Commando Archive

Thread: My proposal for redoing the Commando profession.

Nadev
Mon Dec 15, 2003 7:59 pm
#1

Greetings my fellow Commandos,


After reading some of the post made by Gren187 and Lord Seckmoth I set out on my own with some of that they and others had talked about and came up with the following. Now be warned I’m sure my math is off some and I’m not yet a master commando so something maybe be wrong. Over all I think that the proposal that I outline really could make commando be a valuable and not over powerful class.


Below is what I am proposing I do hope Thunderheart or the Dev behind Commando’s looks this over. The Following is rather long as you all and see and most of was writen at 3 in the morning.


Also any feedback you all have is more then welcome though I’m not one that will set here and reply back and forth to argue over the finer points of things, I already admit I’m more then liking wrong on something though I’m sure that most of you and the dev can see where to make improvements.


Field Tactics – Thrown Weapons and Ranged Attacks – Combat Experience


-Improve the accuracy and chance to hit bonus for grenades.


-Increase the number of grenades per stack.


-Improve the explosion effect on a grenade to match the different types being used, i.e.fragscan stay they way they are now but photon and such should have a different look to them.


-Suppression Fire 2: Improve upon the marksmen skill so that it has a great chance of getting people duck as well as increase damage those that are hit.


-Full Auto Single 2: This ranged attack shoots multiple bolts at once at a single target.


-Full Auto Area 1: This attack can hit multiple targets in a cone in front of you.


-Full Auto Area 2: This attack can hit multiple targets in a cone in front of you.


Heavy Support Weapons – Launcher Carbine, Heavy Assault Rifle ,and Launcher Weapons - Heavy Weapons Experiance.


-Add Launcher Carbine Certification: An improvement to the launcher pistol that is built around a carbine, to take advantage of the abilities learned from field tactics.


-Add Heavy Assault Cannon: This weapon would be a tripod mounted, that has to be fired from a /takecover type position.


-/deployheavyweapon and /retractheavyweapon: These commands would be used once a commando has equipped the Heavy Assault Cannon. There should be a delay in setting up and taking down the weapon of between 8 and 12 seconds, which could be decreased as the commando improves their Field Tactics. Using the ability /deployheavyweapon will cause the commando go prone and to become immobile.


Stream Weapons - Flame Thrower/Acid Rifle - Heavy Weapons Experience.


Incorporate both the flame thrower and acid rifle tree into the same tree; they are both about the same in principle.


Changes to Weapons:


Flame Thrower: -Fix dot stacking issues so that you can not have more then one flame dot on the target. The calculated damage should follow a formula like this (Damage/20)Duration=Damage Over Time. Using such a formula would also allow for resist checks to be made against the whole dot rather then just the initial damage done.


-Lower the amount of wounds generated.


-Lower the max range of it so that at a range of 64m you have very little chance to hit with it. The Ideal range should be about 30m with specials staying at 16m.


Heavy Acid Rifle: -Add Armor piercing 1 to it, after all acid eats armor.


-The Heavy Acid Rifle should have a slower rate of fire and lower max damage then the flamer thrower as it has now.


-Fix specials so that they are in line with the flame thrower specials (note: I haven't used the acid rifle yet, but going off what LordSechmoth said.)


-Add similar acid dots to us the following formula (Damange/15)Duration=Damage Over Time, also the Dot effect should not be able to stack with other acid dots.


-Improve the sound and graphic of the weapon being fired.


-Lower the max range of it so that at a range of 64m you have very little chance to hit with it. The Ideal range should be about 25m with specials staying at 16m.



Special Forces Martial – Unarmed – Requires Unarmed Experience.


-Take Down Maneuver: Posture down attack.


-Defensive Counter: Defensive counter move to be used against unarmed or melee attack which results in 80% of the attackers attempted damage being diverted back to the attacker and 20% being taken to the defender. When this ability is activated the commando can not move or attack until the ability has expired.


-Critical Strike: A blow to the head which causes mind damage and the target to become dizzy


-Death Blow: When attacking a target that has less then 300 pts of health this move will incapacitate and death blow the target at the same time.


More to follow




Nadev
Corbantis
Safe Haven
Master Commando
Master Riflemen

Purchased items please drop off on Coreilla in Safe Haven at -418 x -1274
Nadev
Mon Dec 15, 2003 8:05 pm
#2


Well its not leting me post the skill tree that I made up, though I'll link it and host it when I get home.


