Commando Archive
Thread: Commando specials in the CU
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soal-farous
Thu Apr 21, 2005 1:20 pm
#1
Iknow, we are getting alot of love. With all our new weapons and an advanced LP on the way, what more can we ask for?
Well, i know we have built in AOEs and DoTs along with some states built into our weapons, but it still would be nice to have 1 or 2 specials, i think.
How about Overcharged shot 2 at novice?A nice big blast with a long wind-up and cool down (longer than overcharged shot 1 but a more powerful attack and higher weapon decay).
Or, supression fire at master?A powerful attack with a wind-up time twice that of overcharged shot and a rather long cool down. but for 10 seconds, a constant rapid fire attack thats lay a KD and intimidate on everyone in a large area around the target?
Do you think that commandos should get a few specials? Why? Why not?
Discuss.
garvin
Thu Apr 21, 2005 1:51 pm
#2
I'm mixed on this personally...I have been hoping that testing would help me lean more to one direction or the other...
If we look at our current set up, the average Commando uses the FlameThrower, and with that, they have 2 unique specials (a FlameSingle and a FlameCone). Bacially, as you mentioned, our new CU FT takes any special, even the ones from our Marksman Pre-Req and converts them basically into FlameCone Specials. The only special that we are really missing is a FlameSingle (a non-AOE attack to use that we can add a DoT without drawing in more aggro).
I know of tons of reasons we could push for the FT having a non-AOE attack, but in the end, the thing that defeats them all is, tokeep the DoT we have to deal with the AOE post CU (to get, you have to give) PLUS, we do have access to non-AOE weapons, including the Proton Rifle.
So the question is, is there a special that weNEED that we couldn't get from simple dabbling...and when I say "need" I mean, we HAVE TO HAVE IT! Or really, is our desire for our own unique specials just personal preference.
Back when I, Starnick, and the Sandbox testers first heard we were losing all of our specials (before we knew how our weapons would define us), we paniced...we felt like we were losing our identity...the only thing we knew was that our weapons would still, somehow, produce a DoT. At that time we thought we were losing the FlameCone effect (didn't know about the AOE) so we pleaded with the devs to give us, at the very least, a unique special in the form of a FlameCone. All the other specials we were losing seemed to be replacable, except for the FlameCone...but the AOE effect reversed things on us...we actually lost our FlameSingle (non AOE attack).
The other concern that we had was, with only 3 or 4 ranged specials (again, we had very limited info on exact details) coming to us via Marksman, some of us were concerned that, unless these Marksman specials were killer, most Commandos would feel forced into dabbling purely Ranged professions, instead of being comfortable with what they have, enough so that a Commando/Melee template could compete with a Ranged/Ranged template. This, to me, is still the strongest arguement as to why we could use at least one or two of our own unique elite level specials. I want a Commando to be able ot dabble all Melee for the rest of their template and still feel like they are a strong ranged profession.
So now back to your original question before all my babbling...Should we get a few specials? Personal opinion is that we should...Techically speaking, we probably don't need them...If someone wants a PvP template mainly, they'll want to focus mostly on Commando/Ranged (unless they are good with Melee)...if they don't care about PvP, then any template will likely do, depending on the players likes and dislikes.
And then there is the question of "if we were going to get unique specials, what do we NEED?"...That's a hard one...FlameSingle is out since it's pretty obvious that the devs want the FT to be an AOE attack. We'd need something generic that can be used with all of our ranged weapons (and maybe something extra for our Melee toy). Overpowered shot 2 is a nice idea, especially since we are suppose to be heavy damage dealers...something with a big boom, likely a long wind-up and wind down. I'd also like to see some type of "Melee Strike" ability with our ranged weapons (stemming from our unarmed pre-req)...If someone get's in my face, I'd love to swing my Heavy Weapon like a baseball bat for a quick KD (could be a slow attack with poor accuracy if the person has decent speed to dodge).
Anyway...before my ramblings get any longer I'll stop here...just wanted to give some things for folks to think about...
soal-farous
Sun Apr 24, 2005 1:41 pm
#3
garvin wrote:
I'm mixed on this personally...I have been hoping that testing would help me lean more to one direction or the other...
If we look at our current set up, the average Commando uses the FlameThrower, and with that, they have 2 unique specials (a FlameSingle and a FlameCone). Bacially, as you mentioned, our new CU FT takes any special, even the ones from our Marksman Pre-Req and converts them basically into FlameCone Specials. The only special that we are really missing is a FlameSingle (a non-AOE attack to use that we can add a DoT without drawing in more aggro).
I know of tons of reasons we could push for the FT having a non-AOE attack, but in the end, the thing that defeats them all is, tokeep the DoT we have to deal with the AOE post CU (to get, you have to give) PLUS, we do have access to non-AOE weapons, including the Proton Rifle.
So the question is, is there a special that weNEED that we couldn't get from simple dabbling...and when I say "need" I mean, we HAVE TO HAVE IT! Or really, is our desire for our own unique specials just personal preference.
