Commando Archive
Thread: Commando Development Thread
The profession its for
Why it should be considered
The profession its for
Commando
Why it should be considered
The current HAR is a weaker clone to the Flame Thrower. It has the same specials, restrictions, delays, speed and accuracy as the FT, yet it has no DoT, higher HAM cost and is significantly weaker over all. The un-enhanced version of the weapon is also slower and weaker then the un-enhanced FT overall. The HAR should be revamped to include ranged specials preferably with state effects. If not revamped it should be replaced with a cert to another ranged weapon like the Beam Rifle or E-Web.
Message Edited by garvin on 05-07-2004 11:49 AM
The profession its for
Commando
Why it should be considered
Rocket Launchers are extremely difficult to craft which leads to them being hard to find and costly. Once a Commando finds one, they tend to get them sliced. Rocket Launchers tend to only come with, on average, 30 shots, and due to accuracy issues, only around 18 of those shots connect with the target. Paying between 2K to 5K to slice something that can only be used accurately around 18 times and originally costs 30K+ is unbalanced.
The profession its for
Commando
Why it should be considered
Commandos should be skilled in many forms of Combat, with weapons and without. There has been talk of granting Smugglers (in their revamp) special "Dirty Fighting" unarmed attacks stemming fromt he fact that they have an Unarmed Pre-req. Commandos also have an Unarmed pre-req and would like to see our unarmed skills utilized in some fashion.
FragN8Tr wrote:
Idea
Commando Turret control benifits
The profession its for
Commando
Why it should be considered
With the addition to player controlled turrets, being Heavy Weaponary the turret should have modifiers that allow the HW experience of the Commando affect the accuracy. Even consider to add the Commando specials to be used with the turrets, for example a cone shot for area affect or DOTs.
I like this idea.
Idea
Deployable weapons
The profession its for
Commando
Why it should be considered
With a focus on heavy weapondry, it would be interesting to see "gun-enplacement" style weapons such as deployable tripod-mounted repeatign blasters or mortars. Physics would work similar to deployable entertainer instruments. They would trade off a gain in heavy hitting power by giving up mobility.
Idea
Temporary combat structures (i.e. Foxholes)
The profession its for
Commando
Why it should be considered
With a focus onbattlefield combat, physics similar to scout camps could be used to provide a means for Commandos to deploy a "foxhole" that would provide a place for deplyable weapons and grant defensive bonuses against what would be normally directfire damage while providing no bonus (or even a vulnerability) against indirect damage types (for example Blast... possibly heat). A defensive emplacement would provide more of a battlefield feel to base combat. Note: to avoid abuse it should take time to set up an emplacement.
Idea
GrenadeLauncher
The profession its for
Commando
Why it should be considered
Presently, grenades used by master commandoes are extremely limited in their utility by high HAM costs, poor accuracy, low ideal ranges (some with blast radius inside ideal range), and low maximum range, and the high likelyhood of self incapaciation when using certain grenades (such as proton grenades). By creating a grenade launcher that could be loaded with existing grenades, commandoes would be able to effectively use these weapons, with mods possibly based off an existing skill modifier (perhaps carbines or rifles). Also, this would provide commandoes with a cheaper alternative than heavy weapons, while being limited with lesstotal damage, and provide more identity to the field tactics tree.
etc, etc
garvin wrote:
Over in the Correspondent Area there is a place where I can post Commando Development Ideas...This is a place where the Dev's track our ideas and take them under consideration beyond what they read while lurking in various forums...
Idea
Assault Tree
Profession
Commando
Why it should be considered
An assault tree is drastically needed for the commando at the moment, mainly this would be a tree where our non-special heavy weapons and specials go (such as a proposed Assault Rifle, and any other future developments) for our Launcher Pistol. The launcher pistol should be one of our primary weapons, but currently we do not excel in skill mods/specials for it...effectively capped at Master Marksman unless you dabble in Pistoleer. As a 169 skill point hybrid (mastering our pre-reqs alone require 14 more skill points than to master the basic ranged elites) this should not be tolerated at all.
Also, currently we have no room for future weapons...by having an "assault" tree (not a set title) we can have our "standard" issue weaponry...such as the Launcher Pistol, and a proposed Assault Rifle and excel in those weapons.
