Commando Archive

Thread: Ideas to fix the Commando profession

sronnoc
Tue Aug 09, 2005 8:23 pm
#1

ya i would like to get rid of unarmed, and medic would be the best one to replace it



-APG-

"E Chu Ta"

-Cruisin in Mos Espa in my delorian wars over ima peace time mandilorian-
Elder Commando
Elder Carbineer
Master Bothan...
cyrom
Tue Aug 09, 2005 8:40 pm
#2

how about this for the pre stuff.


for scout give the traping tree two low LVL nades and make the XP for it thowen wepion. and make that the pre commando instead of the unarmed tree.





---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
TwoGuns
Wed Aug 10, 2005 12:06 am
#3


My ideas to help fix the Commando profession:


First: The prerequisites for commando need to change. Instead of

marksman 0004/brawler 4000, I think it should be marksman 0004/medic

0400.


Reason: Commandos train to be able to take over any team members job if

they cannot continue on a mission, even the medic. So basic medic is

inline with a commandos elite utility description.


Brawler, as a pre-req. does very little for a ranged profession, other

than eat skill points and lessen how that profession functions.

Especially after the combat upgrade, where ranged and melee skills

really don't mix well.


Medic skills are almost a necessity. The change to medic 0400 as a

pre-req. is a good one and keeps commando as a hybrid profession.


Profession Mod Breakdown:
From SWG ProfCalc V4.1


Commando(w/0400medic as pre-req.) Bounty Hunter
General + weapon specific total
150 Range Acc. 85 Range Acc.
135 Melee Def. 95 Melee Def.
120 Range Def. 120 Range Def.
70 Speed40 Speed
129 skill pts. left129 skill pts. left
+ 0400 medic skills +scout +NPC/Jedi missions


Rifleman Pistoleer
190 Range Acc. 145 Range Acc.
65 Melee Def. 130 Melee Def.
130 Range Def. 135 Range Def.
85 Speed 70 Speed
144 skill pts. left 144 skill pts. left

Carbineer
170 Range Acc.
100 Melee Def.
115 Range Def.
70 Speed
144 skill pts. left


Rifleman, Pistoleer, and Carbineer can use all their skill points for combat or artisan,

if they don't want medic skills.


People will mix and match all the combat professions so I don't think

anyone is a loser here. This just makes commando much more viable and

appealing, not just to master commandos but to the other professions as

well. There will be alot more people taking up commando with this

change.



Second: Commando, in this game, seems to be all about the weapons he

gets. Therefore, these weapons need to be fixed, upgraded, and really

shine.


The HAM usage needs to be reduced and brought inline with other ranged

weapons.


The commando has many AOE weapons, but he needs single target PLAYER

CRAFTED weapons, as well. Besides that, the heavy weapons need to have

their crafting requirements reduced to the level of other weapons.


If that isn't in the development schedule, then at least fix the

current weapons and bring their damage up to the other ranged

professions' potential.


For instance, other professions, when using an Area of Effect special

get 100% damage to the target and 100% damage to all others in the AOE.

But commando weapons only get 100% damage to the target and 40% damage

to others in the AOE. Heavy weapons need to work properly with other

ranged profession AOE specials as well.


The Heavy Beam Weapon and the Heavy Acid Weapon branches need a high

level, high damage weapon each. Currently these weapons are only good

for applying a state effect. The rocket launcher could use some more

damage as well.


Also, grenades need their timers reduced so that the damage output

competes with other ranged weapons. Now that the grenade xp exploit has

been fixed, this should be possible.



Third: State effects should stay on commando weapons, but

damage specials should be included in the skill trees like other ranged

professions. This will help commandos be able to diversify their skills

into other professions easier.


I think the commando profession would be in much better shape if these

ideas were incorporated into it.

Message Edited by TwoGuns on 08-09-2005 03:13 PM

DarkNexus1014
Wed Aug 10, 2005 9:43 am
#4

They won't do that, because that gives Commando the same pre-reqs as Combat Medic. As it stands, the only combat profession that has the same pre-reqs as any other is the Ranger to the Creature Handler (only because CH requires only Scout, and Ranger requires Master Scout.)

If SOE made grenades a LOT better and actually fixed out AoE, that would go a long way toward making Commando a far greater profession.