Back when I, Starnick, and the Sandbox testers first heard we were losing all of our specials (before we knew how our weapons would define us), we paniced...we felt like we were losing our identity...the only thing we knew was that our weapons would still, somehow, produce a DoT. At that time we thought we were losing the FlameCone effect (didn't know about the AOE) so we pleaded with the devs to give us, at the very least, a unique special in the form of a FlameCone. All the other specials we were losing seemed to be replacable, except for the FlameCone...but the AOE effect reversed things on us...we actually lost our FlameSingle (non AOE attack).
The other concern that we had was, with only 3 or 4 ranged specials (again, we had very limited info on exact details) coming to us via Marksman, some of us were concerned that, unless these Marksman specials were killer, most Commandos would feel forced into dabbling purely Ranged professions, instead of being comfortable with what they have, enough so that a Commando/Melee template could compete with a Ranged/Ranged template. This, to me, is still the strongest arguement as to why we could use at least one or two of our own unique elite level specials. I want a Commando to be able ot dabble all Melee for the rest of their template and still feel like they are a strong ranged profession.
So now back to your original question before all my babbling...Should we get a few specials? Personal opinion is that we should...Techically speaking, we probably don't need them...If someone wants a PvP template mainly, they'll want to focus mostly on Commando/Ranged (unless they are good with Melee)...if they don't care about PvP, then any template will likely do, depending on the players likes and dislikes.
And then there is the question of "if we were going to get unique specials, what do we NEED?"...That's a hard one...FlameSingle is out since it's pretty obvious that the devs want the FT to be an AOE attack. We'd need something generic that can be used with all of our ranged weapons (and maybe something extra for our Melee toy). Overpowered shot 2 is a nice idea, especially since we are suppose to be heavy damage dealers...something with a big boom, likely a long wind-up and wind down. I'd also like to see some type of "Melee Strike" ability with our ranged weapons (stemming from our unarmed pre-req)...If someone get's in my face, I'd love to swing my Heavy Weapon like a baseball bat for a quick KD (could be a slow attack with poor accuracy if the person has decent speed to dodge).
Anyway...before my ramblings get any longer I'll stop here...just wanted to give some things for folks to think about...
thanks for the reply!
hmmm, an unarmed special for our knucklers and a weapon strike for a quick KD? awsome ideas! would be cool to stick the but of my weapon into the face of an enemy.
any other thoughts?
StarNick
Sun Apr 24, 2005 2:20 pm
#4
On the Corr forums, in our Top 5 I suggested something of a Master Commando special or a really special heavy weapon that has a long reload (like riflemen) but does a HUGE amount of damage...and would be very useful against turrets (which it seems none of us are atm
). I wonder what the devs are thinking about this...
soal-farous
Sun Apr 24, 2005 4:41 pm
#5
StarNick wrote:
On the Corr forums, in our Top 5 I suggested something of a Master Commando special or a really special heavy weapon that has a long reload (like riflemen) but does a HUGE amount of damage...and would be very useful against turrets (which it seems none of us are atm). I wonder what the devs are thinking about this...
cooool. just makethe shoulder launchable rocket launcher from battlefront...those things are huge!
Raptor2k1
Sun Apr 24, 2005 9:16 pm
#6
Heh, that wouldn't be a not-so-subtle hint to give us a master level rocket launcher would it? 
Jeren_Sehn
Sun Apr 24, 2005 9:48 pm
#7
I'm more concerned about the cost of our specials than getting our own unique ones. The recent increase in the A/M Cost of our weapons leaves me too tired to get off enough shots to kill my opponents. I have to use low-level weapons to apply states and mezzes, then upgrade to the "real" weapons.
xPREDATORx
Mon Apr 25, 2005 1:14 am
#8
the way i see it at the moment commando is no longer a profession but mearly a certifiction/armoury class.
sounds abit negative but thats how i see it...
:rifleman has rifles and special skills that a rifleman would use with his rifle
:a commando obviously only knows how to use it ie pull the triggre but has no strategic clue of how to use it effectively ????
seems a lil stupid having a flame thrower and applying the skill that based on a rifle to a flame thrower i know we have goten love but that isnt the point....
this in away has taken away our identityas commando is no longer a profthat could be usedas a single prof.... butmearly a tool to boost other profs...
im proud of the commando tag all those months of running around with borked weapons and mess up hamspecials n all
but now how many ppl are gona be able to say they are a commando? the way i see it people are now gona be ie commando/ <insert proffesion here>
Hi im a rifleman ....but with commando certs.
i dunno im still gona be a commando andwhere thecommando tag but i feel i may have to mess about my other prof to get my desired pawnage.
soal-farous
Tue Apr 26, 2005 12:26 am
#9
so far we have thoughts of:
Amelee combo attackto complimentour MK
Amaster level, anti-installment rocket-launcher
A'weapon hit' meleeattack with a KD
Overcharged shot 2
'Supression fire' attack
these would go nicely with our weapons 
New thought: how about a special like the riflemen's "cover", evcept for a group? Once activated, and all group members were within 20 meters and in the prone position, everyone would drop off radar. But, as soon as one person moves, speaks or attacks, the group re-appear onto the radar as normal. This, to me, is very commandoish 
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