Commando Archive

Thread: Commandos as i see it...

Totenkompf
Tue Aug 05, 2003 1:43 pm
#1

Hey guys.


i've been reading this topic for many weeks now. The same usual questions and ideas abound, but i think alot of us are missing the big picture.


I am only going to draw from Real life abit.


It is true heavy weapons like Rocket launchers and flamethrowers are deadly. But no Soldier is ever taught to fire a rocket at a soft target, they fire them at light vehicles and other hard targets. I think our weapons are designed purely for Battlefield engagements not your everyday affair like killing monsters.


We've come to equate heavy weapons as high damage, that istruebut there are alot of penalites associated with lugging heavy weapons in combat. For one, the heavy particle beam cannon to me sounds like a weapon that need 2-3 people just to carry it. Perhaps its the weapon used in the Empire strikes back scene when the snow troopers entered the hangar and started setting up that big cannon to shoot the millenium falcon. That to me is a heavy weapon.


We (commandos) i think according to the Dev team are meant for open battlefield warfare. We are meant to blow up tanks (apparently coming in the future) AT-AT, AT-ST and a whole bunch of stuff. Maybe in the future there are missions were commandos have to blow up a small space craft before it takes off. No pistol or rifle is going to blow it up. BUT a heavy particle cannon will. There is no way a rifle is going to hit and blow up an AT-ST. But a rocket launcher may have huge bonuses to causing massive damage. There are projects in the future the dev team cannot announce due to NDA (non-disclosure agreement) they all signed.


If you look at the article on armour you will notice all personnel armour is considered light. Think about it, there are medium and heavy armour too. And those are meant to be on tanks and vehicles. Our weapons are meant to target those, not a humanoid. Leave that to a carbine or light weapons.


I hope some of you see what i am seeing, as i think we are too narrowminded to notice what possible new elements SWG team will add into the future.


Granted i think the flamethrower should be the ultimate anti infantry weapon in existence. Some work is required for that. But things like Heavy acid rifle just tells me its meant to eat through light vehicles like speeders. And heavy rocket launcher....we'll that speaks for itself. I personally never fired a rocket at a walking running human being, but i did fire it at a tank. Trust me, to hit a human on ground with a rocket launcher is not only inefficient its awaste of resources. And rockets aren't as accurate as a rifle. The time it takes for me to pull my LAW from my shoulders to pop a bad guy infront of me is about the same time i hit the ground with a bullet in my head.


This maybe a game, but we draw ALOT of refrences from reality.


Toten- Bria, soon to be commando for the second time.


ucav
Tue Aug 05, 2003 2:43 pm
#2

Many of the points that you make are very good. Unfortunately, in SWG,guys with pistols (and even TKAs) have beentaking out AT-STs. In my book, AT-ST is pretty much a tank on to legs. If those mentioned above can take it down, what are we for? A pistol is much more useful since it can do great damage to everything from AT-STs and buildings to players and mobs.It also fires rapidly and can quickly change targets.


I don't disagree with you, using a rocket against a person is a waste, you may only have a 5% chance to hit, but wouldn't it blow the guy into small chunks if it did hit? Rocket Launchers would be much betterif they did about 5k points of damage but could only hit very large creatures or vehicles. 5k sound like a lot? If the launcher took 10s to cycle, a guy with a sword could have done 4.5k damage in that same time period. 500 points extra damage isn't much to ask when it's a disposible weapon with only 5 shots.


I'm all for having some weapons that have difficulty hitting small/fast targets. The ultimate "heavy" weapon to me is one that you have to "deploy" on a tripod and can only be used on large creatures, structures and vehicles. You literally should not be able to hit small targets with it. It mayhave a relatively slow rate of fire. But when it hits the proper type of target, it should bedevestating. With all these negatives, it should almost fully negate armor and do 2-3x as much damage as a pistol/sword could do in that same time period.


The current problem is that a guy with a sword does 450dps and the guy with the pistol does 410dps and we do <120dps (if we even hit). There's no "heavy" damage component to offset all the negatives associated with our weapons. I'm tired of watching a guy with a curved sword hit for 2100+ when using special moves while my "heavy" weapons tag the target for 400 if I'm lucky. Whoever programmed these weapons needs to go play DAoC or EQ and let someone with a clue work on SWG combat.


Netwalker
Tue Aug 05, 2003 3:46 pm
#3

I thought RPGs were deadly anti-personel weapons, based on the reporting coming back from the US military how many ppl have died due to RPG weapons in some of these war torn countries?


I agree that Commandos were potentially designed more for battlefield and vehicles, however there are no vehicles in the game, so at this point this becomes a broken class. Perhaps Commando should have been a profession added with vehicles?


If what you are saying is true the TK's can take out light tank type vehicles using melee that is downright stupid. Tanks should be impervious to melee damage, I think this may be part of the balancing issues left across all classes.




Nvexsi (Shadowfire) Rebel Human
-Master Bounty Hunter
-Master Carbineer

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