Commando Archive
Thread: Publish 7/8 Wish List
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Hakman
Sun Mar 07, 2004 4:28 am
#1
I'd like to see the Unarmed tree be dropped as a requirement for Novice Commando, or at least put something in the Commando tree that makes Unarmed seem likea reasonable requirement. Can't say I've felt like putting down my FT and punching the enemy too many times. Course, I'd rather have Unarmed be dropped, as I have plenty of other places I'd be happy to put those 29 skill points (like, being able to Master Commando, as I'm a Master Weaponsmith by trade, so I'm exactly 29 skill points short of being able to Master Commando).
thepunisher286
Sun Mar 07, 2004 8:25 am
#2
First comes first:
(a) Get rid of TH
Then the next step is:
(b) Prerequisites do not reflect commando in any way or form. Fix that.
Sprinkle sugar on top for a finish:
(c) Fix grenades/HvyWpn. They cannot be fired indoors or accuractly outside.
(d) Make Launcher pistol less laggy, or better shot animations.
LordSeckmoth
Sun Mar 07, 2004 9:25 am
#3
*Well got that A up top to work, after HTML and it not working lol
Xenonarius wrote:
Greetings Commandos!
I recently became a Commando and I know there have been several "wish lists" for Publish 7/8 previously posted. Here are mine.Though Iam fairly new to the profession(2-2-2-2),I would like to know what you guys think. Some of this has already been stated. Some of it, as far as I know, is new:
======================================================
(a) Place the Flamethower (FT) and Heavy Acid Rifle (HAR) on the same tree;
In mylist for changes to the Commando Profession.
(b) The HAR and Glop grenades should haveDOT (acid burn) like flame/fire from FT;
Actually here I disagree, we don't want another FT Clone, but something to make Acid unique. Say a special that does relativly low damage, but reduces resists temporarily... sort of like the acid is eating through the armor/shell/hide
(c) The HAR should do greater damage to player/NPC/creature armor (literally melting/decaying it for a period of time);
I'm hoping this enhancement will come soon, because some fixes to the HAR are in Publish 7, yet enhancement was said. So I'm waiting until I see what pops up in publish 8.
(d) Better animation for the HAR when it fires from a distance (the white "puff" could be enhanced) including some
better animation indicating that the rifle has fired;
Fixed in Publish 7, head on over to TC to check it out, also the mods now work properly.
(e) Skill tree dedicated to the Launcher Pistol (w/accuracy and damage modifiers increasing accordingly);
Either the LP, or some other form of weapon, I personally feel another weapon *new weapon* would fit better. The LP doesn't "feel" commando for some reason. I mean nice explosions and all, but it just doesn't seem right.
(f) Greater damage from "Heavy Weapons" (i.e. Rocket Launchers, etc..). 3-5 should take out a AT-ST, 12-15 should defeat
an AT-AT;
I agree here, and have mentioned this, but there has to be a trade. This kind of damage done to a player would be an insta kill, so increased damage and accuracy vs "Large Targets" *Including NPC's/Creatures guys for PvE*, with this being reduced vs smaller targets. *Reverse this for the Lightning Cannon*
(g) Rocket Launchers should have a higher"chance-to-hit" forstationaryobjects/creatures vs. moving objects/creatures;
I also agree here, too many times have I been a mere 60m away, and missed a Krayt Dragon that was standing completly still.
(h)An "Explosive Pack" - A level 1,2 and 3I explosive "pack" which can be delivered/droppedat a stationary or mobie target
(i.e., turret, base wall, etc.)with a timeddelay. The explosive pack damage and delay time should range from:
10,000 - 20,000w/10 sec delay (level 1);
20,000 - 35,000w/20 sec delay (level 2) and;
35,000 - 50,000w/30 sec delay (level3).
This pack may also be diffused by another Commando ONLY. The Commando may have a percentage chance of
"failingto diffuse", settingoff this device and taking massive damage of he fails;
These would be really nice in the GCW, but for such high damage *especially if there's an AOE* it would have to have a downside, something like if shot while setting up the explosive, it can go off killing you *Well I don't know many that would survive 10k damage hehe, unless it calculated PvP reduction, armor, chef food *Flameout*, etc* Also a Smuggler should be able to slice into the bomb and turn it off. *They do specialize in this*
(i) Ability to detect and diffuse land mines.
