Commando Archive

Thread: My ideas for rebuilding the commando skill tree

Ryuukon
Mon Aug 04, 2003 10:38 pm
#1

This is just my own idea of how this should work, and is most definately open for debate and speculation. The more the merrier. Just please try to avoid making posts like 'comanods needz 1shot KD to ROXXORS'. Unless of course you're kidding, but let's try to keep this thread serious.



Novice Commando





Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Ryuukon
Mon Aug 04, 2003 10:39 pm
#2

Argh! Stupid tab key... Ignore these double posts...



Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Ryuukon
Mon Aug 04, 2003 11:04 pm
#3

This is just my own idea of how this should work, and is most definately open for debate and speculation. The more the merrier. Just please try to avoid making posts like 'comanods needz 1shot KD to ROXXORS'. Unless of course you're kidding, but let's try to keep this thread serious.



Novice Commando


- Flamethrower Accuracy - 65


- Heavy Acid Rifle Accuracy - 65


- Heavy Weapons Accuracy - 65


(Reasoning) Upon reaching Novice Commando your con level goes up. Equip a pistol and something is white, equip a flamethrower and it's blue. We need these kinds of mods to keep from getting torn apart by highercon mobs and newbie accuracy rate. I left out speed mods because those are going to be added via each skill branch.


All certs for Novice Commando remain the same.


The trees for both Flamethrower and Acid Rifle would remain almost thesame. The Heavy Weapons tree and the Field Tactics tree would be melded into a single tree with a higher HW Exp requirement for each box, approximately 33% increase in each box. Also, the 2nd level 'single' attack on all weapons would have a bonus effect. Flamethrower, a knockdown with DOT(because the target is rolling on the ground to put the flames out, and burning for the duration of the knockdown). HAR, a dizzy and DOT (the fumes of the acid have a dizzying effect, while the dot eats away at flesh for a few seconds).


The -new- tree would be for the Launcher Pistol, closely resembling the Flamethower and HAR tree. This would keep all 3 weapons along the same accuracy rate, with the pistol recieving a 35 pt speed bonus compared to the others because of the pistol boosts from Master Marksman. The reasoning behind this would be simple. A 65 pt boost to FT and HAR accuracy would be equated to a novice commando being knowledgable enough in general weaponry to use these two somewhat efficiently. The lack of the speed bonus compared to Pistolsindicates that the commando does not have 'master level' familiarity with both weapons as of yet, and most likely never will because of using pistols longer. Also, the 2nd 'level' special from using the pistol could have a 'blind' effect with a dot, because the smoke from the rocket both blinds and chokes the target. The pistol's 'cone' attack (like the FT and HAR have) would be a missile barrage from the pistol that strikes multiple targets.


None of the weapons will have a DOT or seconday effect on the 'cone' attacks, only increasing in damage to multiple targets.


Master Commando


-All weapons recieve a 10 pt accuracy and speed bonus due to intense combat training just to reach master level. Also add a 2nd 'cone' for the launcher pistol. Proton Grenade cert remains the same.




Finally, the weapons. The launcher pistol would remain the same, since it's already a fairly formidable weapon when crafted with good materials, just like the other pistols. The flamethrower will be the equivalent of the Carbine, with the HR being the equivalent of the Rifle. Pistol is fast, does good damage. Flamethrower is not as fast, but does more damage. The rifle is the highest damage, but also the slowest. These would have to be tweaked through game testing to appropriately balance them. Also, due to the fact that the commando is skilled in unarmed combat, there is no damage multiplier when using any of these weapons. The launcher pistol would have an AR of 1, FT AR2, and HAR an AR3, but this is really up for debate. Armor would be able to stop a small rocket better than it would be able to stop fire, which would seep through the seems, and would have little chance of stopping a corrosive acid.


I haven't added anything for grenades since, quite frankly, I have rarely used them. The HAM does need to be reduced though, I can say that. Almost killed myself tossing a stack of grenades at a nest to max combat exp.


Anyway, this is just my take. Let the debate begin.




Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Kreno_til
Mon Aug 04, 2003 11:10 pm
#4

Nice post


I agree. The Dev's need to stop giving us excuses and make this profession worth playing




I SURVIVED MELON NERF 2003
Ryuukon
Mon Aug 04, 2003 11:16 pm
#5

Just read through my post and missed a couple things.


1.) The pistol specials given to commandos can ONLY be done with a Launcher Pistol. I don't know if this ispossible via coding or not, but I imagine it would be. If anything, this might be the only truely difficult part of the coding process.


2.) Every reference of HAR should be AR. Don't know why I kept typing that. Musta been smoking something I didn't know about, or someone loaded my Marlboro's...




Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Ryuukon
Mon Aug 04, 2003 11:39 pm
#6

Hehehe, keep replying to my own post (and I'm not attempting to bump it either since it's already close to the top).


I think there should be another addition to the reqs. Survival from the Scout tree. Think about it. Commandos are supposed to be able to survive in battle field conditions or behind enemy lines on their own. It's only logicalto addSurvival to the pre-reqs.


Besides, it'll keep all the BH's off our backs when they start complaining about the survival exp they had to get.




Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
TheBadLlama
Tue Aug 05, 2003 6:22 am
#7

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

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