Commando Archive

Thread: The E-Web: The Weapon of the Commando

Xenonarius
Mon Mar 15, 2004 3:39 am
#1



Greetings Commandos!


Since reading the Commando forum, I've often seen references to the "E-Web" as a suggested weapon for our profession. Though I knew what an E-Web was (the heavy blaster set up in the hangar on Hoth used by Imperial Stormtroopers to stop the Millenium Falcon's departure), I didn't have any details on it.


The description below was taken from the StarWars.com website describing this weapon. I whole-heartedly feel THIS should be a weapon Commandos have access to:


THE E-WEB


The E-Web is a powerful heavy repeating blaster manufactured by Merr-Sonn Munitions and BlasTech. The Merr-Sonn version is typically referred to as the EWHB-10. In common use by Imperial Army forces and stormtroopers units, this repeating blaster is handled by a crew of two, and is mounted on a shock-absorbing BlasTech TR-62 tripod.


The weapon comes with a high-demand portable Eksoan Class-4T3 power unit and is fitted with the Gk3 cryocooler to provide continuous fire capability. The limited fire control system features Starvision and IR image enhancers. The E-Web also features a built-in comlink for coordinated attacks. The E-Web repeating blaster has a top range of 500 meters and costs about 5,000 credits. The E-Web was followed by the E-Web (15) and the F-Web repeater.


REVISIONS:


(1) USE: The E-Web should be able to be handled by a single Commando, but due to it's size there could possibly be a delay for setting it up (possibly 10-15 seconds) and taking it down.


(2) POWER: Sincethe E-Webis primarily used by Imperials, the F-Web could be provided forthe Rebellion, having slightly less firepower (maybe 40%), but shorter set-up times and a faster firing rate(60% more).


(3) ACCESS: Since most of the Commando weapons (i.e., rocket launchers)available from faction recruiters are not the very best, the E/F-Web could be available from faction recruiters and Master Weaponsmiths (it is an advanced weapon).


(4) RANGE: The range of this weapon could be 30m/minimum, 75m/optimum and 100m/maximum. If possible the range could be extended to150m with some form of magnified view. Otherwise a range of 100m would suffice. A range of30m or less would cause the blast to be ineffective or backlash against the operator.


(5) DAMAGE: 1,500 - 3,000 (no power-up/booster) 2,500 - 5,000 (w/power-up/booster)


(6) DAMAGE TYPE: Energy


(7) OVERHEATING: If a Cryocooler is not attached (purchased seperately) these weapons couldoverheat if fired incontinously formore than a certain amount of time (especially the F-Web Repeating Blaster).


(8) COST: This thing ain't cheap. E/F-Web: 50,000 credits or10,000 in faction points. Cryocooler: 2,500 (worth 500 shots)


(9) VULNERABILITY: Yes, something to keep the tables even. I propose the E-Web/F-Web blaster be vulnerable to attack the same as vehicles. In other words it can be targeted by the enemy. Like all tripod basedweapons or dugouts, enemy fire often was targeted to these weapons just as much as it was to the person firing them. Of course there would be some form of visiual animation to the commando letting them know their weapon was under attack.


(10) REPAIR: These weapons are repairable.


Though there have been suggestions for Rifles, and a host of other cool weapon ideas for Commandos other than the FT or HAR, I picked this mainly because

(a) it is already a part of the SW universe


(b) the developers don't have to reinvent the wheel with concept, design and function


(c) the E/F-Web would have a primary use against hard structures, faction structures, AT-ST/AT-AT walkers, turrets, etc.


As always,thisis open for comments, suggestions and constructive critique.


Xenonarius Uruhu
Master Marksman
Commando - 3-3-3-3
Rifleman - 3-3-3-3
Staff Sargeant - The Alliance
Paladins of Justice - Corellia




Xenonarius Uruhu
===============
Master Marksman
Master Rifleman
MasterCommando
Leader-Paladins of Justice
ReallyAgoat2
Mon Mar 15, 2004 4:56 am
#2

2 words......... kick arse



------Sig-----
Ingame Char - Rekon
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StarNick
Mon Mar 15, 2004 6:08 am
#3

First..i dont believe there was ever an F-webb...and E-webb was used by both sides (of course not seen in movies)


Second...they are anti-infantry use...like a pill box..and cant be used to take down vechs


Third...everything else i agree and i wish the devs would make the e-webb finally!!!





