Commando Archive
Thread: Commandos, A New Hope from Q-3PO: Lets form a new philosohy statment for Commandos and send it in
"Just wanted to reinforce that the changes slated for Test Center are our starting point for Commando fixes/additions. They are not the final list, just the list that we have underway. We are going to evaluate and modify the changes as required."
Kevin "Q-3PO"
With this recent encouraging post, it seems there is much hope for commandos, andapprently theSWGdevs are openfor disscussionin reshaping the commado profession. With this openness for change, comes a need for a new philosohy statement for commados.
Why is it important to have one? First,its important to have a philosohy statementinorder to narrow down our creative ideas and have "intent".I have seen many great post regarding what ppl would like to see in our profession, but when u add it all up, it equals some uber pvp class with a monopoly in killing AT-STs
, obvisously this would be shot down by SWGdevs quicker then those fuzzy ewokesdestorying an AT-ST, those cute fuzzy bas *tards; and who wants to play a class without some sort ofchallage?
Uberprofessions normally equal soloist because there is no need toform groups orrelationships with others, your uber already.Why should we care? because like life,at the end of the day its all aboutfriendships thatyou made and the great stories that you share. Thats the true test of anyMMORPG.Its infinately more rewarding to"hold a piece of the puzzle",requiringmany to worktogehterand tackle a jedi master npc, then it is to be able to solo one. The jedi npc is only the "means" of foraging friendship. Secondly, who wants to see as many commados as there are pistoleers and bhs? I want to be unique!
Ok, enough of this psychology stuff, lets get back on track.
#2. Communicates directly todevs of what we would like to see/be. This way,the devscan at least seewhat direction we want theclass to go,with balance in mind. I wouldn't be surprise if they might be able to take our ideas and really run with it. Foran example,some of thechanges to the Ranger are very interesting in the revamping the class, or at least worthy of a good discussion.
So for this week, lets gather ideas and viewpointsto form a general"commando philosohy" of which we can try to generally agree to and send it to kevin and the SWGdev team.
Also,let me say in closing by no means am I trying to replace/act as aninterirm Commando corsepontent. I really have tremenous repect forGaribaldi di Alia and the job he tried to fillful, in the most broken class of SWG. It would be too much work and sooo much headache. (Unfortunately, my health care program, can't cover the amount of asprin it would require
)The reason why Isuggest thatwe as a community do this is alsobecause Iconstaintly read the forums and its just really depressing to readthe commando fourms. There are so many negative (but legit) grevinces for our profession. (I can't image whoeversjob it is to read the commando fourms to collect data, it must bereallydepressing.)Insteadusing so muchenergy to write how bad commando is, lets use the time and energy to write logically and constructive post on how we can change the profession for the betterment. Hopefully we can have the same effect as, "We did the math, and we were wrong..." post that rifleman (blah, i know, AP 3! blah!)recieve and help SWGdevs see the light ![]()
"Just wanted to reinforce that the changes slated for Test Center are our starting point for Commando fixes/additions. They are not the final list, just the list that we have underway. We are going to evaluate and modify the changes as required."
So...when do i get to play the real game? This sounds like beta to me. You know, 2 months since launch and they still haven't even fixed the basic elements of the classes. I mean come on, even Anarchy Online had a better launch that this...and that's a scary scary realization.
My ideas on how to better this profession based on its description. Please read post here:
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=11252
Additionally,
Problem with Commandos as they are now is that they aren't made as Commandos, they are Heavy Weapons Specialists that can't even get Heavy Weapons b/c of resource spawns. Also, the Hvy Wpns they do have suck in comparison to the basic weapons of other professions... and this is supposed to be for one the highest skill point costing professions in the game... and an elite fighting profession at that! There is only one other Elite Hybrid Fighting profession in the game, and toe-to-toe, Commando's get owned by BH's. Additionally, the Commando has to have UA4 to be a Commando, and then there is no support for having those skills within the Commando tree. Personally, I call that broken.
1- Lack of Weapons (resource problems and cost from amount of res's required...most weaponsmiths don't want to bother b/c the weapons suck and it is too high in res cost to make.)
2- Weapons that they have certs for suck, due to opt range (0.0 ?!?) and min/max dmg in comparison to far 'lesser costing' professions. Also weapons are limited use; they fall apart after x number of uses... a low number, can't be recharged.
3- No follow up for the UA prereq., unless you call using HEAVY weapons at 0.0m range melee... which is ludicrous since if you shot a rocket at someone 0.0m from you, you'd die. (Yes, I know its a game, but there can be and should be some realism in its design, particularly of weapon use ofweaponsthat we have in real life. Even in-game this is an AOE wpn and why would anyone skilled in it's use shoot it where it could affect the user?)
4- No intrusion/ infiltration / stealth skills that a RL Commando would have.