Examples of new Fire and Acid Dots damage


For the following examples Mike will be the commando and Tom will be the target.


Flame Dot (Damage/20)Duration=Damage over Time.
Acide Dot (Damage/15)Duration=Damage over Time.


Example 1) Mike uses /flamesingle1 on Tom who is not wearing any armor. Tom takes 3500 point of damage before the 75% reduction for pvp. After the 75% is calculated Tom is hit for 875 points of damage and the dot inflicted on Tom is 2625 points of damage (based on 60 second duration).


Example 1a) Mike uses /acidsingle1 on Tom who is not wearing any armor. Tom takes 2000 point of damage (due to the HAR having less damage then a flame thrower) before the 75% reduction for pvp. After the 75% is calculated Tom is hit for 500 points of damage, but due to the AP1 on the Heavy Acid Rifle he is given a bonus of 25% damage. So the damage done is 625 points of damage and the dot inflicted on Tom is 2500 points of damage (based on 60 second duration).


Example 2) Mike uses /flamesingle1 on Tom though this time Tom has on his composite armor that is 50% resistant to flame and acid. Again Mike lands a hit for 3500 points of damage; after the 75% is calculated Tom is hit for 875 points of damage. His composite armor because it has an armor rating of 1 reduces the damage down to 438 points. Because the armor has a 50% resistance to fire Tom takes only 219 points of damage, and the dot given to Tom is 657 points of damage, thus Tom lives, though the first shot.


Example 2a) Mike uses /acidsingle1 on Tom though this time Tom has on his composite armor that is 50% resistant to flame and acid. Again Mike lands a hit for 2000 points of damage; after the 75% is calculated Tom is hit for 500 points of damage. Which because of the AP 1 and AR 1 of the composite armor there is no bonus given. Because the armor has a 50% resistance to acid Tom takes only 250 points of damage, and the dot given to Tom is 1000 points of damage, thus Tom lives, though the first shot, but will die shortly.


Example 3) Mike goes out hunting and finds something nice to kill that doesn’t have any resists. Mike uses his good old /flamesingle1 on the durni and hits for 3500 points of damage. The durni is then given a given the flame dot of 10,500 points of damage and then prepares to eat what he killed.


Example 3a) Mike goes out hunting and finds something nice to kill that doesn’t have any resists. Mike uses his good old /acidsingle1 on the durni and hits for 2500 points of damage after the AP1 Damage is applied. The durni is then receives an Acid dot worth 10,000 points of damage. Mike then realizes there is nothing left for him to eat except for a pile of goop.




Nadev
Corbantis
Safe Haven
Master Commando
Master Riflemen

Purchased items please drop off on Coreilla in Safe Haven at -418 x -1274
Nadev
Mon Dec 15, 2003 8:23 pm
#3

Master Commando
1 skill points
620 points of Apprenticeship Experience
Skill Mods:
• Heavy Rocket Launcher Accuracy +10
• Thrown Weapon Accuracy +10
• Unarmed Accuracy +10
• Unarmed Damage +5
• Unarmed Speed +5
•Heavy Assault Cannon Accuracy +15
• Heavy Assault Cannon Damage +15
• Heavy Assault Cannon Speed +15
•Carbine Accuracy +20
• Carbine Speed +20
• Carbine Damage +20
Commands and Abilities Gained:
• Acid Cone 2 (Ability)
• Flame Cone 2 (Ability)
• Death Blow (Ability)
• Full Auto Area 2 (Ability)


Field Tactics IV
2 skill points
130000 points of Combat Experience
Skill Mods:
• Melee Defense +5
• Thrown Weapon Accuracy +10
• Thrown Weapon Speed +10
Commands and Abilities Gained:
• Full Auto Single 2 (Ability)



Field Tactics III
3 skill points
100000 points of Combat Experience
Skill Mods:
• Ranged Defense +5
• Thrown Weapon Accuracy +10
• Thrown Weapon Speed +10

Field Tactics II
4 skill points
80000 points of Combat Experience
Skill Mods:
• Defense Vs. Knockdown +5
• Thrown Weapon Speed +10
Commands and Abilities Gained:
• Full Auto Area 1 (Ability)


Field Tactics I
5 skill points
50000 points of Combat Experience
Skill Mods:
• Thrown Weapon Accuracy +10
• Thrown Weapon Speed +10
Commands and Abilities Gained:
• Suppression Fire 2 (Ability)