________________________________________________________________
Valdrox on Ahazi, Trandoshan and Aspiring Mercenary
Master Combat Medic Master Commando Carbineer 0-4-0-0

RoastyToasty
Wed Aug 10, 2005 10:03 am
#5

I'm sorry, but although medic would be really useful it's not the first thing I think of when I think of a Commando. That's more like a corpsman or Combat Medic. I like the unarmed side of Commando (what commando worth his salt isn't trained in some hand to hand?). What I would rather see is a high level Commando wepon that makes Commando/Melee hybrids possible. I see Commando as a profession that is decent at a lot of things while specializing in something. As far as ranged goes that is somewhat the case (Commando/Rifles, Commando/Carbines, Commando/Pistols), but as it stands it's not worth it for a melee prof. Maybe if we had a sweet pair of knucklers (not as good as Katarn so TKA's aren't "forced" into Commando) and a melee armorbreak, or bleed (throat slice) or something to make us want to unequip our flamer for an attack or two when someone thinks that getting close to a Commando will help them. The best would be if we (and only we) could use CoB with a heevy weapon equipped. If that was the only change they gave us to justify the Brawler pre-req I would be happy as a clam.
Redondo
Wed Aug 10, 2005 10:55 am
#6

how about make pole arms a pre req and give us a bayonet that we can add to a weapon. Give the master commando or high level commando a bayonet strike for close in attacks that either does decent damage or gives a bleed. I would agree though that unarmed IV although not very useful is still very fitting for commando style fighting.



Prin Eckbo
Hall Monitor

jmonty
Wed Aug 10, 2005 12:28 pm
#7

i think that replacing the unarmed with some medic would be a great idea.


also, i think it would be cool if commandos could place some kind of a booby trap. maybe like a 'glop' mine or something.






Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






TwoGuns
Wed Aug 10, 2005 3:15 pm
#8


Thanks for the responses guy.


I've been crunching some commando templetes with medic 0400 or 0040(as

pre-req. to commando) and it looks like we would have too much of an

advantage over rifle,carb,and pistols. That's unfortunate because

commando needs to get something for those pre-req. skill pts.


I really hate that brawler gives nothing to commando as a pre-req. You

can go MBH/MRM,MP,or MCARB/CM4000 with medic 0410 but only

MBH/MCommando/CM0000 with medic 0410, as an example of the skill pt.

disadvantage right now.


And what does commando give you that would justify its use? Equal or

better damage, speed, defense or special attacks over MRM, MP, or

MCarb? NOPE. It gives you commando weapons, which are COOL but broken.


As it stands right now, with brawler and unarmed as pre-req., all we

get as a ranged mod is +10 melee defense. Thats it!!!! for 29 skill

points!!!!! The only way to make the unarmed mods work is if you go

TKA, otherwise its a complete waste of skill pts. But why would you go

with commando if you are TKA when you could go MTK/MSwords/doctor 4000,

or MTK/MPike/doc...and use professions that work togetherand kick butt.


As RoastyToasty said and I agree, for brawler to make sense for

commando as pre-req. there has to be defensive specials in the

explosives/melee branch of commando, like Center of Being.


But make it a hybrid between duelist stance and Center of Being. So it

will work with ranged or melee weapons equiped. At commando 1000 it

adds 200 defense and at commando 4000 it adds 400 defense. Thats more

defense than improved duelist stance but less than improved center of

being, but works no matter what weapon you are using.


Possibly add a melee weapon advanced knockdown in explosives branch at

commando 3000, like advanced firearm strike. How about at Master

Commando you can wear ANY of the 3 armor types with full mitigation??


Besides this, I still think commando needs its own damage specials

dispersed in the other skill branches.
RoastyToasty
Thu Aug 11, 2005 6:57 am
#9

I think you hit it on the head when you said Commando brings it weapons to a ranged profession. I say give us some Melee weapons (massassi knuckles?). That way Commando brings something to a build with TKA. Maybe something with an inherent bleed (slit throat for the win!). Would also be great if they could make it look like the Rambo knife and include something about a compas and matches in the handle in the description. Commando Survival Knife!
jmonty
Fri Sep 16, 2005 11:03 pm
#10






jmonty wrote:

i think that replacing the unarmed with some medic would be a great idea.


also, i think it would be cool if commandos could place some kind of a booby trap. maybe like a 'glop' mine or something.







ah ha! i knew i had this idea, and posted it somewhere!




Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






jmonty
Fri Sep 16, 2005 11:05 pm
#11


from reading the ranger update, that sounds like what kind of 'commando' i'd like to play as.




Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






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