--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

ValonHeler
Mon Mar 15, 2004 9:47 am
#4

What you dont see by the stuff you copied from SW.com is that the weapon takes 3 to 5 minutes to set up by the 2 man crew it takes to use the gun. 1 man's job is to JUST work with the generator to be sure it doesnt overload and blow up. One man COULD do it but at a much slower set up time and overall fire rate since he is having to do all the adjustments himself. This is why, even with a 3 man crew trying to get it set up on Hoth, the E Web never got a shot off at the Falcon as she was preparing to leave the hanger of Echo Station.



Sgt. Zarj Lorak
Military Division
Dark Star Syndicate

"The only thing we have to nerf are nerf's themselves" (FDR 1933)
VXXXJesterXXXV
Mon Mar 15, 2004 11:47 am
#5

Haven't you guys heard this gun has already been confirmed. Riflemen get this with patch8....lol. Sorry I had to do that, seems they get all the love.



But seriously I love this idea, with a few changes. I feel this gun with the apparent high right of fire, length of time to set up and overall power should look like this.



Weapon Speed:1.2(absolute cap, no increase, but also very little recycle time to specials, make it 1.2 permanent)


Damage: 400-600(with the fast rate of fire this is ungodly high)


Set-up Time:15-20 Seconds(one man can set-up in this time)


To use weapon:I believe I'm stealing this idea This should require 2 people to fire, one to operate the gun, one to "load" or something along those lines(The gunner MUST be a commando that is cert'd with the weapon, the extra must be along the lines of master marksman. This requirement along with set-up time helps to balance the weapon in regards to rate of fire and damage.)


Damage Type: energy with AP2or3


Range: I say Max Range of 85 with45 being optimumand20 as minimum. I say this because at least this way we can attack at longer range than a riflemen, but still be effective in carbine range, still outside of melee. Once again I feel this will help to balance the weapon.



As for things I do not mention I like the ideas in the original post. As always this is my opinion and I am always up for feedback.






Jester Aeweok
Wanderhome
Shooting for
Master Swordsman
Master Pikeman
Master Brawler
Warlock_The_Darkone
Mon Mar 15, 2004 12:35 pm
#6

ahh.. I would love to see this... I really really would! I msut say that they wouldn't add such a gun... or increase the max range to longer then that of a turret...


But, they my add this when they impliment AT/ST's abd AT/AT's as vehicals... which has been said they would like to do! then... and i think only then would this ever happen!!



Tewls or Malock Razorblade(ALT)
Master Merchant, Master Commando, Master Bio-Engineer, Master TKA, Master Artisan, Fencer
Master Treasure and Rare Loot Gathers
Senior Member of Dark City Corperation
Pround Member of PAX Imperius
Scylla
Logitition
Mon Mar 15, 2004 12:40 pm
#7

I agree master commandos are broken, but this idea is absurd..


What u have described is a weapon that out distances all other weapons, fires faster then all but a pistoleer, has ap2-3, and takes only 20 secs to place.... This does not seem a bit nuts to u guys?


alot of battles happen to one HQ or the other... the side defending has usually been there a bit in a good fight or at least usually about 5 members will be on gaurd in the hot spots. With a weapon such as u propose... we could take and set 75-100m back and just pepper a location for 400-600 ap2-3 dmg weapon that fires at 1.2 spd. This would be the same problem that we have with CM's currently. A guy hit me from 92m last night... no way to fire back except with another CM that has the same rare poision. 2 guns in a position would make melees have to travel 75-100m in the face of that gun and hope to live to overtake them. Everyone would become commandos.


Maybe AP3 400-600 spd 1.5 capped, takes 5 minutes to unpack and needs an energy cartridge to use. Range 20-65m -1 @ om +80 @40m +60 @65m ham costs really low.