Heavy Weapons Support IV
2 skill points
400000 points of Heavy Weapons Experience
Skill Mods:
• Heavy Acid Beam Accuracy +20
• Heavy Acid Beam Speed +20
• Heavy Lightning Beam Accuracy +30
• Heavy Lightning Beam Speed +30
• Heavy Particle Beam Accuracy +20
• Heavy Particle Beam Speed +20
• Heavy Assault Cannon Damage +15
• Heavy Assault Cannon Speed +15
•Carbine Accuracy +15
• Carbine Speed +15


Heavy Weapons Support III
3 skill points
300000 points of Heavy Weapons Experience
Skill Mods:
• Heavy Acid Beam Accuracy +20
• Heavy Acid Beam Speed +20
• Heavy Lightning Beam Accuracy +10
• Heavy Lightning Beam Speed +10
• Heavy Particle Beam Accuracy +20
• Heavy Particle Beam Speed +20
• Heavy Rocket Launcher Accuracy +20
• Heavy Rocket Launcher Speed +20
•Heavy Assault Cannon Accuracy +15
• Heavy Assault Cannon Damage +15
• Heavy Assault Cannon Speed +15
•Carbine Accuracy +10
• Carbine Speed +10


Heavy Weapons Support II
4 skill points
200000 points of Heavy Weapons Experience
Skill Mods:
• Heavy Acid Beam Accuracy +10
• Heavy Acid Beam Speed +10
• Heavy Particle Beam Accuracy +20
• Heavy Particle Beam Speed +20
• Heavy Rocket Launcher Accuracy +20
• Heavy Rocket Launcher Speed +20
•Heavy Assault Cannon Accuracy +10
• Heavy Assault Cannon Damage +10
• Heavy Assault Cannon Speed +10
•Carbine Accuracy +10
• Carbine Speed +10


Commands and Abilities Gained:
• Launcher Carbine Certification



Heavy Weapons Support I
5 skill points
100000 points of Heavy Weapons Experience
Skill Mods:
• Heavy Particle Beam Speed +10
• Heavy Rocket Launcher Accuracy +20
• Heavy Rocket Launcher Speed +20
• Heavy Assault Cannon Damage +10
• Heavy Assault Cannon Speed +10
Commands and Abilities Gained:
• Heavy Assault Weapon Certification
• Deploy Heavy Weapon (Ability)
• Retract Heavy Weapon (Ability)
Stream Weapons Specialization I
5 skill points
150000 points of Heavy Weapons Experience
Skill Mods:
• Flamethrower Accuracy +15
• Flamethrower Speed +10
• Heavy Acid Rifle Accuracy +15
• Heavy Acid Rifle Speed +10
Commands and Abilities Gained:
• Flame Single 1 (Ability)
• Acid Single I (Ability)


Stream Weapons Specialization IV
2 skill points
450000 points of Heavy Weapons Experience
Skill Mods:
• Flamethrower Accuracy +15
• Flamethrower Speed +10
• Heavy Acid Rifle Accuracy +15
• Heavy Acid Rifle Speed +10


Commands and Abilities Gained:
• Acid Single 2 (Ability)


Stream Weapons Specialization III
3 skill points
350000 points of Heavy Weapons Experience
Skill Mods:
• Flamethrower Accuracy +25
• Flamethrower Speed +15
• Heavy Acid Rifle Accuracy +25
• Heavy Acid Rifle Speed +15
Commands and Abilities Gained:
• Flame Single 2 (Ability)
• Acid Cone 1(Ability)


Stream Weapons Specialization II
4 skill points
250000 points of Heavy Weapons Experience
Skill Mods:
• Flamethrower Accuracy +15
• Flamethrower Speed +10
• Heavy Acid Rifle Accuracy +15
• Heavy Acid Rifle Speed +10
Commands and Abilities Gained:
• Flame Cone 1 (Ability)


Stream Weapons Specialization I
5 skill points
150000 points of Heavy Weapons Experience
Skill Mods:
• Flamethrower Accuracy +15
• Flamethrower Speed +10
• Heavy Acid Rifle Accuracy +15
• Heavy Acid Rifle Speed +10
Commands and Abilities Gained:
• Flame Single 1 (Ability)
• Acid Single I (Ability)


Special Forces Martial IV
2 skill points
450000 points of Unarmed Combat Experience
Skill Mods:
• Unarmed Damage +5
• Unarmed Speed +5


Commands and Abilities Gained:
• Critical Strike (Ability)


