Commando Archive
Thread: Interesting Moves that Should've Been for Commando (Fun Little Topic [Long?])
As you all know most of the classes in this game all have the same moves with different names. Body Hit 1 , Body hit 2, you all know what Im talking about. There are a few classes with interesting moves (various melee classes, especially TKA) and BH is one of them. However when it comes to special moves the Commando got pretty wacked. I have been thinking awhile about interesting things to see a commando do and I just thought Id post them here, knowing good and well that they will never be put in cause Developers are Developers and don't listen to "ideas" they just listen to bugs and the such. So I'd like to start off by saying this is purely for my entertainment, and for a little thing called my imagination.
Skill Tree 1 : Field Tactics :
Field Tactics I: The first step for a commando towards being an effecient self defense artist using very basic knowledge and attacks. The commando also begins to be taught how to use various grenades more effectively.
Skills:
Throat Stab: A commando with this skill is able to perform an unarmed attack that targets the oponents throat causing damage to the health pool delaying the opponents next action. (No Damage Modifier, All Damage targets the Health Pool)
Stats:
Thrown Weapon Accuracy: +10, Thrown Weapon speed: +10, Unarmed Damage: +2
Field Tactics II: The commandos journey into Self defense and simple demolitions study continues at this level. At this level the technique are still basic but are useful in the field in many situations. At this skill level a commando can defend himself moderately well in a brawling fight
Skills:
Commando Defense Sweep: A quick leg sweep that is meant to drop the target to the ground quickly.
(All damage targets the Action Pool. 80% Chance to drop any creature capable of being dropped below level 30 to the ground. Subtract an additional -20% for every10 levels after 30. Capable of knocking down targets of up to level 60 with a 20% Chance. No Damage Modifier. PVP EXCEPTION: 50% Knockdown chance for all players who are not prone. Incapable of Knocking down a prone player or npc)
Stats:
Thrown Weapon Speed: +10, Defense vs Knockdown: +5, Unarmed Thoughness: +2
Field Tactics III: After studying for many months in general combat techniques the commando is finally prepared for higher end martial defense. At this level of study the commando is capable of shrugging off small amounts of pain from unarmed attacks. The knowledge of general grenade use continues to develop here and is equivalent of many months in the Imperial Commando Academy.
Skills:
None
Stats:
Thrown Weapon Accuracy: +10, Thrown Weapon Speed: +10, Ranged Defense +5, Unarmed Thougness: +2
Field Tactics IV: At this level of knowledge the commando is capable of defending himself with the usage of grenades and high end martial defense in the field with great effeciency. His knowledge of grenades is only surpassed by a Verteran Commando and his knowledge of unarmed defense only by Teras Kasi Artists.
Skills:
Arm Strike: The commando has learned to target the pressure points in the arm of his opponent with great effeciency and is capable of Imobilizing his arms for short amounts of time. (+20% Damage, All damage targets the health pool, Delays targets next action.)
Stats:
Thrown Weapon Accuracy: +10, Thrown Weapon Speed: +10, Melee Defense: +5
Skill Tree 2: Heavy Support Weapons
Heavy Support Weapons I: The commando begins studying the various uses of basic support weapons such as the Heavy Particle Beam Cannon. He also begins learning techniques that are useful in a ranged fight.
Skills:
Concussion Shot: The commando learns to target the ground near its targets legs instead of aiming for its actual target. (All damage goes to the action pool. -20% damage. 40% Chance to knockdown any target level 100 or below that is capable of being knocked down.)
Stats:
(Developers) + Pistol Accuracy: +2
Heavy Support Weapons II: (Developers)
Skills:
None
Stats
(Developers)
Heavy Weapons III: The knowledge the commando has gained at this level allows him to realize that in many situations his opponents will try to avoid him because of the awe inspiring array of weapons he has. Many times the commando will be able to scare his targets with just a few shots. He also learns to use a larger array of weapons with greater skill.
Skills:
Shock and Awe (to cool sorry): The Commando uses a larger rocket then normal for his Launcher Pistol that causes greater damage and intimidates many opponents. (+50% Damage, Intimidates target 50% of the time, Drains Weapons Power Supply as much as Overcharge 2)
Stats:
(Developers)
Heavy Weapons IV: (All Same as Developers)
Part II Coming soon!
Hope you enjoyed the (Long?) read.
Beam cannon charge up
fires a shot that charges for 1 turn then fires other
I'm not going to try and organise these into catagories - if the devs use 'em, they'll tweak it anyway.
Disarm : By disabling the enemy's weapon, the commando can gain an advantage.
Possible effects (Lose a turn; lose several turns; weapon is unequipped; weapon takes damage; weapon is destroyed; weapon is stolen and added to commando's inventory; weapon is stolen and becomes the commando's currently equipped weapon)
Ambush : A commando in cover can exploit the element of surprise with a devastating melee attack.
Possible effects: ( 100% attack success with current weapon; unarmed melee strike doing heavy damage; unarmed melee strike with high probablility of knockdown and dizzy effects; melee strike doing double damage while not breaking cover )
Booby-Trap : A commando uses his weapons in unconventional ways to strike unwary foes
Possible effects: (Any one attack the commando could normally do can be rigged to execute the next time anyone comes within 5m of the trap. [eg, a grenade is rigged to blow, but waits for proximity] Normal miss chances apply and the delay is close to a full minute)
Counter Intelligence Ops - By disrupting the enemy's comunications, the commando gains a tactical advantage.
Possible effects [Targeted on foe] (radar shows all units as hostile; radar shows all units friendly; radar adds units at random; targeting computer identifies every target as SystemFailure-99m; target's flag changes to the commando's on all other targeting systems [stormtroopers broadcast an Overt Rebel signal]; target loses all Language Comprehension for a brief time; Commando gains GroupChat for target's group; commando gains syscommand for target's group)
Possible effects [Targeted on Self] ( name changes to local npc name [eg Breyo Bubbathorpe, Jabba's Thug]; enemys losefocus on commando and must retarget; commando disguises his signal to appear as an opposing faction member; commando appears to be out of range, and weapons will not target him; commando appears to be a non-attackable npc; commando can chose at what level he will con)
I'm sure the Wraith Squadron novels have even more tricks. If I remember any, I'll post 'em.
I'd use your ideas as toilet paper if I were the developers. They are by far the worst I have ever seen. My chuba launcher idea is the best! I bet you wish you thought of that one.