These could be used like real machine guns to defend turret positions and incoming base raids. some cover or mitigation could be enacted for the pillbox effect, but not much. With range a 65m, rifles would be able to hit but that is like the real world... snipers are the long range. If they truly wanted they could make the position look like a pillbox and allow it to be a 3 part weapon.


1. build a camp like fox whole that takes 4 mins. 2. set up the gun that takes 1 min 3. make sure u have the generator or battery. then a commando and one other may take position in the pill box. It would be able to be attacked to save whoever was in it at the time. when they 'kill' it the gun is useless and the commando must begin the process anew. Maybe it could be resistant to all but blast to incorporate other commandos taking it out. Maybe give it a negative 2.5 to damage on anything using 'cover' so the riflemen can get in on it... and then of course if that melee group charges it they should get bonuses to hit it when they get there.


That would make commandos a support player, but a heavy on at it... pill boxes would elimintae alot of the run and gun mentality of the general populace and the lack of a sniper shot would stop alot more of the FOTM's (u would not be able to shoot anything but the E-Web when in the pill box, although the other in the pill box could be a rifle) So there would not be glory jockeys trying to get in it for the next uber thing. It would make a master commando a sought out service tho, like SL's are now... not totally needed, but the tactics change and having one would tip things like defending your base more in your favor.



Uben Haum'Qui <Artilleryman> (master commando)





g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
Ranelaen
Mon Mar 15, 2004 2:34 pm
#8

First off let me say i love the idea of this weapon. A commando should be feared, but the idea that we are bunker troops just doesnt work for me. I think this weapon should be reasonable quick to set up and have a long cool down time, i. e. take down time. We should be able to drop these weapons in a hurry clean up some rebel scum and rest after the battle. The idea thatcommandos have to build a bunker is more of a ranger/scout ability and maybe could be used in conjuntion with the commandos gun to create a pill box. This box should be better with ranger/scout abilities. The best would be a 10k 95% resist all heavy armour, no poison base. Vunerability blast of course. These could be used to set up around bases, cause do you honestly expect someone to set up for5 mins in the middle of a pvp battle. I think the bases a scout ranger can make should go on his slots so he cant set up 1 million of these. This would allow people to have another form of static defensefor their base. Plus commandos could dive into the bunker and start firing away without reprecussion from hs, cause as we know almost anyone who pvp attacks the mind. This would allow some very awesome battles. It would also make commandos needed for attack and defense of any given situation. As far as 2 people operating it, that would also be hard in the middle of pvp, battles. "Hey come tothe bunker, which bunker? the one that getting attacked, why arent you firing, cause i need 2 people to shoot, hurry up, bunker explodes." This would be bad, if anything the weapon should be like hella expensive to operate, like 10k per 30 seconds. Well gee that sounds high, but with a 1.2-1.5 rate that would wipe alot ofpeople out real quick.


Ranelan

Colonel in the Imperial Forces
Leomi
Mon Mar 15, 2004 2:47 pm
#9

Sorry to tell you, but 64m is the max range for any weapon. The game system won't let you set it any further. Rifleman wanted a 75m range. The Devs tried it, but they found that the system won't let any **player** weapon go further than 64m. NPCs, Creatures, and Turrets are different.



Leomi
Community Leader
Playing since Launch Day.
Drimli
Mon Mar 15, 2004 3:04 pm
#10





I have to say that this is not a good idea. Sure the E Web is killer cool but think about its use in the game as it is now.


When and where would you use this thing -

base defense? If so then it is little more than a player controled turret and (at least on my server) most people don't even buy turrets anymore because they last about 5 seconds.


Raiding? Even if it had a 20 second set-up time you would be taking a dirt nap before you got it half way set-up.


PVE? way to powerful.


I don't mean to sound like a downer but this is not something we should push for - give us AP on the HAR, give us a AP3 blast damage rifle something but not the E Web.



