Commando Archive

Thread: Commando Development Thread

garvin
Fri May 07, 2004 11:45 am
#1


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...


In there we can make "brief" posts with the following info:



Idea

Basic title or description of the idea

The profession its for

Make sure to include if it's Commando, Commando and another profession, All profession, etc

Why it should be considered

This is where you have to sell them on the idea in preferably1 or 2 smallparagraphs...Is it something we are lacking or something that will improve gameplay for us and others. How will this change for us balance with other professions? etc...what ever you want to put there is fine...


They just want brief answers...something like:






Idea


Heavy Acid Rifle Revamp

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.







Since I've repeatedly stated that my main role as Correspondent is to be the Voice of the Community I thought it might be nice to start a thead to allow you all to come up with the ideas I should post over in the development threads....


So using the above format, post your ideas...be as brief as possible...if you really want to go into detail, post the idea in a seperate thread, then post a small summary of the idea here with a url link to where we can find the more specific thread.


I'll take many of the good ideas straight from this thread andcopy/paste them directly into the Correspondent Development Forum threads...This in no way means we'll get all our ideas into the game, but occasionally, some of the items posted have lead to the Devs making changes...even a couple of mine have received "That's a great idea...I'll pass it on to the Programmers to see what they can do"...


So let me hear your ideas...use the format mentioned above as much as possible...I'll post some more examples of ideas I've posted over in that other thread soon...

Message Edited by garvin on 05-07-2004 11:49 AM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Fri May 07, 2004 11:46 am
#2

Idea

Reloadable Rockets for the Rocket Launcher

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.


A better solution would be to make a non-consumable Rocket Launcher Housing that can be reloaded when rockets run out. This way the housing only needs to be sliced once and will be effected by normal weapon decay like other weapons. This format/operation could be modeled on the way Stim and Trap Droids will work in game after Publish 8 (can be reloaded with traps and stims)...This make life easier for the Commando and less costly as well as give WS's an easier way to fill RL orders since the ammo crafting process should be similar to crafting grenade packs.



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Fri May 07, 2004 11:48 am
#3


Idea

Commando Unarmed Specials - Hand2Hand Fighting

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.


As an add on to this idea, Commandos would like to have considered the addition of a type of VK granted to our profession. The VK cert use to be granted at unarmed 4 which allowed commandos to utilize our unarmed skills more effieciently...Without the VKs or additional Unarmed Specials beyond unarmed 4, there is really is no benefit from a Commando fulfilling the unarmed pre-req besided just doing so to get to Novice Commando.


We need the flavor to actually mean something.



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JohboBocal
Fri May 07, 2004 1:26 pm
#4






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.







Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Vostik
Fri May 07, 2004 1:48 pm
#5

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.

Hellshot
Fri May 07, 2004 2:05 pm
#6


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.



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Curxcha
Fri May 07, 2004 2:06 pm
#7






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...



etc, etc


Id'd LOVE a HAR Revamp. And we NEED it so bad. as in NEED, not only want.HAR with atleast AP 2 and some decent specials along with better melee defences would do wonders with the Commando prof.


Compare Riflemans T21 with the HAR ..... *ccccccccccccrrrrrrrrrrrrrrrryyyyyyyyyyyyyyyyyyyy me a river*

I'd love a weapon with some AP that dont kill me while i try take something down even tho I dont got aggro.


Keep it up




_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
StarNick
Fri May 07, 2004 2:16 pm
#8


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



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Hellshot
Fri May 07, 2004 2:28 pm
#9



Idea

Grenadestate effects


The profession its for

Commando


Why it should be considered

Currently,commandoes have a very limited number of state effects that they are able to induce compared to other ranged professions. By adding the following state effects, commandoes could be brought more in line with other elite combat professions without having to spend more skill pts on top of the 169 required to reach master:


C22 - Blind/Stun

Cryoban - Stop movement (maybe some sort of knockdown if stopping isnt possible)

Glop grenade - Acid DOT

Imperial detanator - Dizzy or a powerful stun

Thermal detenator - Knockdown

Proton Grenade - Knockdown and dizzy



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
StarNick
Fri May 07, 2004 2:31 pm
#10

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.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

TKA-MC
Fri May 07, 2004 3:01 pm
#11

If I was to submit any idea it would be this one. Very well put StarNick. This post gives voice to a hot issue.......we need some weapons that work and are completely different then the FT tree. Good Post StarNick.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Raptor2k1
Fri May 07, 2004 3:18 pm
#12


Idea

Grenade Functionality Revamp

The profession its for

Everyone (due to C-12's) but predominantly commandos

Why it should be considered

Grenades as they exist right now are useless aside from being used to gain combat experience or attempt suicide. The area affect damaging affects on the grenades are vastly inferior to the AE affecting abilities of new introductions such as the exploding droids as well, making them rather pointless (the AE affect as is rarely hits more than one target, assuming the original target is hit in the first place.


In addition to this, there usefulness is rather small, considering they take up an entire skill-tree. Many ideas have been thrown around on how to resolve this issue of versatility, such as by adding various state effects to certainclasses of grenades.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Raptor2k1
Fri May 07, 2004 3:25 pm
#13

Idea

Introduction of a Commando-Specific Ranged, Non-consumableWeapon

The profession its for

Commando

Why it should be considered

As is, the commando profession only has three non-consumable weapons. Two of these cannot use anything other than basic marksman specials beyond 16m (within melee range of most lunges.) The third, the launcher pistol gains no skills within the commando profession itself, and isn't particularly useful unless the player picks up skills from a pistol profession. Being as a commando is based upon master marksman, it would stand to reason that our arsenal would be fairly broad in terms of what sort of weapons are available for varying ranges. Currently medium and long-ranged weapons are not represented within the profession aside from in the form of consumables (which appear to be more designed to take out hard, non-mobile armored targets rather than acting as general situation weapons. A ranged non-consumable would help to round out the proffession and wouldbuild off our mastery of ranged marksmanship. As such, it is recomended that either:


  • 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




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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