Commando Archive
Thread: Commando tree needs to be changed
"1) Field Tactics: Leave alone but add "trap" like effects to the various grenades (IE. Glop adds a dot etc..)and increase splash damage on Frag grenades."
I agree with this since they are thinking of removing our defensive mods which are in this line. With those gone I think we could usea boost and this would certainly do it.
Really commando needs an overhaul but right nowI would just be happy to have our weapons working at a decent dps, the skill tree mod can come later but as far as im concerned we realllyneed to get the proffesion so itsomewhat functions as is, now as far as later on I liked the idea (dont remember who posed this) of combineing flame thrower and HAR in one tree and putting a SAW style weapon inplace of theHAR tree such as light eweb repeater. Imho as far as the lp goes it should be nothing more than a side arm.
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Even with the addition of the improved damage output/updated range modifiers, I feel that the tree itself needs another look at to better define our profession buy utilizing what we learned to become a Commando in the first place. This is my suggestion which I plan to submit via feedback.
Novice Commando:
Keep all the current skill mods/weapon certs the same
Add /piercingShot 1 :Launcher pistol/rocket launcher armor piercing shot
1) Field Tactics: Leave alone but add "trap" like effects to the various grenades (IE. Glop adds a dot etc..)and increase splash damage on Frag grenades.
2) Heavy Weapons: Leave everything as is but also incorporate the Acid Rifle* and Flame Thrower branches as well, including the specials. 1 new launcher pistol special in the 3rd box. +5 ranged weapon accuracy whilemoving (all ranged firearms excluding heavy weapons/grenades).
3) Closequarters combat: Add +5to melee defense in the first box, +5 in the 3rdbox. Give us UnarmedKnockdown1 from the TKA tree in the 3rd Box. Add a low damage, fast shooting Carbinecertification+ /BurstFire1 (AE Posture Down attack/Carbine only) in the 4th box and a posture up attack like /flushingShot (rifle only) in the 2nd box. Certification for Vibroknucklers in the 1st box.
4.)Special Operations: 1st tier: +5 to take cover, +5 to ranged defense, +2 to ranged weapon speed, +4 to rifle accuracy. 2nd tier : +2 ranged defense , +4 to carbine accuracy , +4 to pistol accuracy while moving. Tier 3: +10 burst run efficiency and /snipershot. Tier 4: +5 burst run efficiency, new ability:/hitAndRun (high damage Area effect attack that uses10renades and drops the commando to 35% HAM and temporarily stuns us as welladding a 20 second refresh to ALL attacks. Perhaps add some terrain negotiation bonuses in this branch (+5 in the 1st and 4th tiers) as well.
Now, I realize that this may make commando's overpowering in many respects....as they should be. Commando's should be the best of the best when it comes to combat period. I also realize that the Spec Operations tree I have could use alot of help hehe...any suggestions?
As for Heavy weapons I have a question. What is the Beam Rifle? I don't see a cert listed for it in my tree...I assume it is a "repeating" type rifle that operates similarly to the Heavy Particle Beam Cannon?
regardless, this is my suggestion for the Beam rifle: Make it a Rifle that can be used with : *Acid Rounds (acid dmg),Particle Rounds (Energy rounds), Fragmentation Rounds (kinetic), Cryo-rounds (Cold dmg?), Lightning Rounds (Electricity) and Exploding Rounds (kinetic) that do 5m splash damage. Give the cert for this at Master Commando.
Whaddaya think?
Ishaac
Commando
Eclipse server