Soula' - TC Commando in Training.
Logitition
Mon Mar 15, 2004 3:33 pm
#11

I was not sugesting 2 people needed to be able to fire the gun. The xtra spot would be for a tag on player to benefit from the cover.


If u allow them to be set up everywhere it should not take money in that sense as a detterent for use but that they are hard to use. To deter from someone coming up and just laying one of these down there should be a sizable time limit. This is not a run up lay the suppressive fire down kind of gun. That is the T21 in the movies. These pieces could be used for strategic engagements.. ambushes.. Take away that it is the real world. take away it is called a machine gun...


These type weapons have been used ever since WW1. it changed the face of warfare as we know it and established the trench warfare system as we know it today. The fixed position weapon was used because of speed and range. If we had a fixed weapon we could have lines and entrenchments in pvp. 5 minutes is not that long and it would make the gun a defensive piece, or to some a fall back line placement. To do damage u have to have a weakness. These things in the role they would play must have damage... or it is basically the T21. To give that type of power that would cause fear they must be hard to place.


A bunker is the wrong concept... bases are bunkers... we just cannot legally shoot out of them (bugs allow it).. They have turrets.


This pillbox would be more of a 'fox hole' with the typical sandbags... it could be just like a camp except to enter it is like mounting a beast... and only 2 could do it. ( see basically, if u are going to be efficient u will need a DB'er cause all u could use was the E-Web) U could even let Ranger build and sell them if u like... we just get to use them.. it is a heavy weapon placement. It would be able to compliment base turrets, camps at rally pts, ambush points, and basically set a point to build different types of offensive and defensive lines around.


I know we have the name commando, and it has a definition.. but so far the game has shown us a different side to what the devs consider it... personally i like the heavy weapon idea, shame none really work anymore- the FT, the HAR, the grenades... would be nice to see them roll with it further then and give us true heavy weapons. We could use the E-web as its role intends to add a more tactical approach to the battles. Basically we need something like this anyways, commandos just have the greatest opening for it. We are halfway there.






g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
Raptor2k1
Mon Mar 15, 2004 5:41 pm
#12

"(8) COST: This thing ain't cheap. E/F-Web: 50,000 credits or10,000 in faction points. Cryocooler: 2,500 (worth 500 shots)"


On the subject of cost, I just thought I'd mention that 500 shots seems a bit small, given the ridiculous amount of time it takes to acquire faction points. I could easily see someone burning through 500 shots during the course of a single battle, and having to pay 2500 FP to reload is a bit steep. This gets into the same problems that plague the HSW line.



"(4) RANGE: The range of this weapon could be 30m/minimum, 75m/optimum and 100m/maximum. If possible the range could be extended to150m with some form of magnified view. Otherwise a range of 100m would suffice. A range of30m or less would cause the blast to be ineffective or backlash against the operator."


Given the game's engine, this is currently impossible unfortunately, so it would have to follow some sort of other method of range balancing. Perhaps make it accurate at long/medium range, terribly accurate at close range, and add a 360 degree arc (you're just moving it around a tripod after all) to compensate for the lack of extended range (and the fact that forcing it into a 120 degree arc wouldn't work well, given the lack of ability to use walls of any sort to protect on the side. Maybe compromise and give it a 180 or 270 degree arc (so you can still hit it in the blind spot, but it can cover a decent area.)



Also, on damage, with base damage so high, I would recomend not implementing any specials, and simply letting it autofire. Giving it a lower delay, AP3, and a damage of around 1-2k would probably be a more reasonable request.




Kyeran Halkyon

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


Hatch_Hazard
Mon Mar 15, 2004 11:33 pm
#13

I think this guy has a great idea, course I"ve allways been for Commandos getting the E web. Heck. Something that worked right and had a specfic niche, anyway.

I noted someone said it had a 3 to 5 MINUTE set up time. How on Earth could that be possible? How could you sit down, say "Go!" and take 5 MINUTES to slap a gun onto the ground, plug up a cord to the charger, and pull the trigger? 10 seconds? 15 if your hung over?



I live in this world. I exist in my own.

Hatch Harrison - Best dressed Scout in the whole city
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