Commando Archive
Thread: Commandos need to be redone: Garibaldi please read
Garibaldi and to all those concerned:
Many other messages have already mentioned how people believe Commandos are actually taking a step in the wrong direction. I am inclined to agree with them. They mention how crafting should stay strictly out of the profession and remain a weaponsmith affair. They mention that flamethrowers and acid rifles shouldn't be the main weapon of commandos. They mention how the launcher PISTOL seems kind of rediculous for a main weapon. I'm inclined to agree with all of this.
What it all basically boils down to is that the developers should take the time to watch movies such as Saving Private Ryan, BlackHawk Down, We Were Soldiers, and any other latestand greatest of modern war flicks. Take the characters from those movies and basically just give them Star Wars equipment and you start to have an idea what a SWG Commando should be like. Basically an incredible ranged fighter with skills slanted towards "soldierly" knowledge, and this is important because it would set us apart from Bounty Hunters.
The Field Tactics skill tree should mean more than just lobbing grenades. It should give usmore combat-enhancing bonuses as well, though those bonuses should deal withsupporting combat skillsrather than skills that damage opponents directly. Perhaps an enhanced version of Take Cover, a bit of a boost to Terrain Negotiation, that sort of thing.
The Heavy Weapons Supportskill tree and all heavy weapons associated with it should be primarily geared towards destroying vehiclesand buildings on the battlefield with relative ease, because someone already pointed out you don't use modern heavy weapons against other infantry personnel so the same should apply to SWG commandos (IE there would be a lot of missing if they were used in this manner).
As for the FlameThrower and Acid Rifle, these should be the ones that are devastating to other infantry (in addition to grenades). They should be limited-use weaponry just like Rocket Launchers and grenades, except instead of being meant to use against buildings and vehicles these are the weapons that are meantto be used primarily against other human(oids) and be very good at damaging them. These two weapons should also be combined into their own tree and the tree named something to the effect of "Anti-Personnel Heavy Weaponry". This might also mean the current Heavy Weapons tree be renamed to "Anti-Armor Heavy Weaponry".
For the newly opened-up tree, there have been lots of suggestions of what should fill it's place. My own would be small-arms enhancing bonuses that cover all three categories of small arms: Pistols, Carbines, and Rifles (or perhaps just Carbines and Rifles as pistols are rarely the primary weapon of real life commandos). Whatever bonuses these provide should be very nice but not outclass the Bountry Hunter and it's specialties (remember, we're trying to be our own unique ranged fighter and not a BH copy).
The overall objective isn't to make an UBER class that obviously outweighs all others in PvP. Nor is it to create another class that may as well be another Bounty Hunter (which essentially already kicks ass with most manner of small arms). This class should appeal to people who like the idea of playing elite soldiers in warfare. So large heavy weapons and explosives should be the highlights of this class, but being able to handle small arms better than mostshould be our bread-and-butter as well.
Just my two credits.
Now if only there actually were vehicles and buildings to launch the rockets at. Well, ok, there's kimogillas and such...they're walking buildings.
and firing a heavy weapon at any of them solo will result in your imminent demise...