That about sums it up. Says broken to me.Two out of 4 of those are weapon related. But the other 2 show what the problem with the so called place of the Commando is right now.
I love the idea of being a commando..hell when i was a kid i wanted to be a navy seal..and take a squad of well trained commandos onto some sort of special ops mission and kick butt...but of course i became a corporate accountant...and now i waste my time crunching numbers and posting here....
but back to commandos..this is what they need....
I know you devs dont want to restructure the entire profession so using your basic skill layout heres what i propose...
Okie you have Field Tactics, in there should be certs for all gernades...and some melee special moves as well as gernade special moves...
Field Tactics 1 -
Cryoban Gernade Cert
Thrown Weapon Accurace/Speed +10
Melee Defense +15
Bone Snap - (sounds harsher then it is) This is an action attack melee move that attempts to break the current Mobs appendage, can stun.
Field Tactics 2 -
Thrown Weapon Speed +10
Melee offense + 5
Defense VS KnockDown +5
unarmed damge +10
Glop Gernade Cert
Double Toss - Throws two gernades - This has a high ham cost but doubles the amount of gernades tossed...
Field Tactics 3 -
Thrown Weapon accuract/speed +10
Melee Offense +5
melee defense +5
Imperial Detonanator Cert
Pressure Point - Health melee attack w/ dizzy
Field Tactics 4 -
Cert to thermal detonator
Thrown weapon accuracy/speed + 10
melee defense +5
unarmed damage +5
Final Assualt - throws 5 gernades extremely high ham cost as it being a an extrmely dangerous tactic....
does lots of damage but pretty much wipes your action pool...
(now to those who think the field tactic skill tree is too strong the way i have proposed also take into consideration there is no knockdown...and that it uses COMBAT EXP to gain in...so the climb is much slower)
Heavy Weapons Support - I like this line the way it is i would just add some flare to it by adding some special moves for these charges weapons
Heavy 1 -
no change
Heavy 2 -
Delay Shot - Shooting this shot at an opponent causes their advance on you to be delayed almost freezing them at their current point.
Heavy 3 -
no change
heavy 4 -
Push shot - Using this technique a commando uses his heavy weapons at a closer range pushing his victim back a few feet to give him some room..
this tree now gives some life and fun to our charged weapons, making them also tools in battle so the commando master of the battlefield negotiate the way the battle is played out...now remember these special are for use on teh charged weapons...so like if that AT-ST got too close you could send it back or if it was advancing you could freeze it at a long range then continue to batter it....this makes us a valuable tool on the battlefield..these specials would also take more life from our charged weapon....so using them sparcely is wise...which makes us less likely to use them in an inappropriate situation. like a duel inside a cantina =)
Acid Rifle Specialization - i say debunk these 2 specials..and give us to new ones that are original and fun.
otherwise just bump us the mods a lil more so were more profiecint in it.
Acid Rifle - 1
Acid Bath - Drenches Current target in acid causing it to take damage over time...also stuns.
Acid Rifle - 2
no change
acid rifle - 3
Acid pool - Fires acid onto the ground at a targets feet causing him to burn from the ground up. Very high DOT special - area effect
acid rifle - 4
Acid bath 2 - stronger version of 1
Now the acid rifle is unique, and fun, watching a bantha die from a pool of acid would imo be very cool.
Finally the Flame Thrower - I love flamethrowers i think they shuld be really cool...i think the tree is ok, mods should be fixed so we are a lil more profiecient in it..cause hell were teh only ones who use it.
FT 1 -
Flame Burst - This shoots out a concentrated flame very rapidly out of the flame thrower doing some damage and continues to burn the victim - this is a QUICK DOT, its delay is short but the DOT damage is also not as high.
flame 2 -
Fire Stream - This is also a dot but much longer delay then the first but much more damage.(area)
FT - 3
no chage
FT - 4
Flame Burst 2 - more powerful version of flame burst
Master Commando -
Melee Damage +5
all weapons +10 speed/accuracy/damage (depends i guess on how you do mods for others)
Neck Snap - The commando attempts to snap the opponents neck causing mind damage, and may or maynot KD ( i dont like KD's plus i want to sound like im trying to overpower the profession)
acid pool 2
flame stream 2
proton cert
(this is just a suggestion it may be overpowered but we'll see)
Hell Fire - A commando using a Rocketlauncher completely empties all the charges in the weapon(must have a minimum # of charges left in weapon), and fire the most devastating attack on an incoming army. This attack can hold back an entire advancing on his comrades at his own personal expense.This attack wipes all hams to zero. but can freeze an entire advancing army (20ish). to give time to his comrades to escape. this incapicacitates the commando and sinse mind isnt healable...he cant continually be healed once he does this hes down for the count.
I believe if teh weapons are fixed correctly this makes the commando profession completely viable. and makes us an asset on the battlefield. makes us strong but not too strong due to the fact we dont have a KD. and no ranged ham specific shots. We also use unarmed more. but we wont rely on it unless we need to, like a cantina brawl =). i also use the skill trees given to us by the devs...
