Commando Archive

Thread: Proposed Commando Revisions

JediJabroni
Wed Sep 03, 2003 1:33 pm
#1

When I look at the Commando, all I can say is... You've gotta be kidding me. This one is easily the least attractive combat profession to me. When I think commando, I think infiltration, espionage, and surgical strikes. Not just a guy with a lot of different guns.


When I think professions, I think -skills-, not just more weapon certs.Plus... why am I even forced to spec in unarmed combat if I never get to advance in unarmed fighting in this supposedly elite profession?


New Requirements--


These proposed revisions make the profession quite a bit more powerful. Hence the Experience requirements should probably be raised accordingly. Also another skill requirement should be added...



  • Exploration I-IV -- Let's face it. Almost everyone goes for this tree anyway. And this special forces profession requires a lot of running over rough terrain anyway. So it makes sense.

Marksman Revision--


1. Consolidate carbine and rifle into the same tree. They are redundant. Plain and simple. And it wastes space and makes me never want to waste time mastering the tree doing the same thing with a shorter looking weapon.


2. New Skill Branch: Thrown Weapons -- It makes no sense at all that grenades are the sole domain of the Commando. Put your grenades HERE at the novice profession level and add thrown blades.


Commando Revision--


1.Consolidate Acid RifleandFlamethrower into the samebranch called "Special Weapon Support"


2. Expand or transform the Heavy Weapons Support branch to include planting and disarming Demolitions. This is actually the core of what a Commando is supposed to do. Look at the Navy SEALs. This is also where you place Thrown Weapon speed and accuracy for grenades.


3. Toss out field tactics. Commandos are NOT field soldiers. Replace it and the now empty slot with...



  • Sealth I-IV -- The character has a chance to be silent when moving in heavy armor and to not be seen on the radar. They blend in shadows better. If shadows are not activated on the enemy's client end, the character appears semi-transparent (like Stalkers in DaoC) when they would normally be in a shadow.


    • This is another skill I think Rangers should have an equivalent for in natural surroundings

  • Echani Technique I -> IV -- Adopted as the official martial art form by Palpatine's Royal Guard*, it is geared toward taking down an opponent as quickly as possible. (* From Star Wars RPG Heroes Guide supplement, (TM) Wizards of the Coast.)


    • Against NPCs, it delivers a possible deathblow. Against players (for griefer protection), Echani specialistscould increase Incap time.

    • For both, it increases Stun potential and allows you to knock them downto prone or maybe evenout temporarily if they are not aware of you. This chance dramatically decreases if they are engaged in straight-up melee.

    • Keep all the status/defensebenefits you'd normally get from Field Tactics here.

    • Basically with the two new branches you can take guys out like Solid Snake.

Now this isa class I'd be interested in playing.

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