- The Commando has ahigher save vs. explosion while walking through an enemy minefield
- The Commando may have apercent chanceof"failing to diffuse", settingoffthis deviceand takingdamage of he fails.
The "save vs. detonation" for both ofthese should be by percentage (20% increments) and based on the Field Tactics
skilltree(i.e.,Level 1-20%,Level 2-40%, Level 3-60%, Level 4-80%, Master - 95%.
It's odd, the detect landmine option is there, yet I have never seen a profession actually detect or diffuse mines in the field. I could have sworn we were supposed to be the ones to do this back in Beta... seems that not much more has been looked into on this. I'll have to do some checking into it, once I get some other things finished.
Feel free to add comments or suggestions!
Xenonarius Uruhu -Corellia
Level II Commando
Master Marksman
Master Rifleman
Paladins of Justice - Guild
Message Edited by LordSeckmoth on 03-07-2004 11:26 AM
Message Edited by LordSeckmoth on 03-07-2004 01:28 PM
thepunisher286
Sun Mar 07, 2004 11:18 am
#4
I got a bold black A with a red bar under it that lets me change font color realy quickly and easily, like the A you see in MS paint and such\
try html, (FONT face="arial" color=green=+12>Text here(/FONT)
replace ( with < and ) with >
Message Edited by thepunisher286 on 03-07-2004 10:21 AM
Xenonarius
Sun Mar 07, 2004 1:50 pm
#5
Greetings Commandos!
I recently became a Commando and I know there have been several "wish lists" for Publish 7/8 previously posted. Here are mine.Though Iam fairly new to the profession(2-2-2-2),I would like to know what you guys think. Some of this has already been stated. Some of it, as far as I know, is new:
======================================================
(a) Place the Flamethower (FT) and Heavy Acid Rifle (HAR) on the same tree;
(b) The HAR and Glop grenades should haveDOT (acid burn) like flame/fire from FT;
(c) The HAR should do greater damage to player/NPC/creature armor (literally melting/decaying it for a period of time);
(d) Better animation for the HAR when it fires from a distance (the white "puff" could be enhanced) including some
better animation indicating that the rifle has fired;
better animation indicating that the rifle has fired;
(e) Skill tree dedicated to the Launcher Pistol (w/accuracy and damage modifiers increasing accordingly);
(f) Greater damage from "Heavy Weapons" (i.e. Rocket Launchers, etc..). 3-5 should take out a AT-ST, 12-15 should defeat
an AT-AT;
an AT-AT;
(g) Rocket Launchers should have a higher"chance-to-hit" forstationaryobjects/creatures vs. moving objects/creatures;
(h)An "Explosive Pack" - A level 1,2 and 3I explosive "pack" which can be delivered/droppedat a stationary or mobie target
(i.e., turret, base wall, etc.)with a timeddelay. The explosive pack damage and delay time should range from:
10,000 - 20,000w/10 sec delay (level 1);
20,000 - 35,000w/20 sec delay (level 2) and;
35,000 - 50,000w/30 sec delay (level3).
This pack may also be diffused by another Commando ONLY. The Commando may have a percentage chance of
"failingto diffuse", settingoff this device and taking massive damage of he fails;
(i.e., turret, base wall, etc.)with a timeddelay. The explosive pack damage and delay time should range from:
10,000 - 20,000w/10 sec delay (level 1);
20,000 - 35,000w/20 sec delay (level 2) and;
35,000 - 50,000w/30 sec delay (level3).
This pack may also be diffused by another Commando ONLY. The Commando may have a percentage chance of
"failingto diffuse", settingoff this device and taking massive damage of he fails;
(i) Ability to detect and diffuse land mines.
- The Commando has ahigher save vs. explosion while walking through an enemy minefield
- The Commando has ahigher save vs. explosion while walking through an enemy minefield
- The Commando may have apercent chanceof"failing to diffuse", settingoffthis deviceand takingdamage of he fails.
The "save vs. detonation" for both ofthese should be by percentage (20% increments) and based on the Field Tactics
skilltree(i.e.,Level 1-20%,Level 2-40%, Level 3-60%, Level 4-80%, Master - 95%.
skilltree(i.e.,Level 1-20%,Level 2-40%, Level 3-60%, Level 4-80%, Master - 95%.
Feel free to add comments or suggestions!
Xenonarius Uruhu -Corellia
Level II Commando
Level II Commando
Master Marksman
Master Rifleman
Paladins of Justice - Guild
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