Commandos - Expert Combantants with knowledge in all weaponry. Masters of battlefield tactics, and the only ones capable of using heavy weapons effieciently. The Commando is a force to be rekoned with on a battlefield.
let me know what you think.
wow, thats a lot of interestingideas.Nice job.
I would like to second that idea that when I selected the commando profession, I was thinking of more of a marine or a NavySeal type of class. Sadly this, isn't so.
On the two supportweapons, The HAR and the Flame Thower. I really think both of these weapons should really merge into one colum. The dmg is really comparible and in reality ur just picking ur poison, acid or heat. Anotherideas i would propose is to redo the specials for both weapons.I think we, the community andswgdevs are really on different pages here. First itscalled a heavy acid rifle, yet its idea range is 16m. Secondly,the projectile is acid. I would hope "basic training" would teach the young grunt to aim for theeyes.
For the Flame Thrower, I would like SWGdevs to bring back the psycological warfareaspect of this weapon.On the battlefield,nosoldierwould wanta slow and painful death; being on flame I m sure would be one of them. To give the aspect of this type of warfare,why not introduceAOE wherethe victim would be stun and incapible of using anyspecials movesor healing for a time. The longer the person is in range the more dmgthey take.Anyone nearby would be stun by the horror of seeing a comrad burning to deathinfront of them. The longer they stay within this range, the longer it takes for them to excute their next actions maybe a little Dot to them too.If it were possible (with graphics and lag-wise)I hope all flame attacks would be constant and do more dmg over time. Maybe keep those single burst to longer range attacks.
The last colum should be reserve for our primary weapon. I really like the launcher pistol and all the special bonus with pistoleer, but there is something inside of me saying its just wrong that acommando's primary weapon is a pistol. Do realcommando's assualtwith pistols? orsomething bigger? I remember someone posting a link once to lucus art's new game called "Republic Commandos (?)" That the vision that I would like commando to be. Hope this has been helpful.
I like all those ideas. I have been a commando for about a week now and at first after reading all these posts I decided to lvl up in the rifleman skill tree which I did. Then last night for *( and giggles I decided to get some heavy weapon exp. Mind you all I had in it was 2k exp. Decided to try some giant sand beetles on Tatooine(they were giving me over3k exp a pop when i was lvling for rifleman btw). So after spending about 6 hours killing them with my launcher pistol I would like to add to your list:
Launcher Pistol: This needs to be Ar1, after all it shoots mini missles. Of course it needs its range mods fixed. It also needs its own special moves. Perhaps Healthshot2 instead of having to learn the pistoleer skill tree, nothing fancy just an extra special move other than relying on the pistol special moves and ranged special moves.
Heavy Weapons: I havn't lvled enough to play with the heavy weapons but after looking at the weapons at the vendors the AR on them need to be AR3. These should be extreme weapons and used only in extreme circumstances, ie., base raids and what not. Of course the range mods need changing.I actually see nothing wrong with the damage these weapons can do if they are AR3.
Flamethower, Acid Rifle: Havn't tried any of these out either but same as above. After looking at them at the vendor the AR on the Flamethrower is ok I think but the speed on it and its range mods need tweaked. The Acid Rifle needs an AR2. Of course its range mods need to be tweaked as well.
I like everyone's ideas and thought I should give mine even though some have probably already been mentioned.
How about the class that requires the most combat training be the most powerful combatant?
Yes even more than Bounty Hunter cause Scout Xp isn't about combat.
Just thought of something
They should make rocket launchers mega long range, I mean double the max range of any other weapon in the game, since it is a self propelled explosive device, and you normally catch bazookas being fired from quite a good distance. To be able to fire a bazooka once or twice, let the person charge at you, switch quickly to an acid rifle for medium range, and when they get close, give them a face full of fire to do mega damage would rock. And Commandos clearly arnt just for anti heavy machinery or else the flamethrower wouldnt exist, flamethrowers are anti personel. This class costs a lot of points, we have no sorce of income other then killing, so give us the strength we deserve.
"I think the commando could be the "wizard" class of swg"
Actually thats what it seems they are making us out to be. High damage but in slow intervals. Too freakin bad there arent any MOBs with the Problems that Everquest had (I.E CH themselves, summoning, ect)
I also think its funny Q mentions communication and friendship being key here... as of now THERE IS NO REASON TO BE IN A GROUP. Just buy yerself a pet and your set... feh
I think the commando could be the "wizard" class of swg
Im not good at making alot of the huge posts with what everything should do so i hope someone supports my idea with one ![]()
a few more skill points making it possible to master both weaponsmith and commando? My main profession is weaponsmith but I want to be able to have fun with combat and it would really make my experience alot better to be able to master both