Idea
Combining of Flame/Acid Rifle Trees
Profession
Commando
Why it should be considered
Currently, with a Field Tactics (gernades/mitigation/defenses), Heavy Weapons (explosives and disposable hvy weapons), Flame (flamethrower, Acid Rifle (HAR) specializations....commando overall is pretty limited for future weapon development, and also current ones as well. For instance, our Launcher Pistol is not a disposable explosive nor a flamethrower or HAR...and our Field tactics is mostly for gernades..not equipable weapons. The Flamethrower and the HAR are practically the same....however, the flamer is superior in all aspects while the HAR seems to just be a less effective copy - yet the HAR tree requires the most xp (hvy weapon wise). Mods and specials for the Launcher Pistol..and future weapon developments such as an Assault Rifle currently do not fit into our proffession with 2 Trees that are practically the same, 1 tree that would not make sense to have them in that tree, and 1 tree that is somewhat (but is already specialized for other aspects of our proffession)
By combining these two trees that are all but identical would be a big move in the right direction to get some more versitile use in our proffession (ie Flamethrower is the most overused weapon in the game aside from the Fwg5 most likely....it has been said that there will be a revamp on pistols and other basic weapons too because having 1 pistol...like the fwg5 is bad and unbalanced...the same applies with us) and pave the way for an "assault" tree that would specialize in actual guns - the launcher pistol and a proposed Assault Rifle
Message Edited by StarNick on 05-07-2004 05:18 PM
Idea
Put "foundation" commando skill mods in Master Marksman
Profession
Commando
Why it should be considered
This should be considered primarily to prevent dabbling of our Launcher Pistol...many boast it is the most powerful Pistol in the game, partly from its damage and also as its the only ranged, non-disposable weapon in the game. However, it is easily dabbleable as its a pistol. for a mere 6 points more, a Master Pistoleer can dabble to get Novice Commando...and then proceed to outdamage us without restraint. Blast damage is our niche, so is heavy weapons...under no circumstances should our Launcher Pistol be a pistol that can be easily dabbleable. (Currently, with my Launcher pistol I can shoot for up to 2,000-2,500 damage in blast every 1.3-2.0 seconds [my Lp is 1.3 speed, to counter my pathetic accuracy...which I wouldn't mind if it wasn't a commando weapon] Thats with using only Pistol Techniques 3. Pistoleers like to proclaim themselves as one of the weakest proffessions in the game, but with a little effort on their part, and using our novice skill box to gain considerable power that they shouldn't have access to....its like having Rifleman accuracies for carbineers or pistoleers...theres a fail-safe here, as these mods won't work as they're for seperate weapons. I propose exactly this for Commando.
Rename the Launcher Pistol as a hvy weapon - a new class, that can potentially have new non-disposable weapons under its catagory (such as an AR) - or just as a special hvy weapon. Nevertheless, it should not be a pistol...but then we would practically use absolutely any of our pre-reqs....thats where Master Marksman would come in. Add basic mods that a novice pistoleer would get in the marksman pre-req...like +30-60 accuracy mods for instance...this wont just benefit anti-dabbling of our LP (without actually going up in the profession..and using ANOTHER profession's skill to be considerably more powerful than the hybrid profession...for a mere 5 skill points), this would also benefit our other weapons...and help out Novice commandos (essentially we're like novice marksman...yet already spent 14 more skill points than it is to master an elite profession)
Basically, a Novice Commando would be in the same exact shoes as a Novice pistoleer with his Dx2...however, he gets an added bonus as it does Blast damage, and is up to par with the Scatterpistol of BH (by the way, the scatterpistol has a fail-safe for the sheer amount of skill points to get novice BH...our novice is MUCH easier to get, and thusly to dabble in)....and vice versa, this is how it should be across the board...and would be an incentive to actually go up the tree and use it...rather than getting Master Pistoleer w/ Novice Commando and essentially playing our role for us, having an easier time doing it, and thusly doing far more damage than we can dream of currently.
The profession its for
Why it should be considered
The profession its for
Why it should be considered
- One of these weapons be converted to a non-consumable ranged weapon
or
- A new ranged weapon is added within one of the skill trees