 03, 2003 4:22 pm
#5

Blue6, It would be nice to get a New weapon but, for me, the commando is all about the Heavy Weapons. Prolly the Best thing that could be added would be something like a E-WEB Cannon. E-Webs were shown in The Empire Strikes Back. Durring the battle of Hoth, Imperial Snowtroopers were setting them up as they invaded the rebel base there. Kind of a heavy Small arm weapon. Could be carried in the Commando's inventory then dropped like a Narglon or Omni Box then used. That way, the Commando could hold down an area but people could still be safe if they stay out of his fire zone. Kinda keep things balanced stll but give the Commando some more style. Only thing would be about a minute to set up and dismantle the gun. It would be powerful enough to scare people but still Balanced enough to not give us the "I WIN" Button.


Thanks for the feedback guys. I also forgot to mention that the Commando weapons in the heavy Tier would become increasingly powerful. Launcher pistol is less powerful than Rocket Lancher and its less powerful than the Heavy Acid Rifle, and its less powerful than the Flamethrower. The thing I like the most that with my setup, the commando still works best in a squad. he can't target specific HAM pools but the rest of the squad can. So he is still a help.


Now I need some help figuring out how to actually get this kind of Constructive stuff to the devs. If you have suggestions on how to do that or an even better way to Fix up commando, Post it here.

Blue6
Sun Aug 03, 2003 4:48 pm
#6

I would say go through the correspondent once the big patch hits and we see exactly where we stand, or if we even have legs to stand on. I was thinking along the lines of the E-WEB as well, some sort of tripod gun or a gun which requires you to be prone, but can lay down an immense amount of supressive fire, possibly with stance changing attacks similar to flushing shot (or whatever that rifleman skill is that causes prone targets to stand up, I can never remember their names).



Halcyon Battousai/Novice Commando


Starsider




Halcyon Battousai/Master Commando
"The only thing necessary for the triumph of evil, is for good men to do nothing." - Edmund Burke
Obevacca
Mon Aug 04, 2003 12:13 am
#7

Well its unfortunate they didnt wait to bring commandos till they makean Expansion. But your ideas are great and I hope they take some into consideration and soon.


Obevacca (radiant)




Its not me you looking for. Its the one its me you've found.

Obevacca (radiant) WAR
TheBadLlama
Tue Aug 05, 2003 6:09 am
#8

Hmmm I guess this would be the best way to get his attention.... HEY GARIBAL DI! LOOK AT THIS AND SEND IT TO THE DEVS IF YOU LIKE IT!!! WEEEE!....... think that will work?

Aalamyen
Tue Aug 05, 2003 6:36 am
#9

I'd rather the devs fix what we already have.I like the fact that launcher pistol has pistol specials, because the other hvy weapons get kinda boring with 1 special every 100k exp Also I don't like the idea of small arms, we are hvy weapon specialists, and I utterly hate unarmed lol-thats why we have all these skill points left over so you can go into TKA if you want. I DO think we need some sneak attack bonuses, I loved the idea (whoever posted it) about commando only missions, where you sneak in and blow up bases. Very cool but should be faction specific. I kinda liked the necksnap thing...make for a nice death blow. I dunno, I'd rather see commandos FIXED than changed and have stuff added to it, because I want to be a commando for what it already has thats broken.



albino wookies > devs
BobaF377
Tue Aug 05, 2003 6:44 am
#10

Well, I'm not a commando, but someone asked me to come and try and put my full support into the commando forums, so I'll put my ideas in.



First and foremost the commando should NOT be using pistols, that should be the farthest thing from a heavy weapons specialists array.


A commandos lightest weapon should be something along the lines of a very fast shooting, very hard hitting, inaccurate machine gun.


Something along the lines of a SW approach to an M249 SAW (Its a big machine gun carried by heavy support specialists - It can be shot while standing but is most efficient when mounted, or when used while laying prone with bipods set up - it serves one purpose, and thats to stay behind the front line - and rip the enemy troops limb from limb while laying down literally a sheet of lead to keep the enemies behind cover)


I think a weapon like this would be most efficient if designed to have huge damage, only slightly less than the T21 at the least, a reccomended range of 40m, yet it should have -25% accuracy at best, and delay of mabye 2.5 for a high quality version.



As far as Llamas post, I'm not too sure about the whole revamp as I'm not a commando, but the whole pistol thing needs to be dropped for sure




~Do not cross a man, with nothing left to lose.

~Honor until death - No fear.

Ex Bounty-Hunter
TheBadLlama
Tue Aug 05, 2003 6:52 am
#11

Personally, I HATE the way the devs are doing the Launcher Pistol. It comes across as a quick fix to ungate the profession and doesn't address the major issues. Making the LP our primary weapon and having it use pistol specials just doesn't make sense. As we progress into the Commando profession we become no better with the pistol, our primary weapon according to the devs. The only truely viable option become tobe a pistoleer commando and have few skill points for much else. The Commando will become a cookie cutter. everyone will be a Commanco Pistoleer.


The reason for the Small arms and unarmed tiers was to kinda make our prereqs make sense. And also, its not that we are heavy weapons specalists, we are COMBAT specialist. The Heavy Weapons fall under that area. I believe someone on the forum has posted a very nice link to the description of a REAL commando. Take a look around. Also, whats the point of having 2 tiers with the EXACT same specials for 2 different weapons? They do exactly the same thing. With my system, the damage is still unfocused into a single HAM pool so the Commando would work best in a group.


Commando missions would be excellent. only fair since the Bounty Hunters get theirs

BobaF377
Tue Aug 05, 2003 7:17 am
#12

I agree - Every profession in the game except for BH and Commando are pistoleer for the most part, as it is an overpowered pos right now.


From what I am gathering, the commando was designed entirely in about 5 minutes.


Someone was taking a crap, and said "Hey wouldnt that be cool?"


5 minutes later, you had the Commando class.



Alot of it definately needs revamping, and I like the idea of commando missions... Imagine.. A Twi'lek dancer commando... Dancing while weilding a flamethrower in a tavern on Dathomir.. Wouldnt that be something?


Whoops sorry got off track there....


As far as the description of a commando, I already know what they are, they are supposed to be jacks of all trades, proficient at both anti infantry, anti vehicular, anti structural, and **edit** good at espionage**.


And I would hardly call a pistol a proficient anti infantry weapon - I would call it a last ditch effort weapon.



The fact that the commando's Launcher Pistol is supposed to use pistol specials is laughable.


I just love the idea of a body shot or disarming shot with a rocket.



Mabye they should just rename it to "Splatter your enemy to pieces shot".




~Do not cross a man, with nothing left to lose.

~Honor until death - No fear.

Ex Bounty-Hunter
BobaF377
Tue Aug 05, 2003 7:19 am
#13

proficient at both anti infantry, anti vehicular, anti structural, and **edit** good at espionage**.

And I would hardly call a pistol a proficient anti infantry




Minus the word both




~Do not cross a man, with nothing left to lose.

~Honor until death - No fear.

Ex Bounty-Hunter
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