Special Forces Martial III
3 skill points
350000 points of Unarmed Combat Experience
Skill Mods:
• Unarmed Damage +5
• Unarmed Speed +5


Special Forces Martial II
4 skill points
250000 points of Unarmed Combat Experience
Skill Mods:
• Unarmed Damage +5
• Unarmed Speed +5


Commands and Abilities Gained:
• Defensive Counter (Ability)


Special Forces Martial I
5 skill points
175000 points of Unarmed Combat Experience
Skill Mods:
• Unarmed Damage +5
• Unarmed Speed +5


Commands and Abilities Gained:
• Take Down Maneuver (Ability)


Novice Commando
6 skill points
40000 points of Combat Experience
Skill Mods:
• Flamethrower Accuracy +10
• Heavy Acid Rifle Accuracy +10
• Thrown Weapon Accuracy +15
• Melee Defense +10
• Ranged Defense +10


Commands and Abilities Gained:
• Flame Thrower Certification
• Fragmentation Grenade Certification
• Heavy Acid Rifle Certification
• Launcher Pistol Certification
• Rocket Launcher Certification
• Vibro Knuckler Certification



Well its ugly but lets see if this posts




Nadev
Corbantis
Safe Haven
Master Commando
Master Riflemen

Purchased items please drop off on Coreilla in Safe Haven at -418 x -1274
Nadev
Mon Dec 15, 2003 9:39 pm
#4

Total Skill Modifiers Gained:
•Defense Vs. Knockdown +5
•Flamethrower Accuracy +80
•Flamethrower Speed +45
•Heavy Acid Beam Accuracy +50
•Heavy Acid Beam Speed +50
•Heavy Acid Rifle Accuracy +80
•Heavy Acid Rifle Speed +45
•Heavy Lightning Beam Accuracy +40
•Heavy Lightning Beam Speed +40
•Heavy Particle Beam Accuracy +60
•Heavy Particle Beam Speed +70
•Heavy Rocket Launcher Accuracy +70
•Heavy Rocket Launcher Speed +60
•Melee Defense +15
•Ranged Defense +15
•Thrown Weapon Accuracy +55
•Thrown Weapon Speed +40
•Unarmed Damage +30
•Unarmed Speed +30
•Unarmed Accuracy +10
•Heavy Assault Cannon Accuracy +40
•Heavy Assault Cannon Damage +65
•Heavy Assault Cannon Speed +65
•Launcher Carbine Accuracy
•Launcher Carbine Damage
•Launcher Carbine Speed



Total Abilities Gained:
•Acid Cone 1 (Ability)
•Acid Cone 2 (Ability)
•Acid Single 2 (Ability)
•Acid Single I (Ability)
•Flame Cone 1 (Ability)
•Flame Cone 2 (Ability)
•Flame Single 1 (Ability)
•Flame Single 2 (Ability)
•Take Down Maneuver (Ability)
•Defensive Counter (Ability)
•Critical Strike (Ability)
•Death Blow (Ability)
•Suppression Fire 2 (Ability)
•Full Auto Area 1 (Ability)
•Full Auto Single 2 (Ability)
•Full Auto Area 2 (Ability)
•Deploy Heavy Weapon (Ability)
•Retract Heavy Weapon (Abiity)
•Flame Thrower Certification (Certification)
•Fragmentation Grenade Certification (Certification)
•Heavy Acid Rifle Certification (Certification)
•Launcher Pistol Certification (Certification)
•Rocket Launcher Certification (Certification)
•Vibro Knuckler Certification (Certification)
•Heavy Assault Certification (Certification)
•Launcher Carbine Certification (Certification)




Nadev
Corbantis
Safe Haven
Master Commando
Master Riflemen

Purchased items please drop off on Coreilla in Safe Haven at -418 x -1274
Mjollnir13
Tue Dec 16, 2003 2:54 am
#5

Its been a while since i used one so it coulda been fixed..but acid rifle needs to damage armor. Hell, i would be happy with a dot thatdoesnt damage the player at allbut damages the armor(if it ever gets dot). Keep thestats ofit the way they are but add a armor dot, but not classified as heavy piercing...create a new type..like armor deteriotation. Although I dont think it would be popular for those ofyou that spent 200k on a composite suit..lol, atleast it would add somthing a little different.



_______________________
Mj
Master SmugglerX Master Pistoleer
"I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced." - Obi-Wan on the NGE release.
___________
Was a proud member of <RISK>___________


Townnut
Tue Dec 16, 2003 6:10 am
#6

commando should also be alot harder to master, it should take more combat xp





SGT Xyio Quen
----------
Quen Shop - Tatooine (-4660, -6780)
500m NE of Wayfar
----------

Stickeh
Tue Dec 16, 2003 6:27 am
#7

Nice ofyou to say that now you ARE a Master Commando:-P


rutacid
Tue Dec 16, 2003 6:35 am
#8

omg that is so egoistic.


just fix the weapon bugs, the rest is fine..





Parsek
NobodyHasThisHandle
Tue Dec 16, 2003 6:50 am
#9

As much effort as you put into this, I hate to say that I think you're going in the wrong direction.
Most of what you said was pretty useful except for the Launcher Carbine, and the Unarmed fighting tree.

Instead of having them implement a whole new weapon for us, just keep with the Launcher Pistol. Change its' weapon type so that it will NOT stack with pistol mods. Give mods in the Field Tactics tree equivalent to the speed/damage a pistoleer would recieve.

The unarmed fighting tree is probably a stab at why they made it a requirement to GET commando, and then never give mods or skills that the commando can use. I can tell you right now that if THIS idea were to get implemented you'd piss off just about every commando in the game. Besides that, Commando/Teras Kasi is already a hugely overdone template.

Rather than giving us an unarmed tree, our fourth tree could be devoted to creating munitions. We are not weaponsmiths, so obviously making rocket launchers and proton beam cannons is a little ridiculous for a commando. However, we can sure as hell make ammo packs. And I'd be willing to bet the average Star Wars commando can at least GUESS at how to make the grenades he's been tossing at his opponents all week.

My proposed tree:
Commando Munitions Manufacture - Munitions Expert - Commando Crafting XP

Novice Commando: +10 Munitions Assembly, +10 Munitions Experimentation.
C12 Fragmentation Grenade schematic
C22 Fragmentation Grenade schematic

Commando Munitions I: +10 Munitions Assembly, +10 Munitions Experimentation.
Cryoban Grenade schematic
Rocket Launcher Ammunition Pack schematic

Commando Munitions II: +20 Munitions Assembly, +20 Munitions Experimentation.
Glop Grenade Schematic
Heavy Particle Beam Charger schematic

Commando Munitions III: +20 Munitions Assembly, +20 Munitions Experimentation.
Imperial Detonator schematic
Heavy Acid Beam Refill schematic

Commando Munitions IV: +10 Munitions Assemble, +10 Munitions Experimentation.
Thermal Detonator schematic
Lightning Beam Cannon Repolarizer schematic

Master Commando: +30 Munitions Assembly, + 30 Munitions Experimentation.
Proton Grenade schematic

The stats of the ammuntion packs will affect the base stats of the heavy weapon they're being used on. A 100% experimented ammunition pack will increase the total damage by 10%. 90% will increase by 5%. 80% would cause no addition. 70% drops it by 5%, 60% drops by 10%, etc etc. If you screw up your experimentation, you could end up with a very low damage heavy weapon and have to buy a new one. If you do well, you might end up with something better than you started with.
The grenades will basically just be moved from the weaponsmith tree to the commando tree, and will be left the same way they are.

I know you commandos don't wanna be stuck crafting crap, after all that's not why you want into this profession. However, I also know you wanna use your grenades and heavy weapons a lot more. Being able to build your own grenades without sinking skill points and refill your own heavy weapons instead of buying new ones fixes a lot of the problems we have with them right there! Plus it gives a way to make cash for master commandos who can get 100% experimented ammo packs to sell to that poor novice who has almost run out of charges on his rocket launcher.



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
NobodyHasThisHandle
Tue Dec 16, 2003 6:53 am
#10

Sorry, Munitions Assembly IV should have +20 assembly and experimentation, not +10...



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
NobodyHasThisHandle
Tue Dec 16, 2003 6:54 am
#11



NobodyHasThisHandle wrote:
Sorry, Munitions Assembly IV should have +20 assembly and experimentation, not +10...



No it shouldn't, idiot.. it's already 100 at master. *WHAP*



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
NobodyHasThisHandle
Wed Dec 17, 2003 11:33 am
#12

bump...



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
tacwraith
Wed Dec 17, 2003 11:41 am
#13

you cant ask to receive abilities that are already in the arsenal and role of other classes. The carbine in that proposal would have carbineers fuming.






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

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