Commando Archive
Thread: Commando Fix
This is my take on the Commando profession. What we have is not close to what the class should be. Making the special moves hit harder and making the Launcher pistol use pistol moves isn’t going to fix the main problems we have. We need a whole new set of skills.
Now hear me out guys. It’ll be a long post and if you don’t like it, flame the heck out of it.
First, the prereqs are out of whack. We have Unarmed and Master Marksman. Master Marksman is small arm stuff. Unarmed it so we cover all types of combat. We need skill tiers that reflect advancement into our prereqs. Everyone knows this.
Here are my idea’s for new skills tiers.
Novice Commando-Yes, even novice would have to be changed to a degree.
Skill bonuses-Keep the thrown weapon ones the same but change all the individual heavy weapons bonuses to Generic +Heavy Weapons Accuaracy and speed
Certifications-
Frag grenade
Launcher Pistol gives heavy weapon exp, DOES NOT USE PISTOL SPECIALS
Special Moves-
Heavy hit one- Very similar to Unarmed hit one. Just a boost to damage and Accuracy
Unarmed Combat- Runs off of unarmed combat exp. The bonuses to unarmed would be much smaller than those for Teras Kasi.
Tier one- Decent bonus to unarmed speed, damage, and or toughness.
Tier Two- unarmed Bonuses and a new special move.
Sneak attack- Usable only at the beginning of combat. Does a small amount of extra damage and has a chance to stun and Dizzy a target.
Tier three-Unarmed Bonuses
Tier Four- Unarmed Bonus and New special move
Necksnap- Usable only at the beginning of Combat. The commando must not be under the observation of the target AKA not selected by them with their toons head watching them and turning to see their movement. Add a LARGE amount of damage with a large delay
Small Arms - Runs off of Rifle, carbine, and pistol exp. Not sure how that could work out but a certain amount could be required from each type of weapon to get the next tier. Next up would have to be the small arms that we get some Master Marksman. The special moves here would be generic use with all weapons that fall under the Marksman tier, similar to the Ranged Weapon support abilities.
Tier one-Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine
Tier Two-Slight Bonuses to Marksman weapons. New Special move
Ambush Attack-This attack is usable only from the "Covered" state we get from the Rifleman tier. When used, it drops the cover bonuses. Dizzy, stun, and Posture lower to prone as they take cover from the sudden attack. Extra damage with low delay as the attack has been prepared for the enemy..
Tier three- Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine
Tier Four- Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine
New special move
Overcharge Shot 3-pretty much self explanatory. Just a more powerful version.
Heavy Weapons- This is the meat of the class. Runs off Heavy Weapons exp. This will require a whole new system for the heavy weapons themselves as certs are required for the more powerful ones and the charge ones fall under there as well.
Tier One-Heavy Weapons Speed and accuracy bonuses high enough to get us close to what the other elite weapons professions start their elite professions with. New Certification for the Heavy particle beam cannon. The specials available like heavy one do not work for the charge weapons. New Cert also for the Rocket Launcher. It would now be a chargeless weapon with a damage radius.
Tier Two- More heavy weapons bonuses and a new special move. New Cert for the heavy Acid rifle and the Heavy Lightning Beam Cannon.
Ground Shot- The commando aims for the terrain close to the target instead of actually at the target itself. Has a Knockdown and blind effect. Flying bits of terrain can take an eye out. Reduced damage and a much higher delay. Should be in line with the BH knockdown shot.
Tier Three- More heavy Weapons bonuses and a new special move. New Cert for the Heavy Acid Cannon
Heavy Hit Two- Just a move powerful version of it.
Tier Four-More Bonuses to the heavy Weapons. New Cert for the Flamethrower. New Special move
Heavy Blast- Explosion from the heavy weapons used to effect a large group. Damage radius increased to about 10m in both directions of the target. Less damage over all but more when added up. Large Delay.
Demolitions- The Combat Exp fueled tier. This would deal with the grenades portion. The devs have this one down alright. The only changes that need to be made would be adding our resistance to stun, Dizzy, Knockdown, and posture change, here. Can’t forget blind too.
Master Commando- Bonuses to Small arms, unarmed, demolitions, and heavy Weapons along with the top special move for Commando. Keep the Proton Nade cert here.
Heavy Hit 3- Devs want it simple? Keep it pretty simple then.
I’ve put some time and thought into this profession and if we want to be represented well for the abilities we have to get to achieve novice, this would be the best balance. I honestly doubt that the DEVs would be willing to put the time required to make such changes as this into the profession but I can still dream. Feel free to add your own thoughts to this. This is just my Idea of what I think a Commando should have and be.
Deela Ven Chilastra Commando Dancer
i would totally dig that class all id ADD was either resources are easier to find these weapons or Charges were remove. thats how it should've been done i like the unarmed moves which fits commando perfectly they are deadly with their hands but i mean isn't a fully trained TKA ever see one of those Steven Segal movies? how he fights unarmed thats how we should be like
the flamethrower id like as a primary weapon so id keep that down at the novice commando. now all this makes me wonder is if some random person could think of this why couldn't a simple dev just get some of this idea..?
Thanks for taking a look
I'll make the font bigger this time so you don't have to strain to see it.
This is my take on the Commando profession. What we have is not close to what the class should be. Making the special moves hit harder and making the Launcher pistol use pistol moves isn’t going to fix the main problems we have. We need a whole new set of skills.
Now hear me out guys. It’ll be a long post and if you don’t like it, flame the heck out of it.
First, the prereqs are out of whack. We have Unarmed and Master Marksman. Master Marksman is small arm stuff. Unarmed it so we cover all types of combat. We need skill tiers that reflect advancement into our prereqs. Everyone knows this.
Here are my idea’s for new skills tiers.
Novice Commando-Yes, even novice would have to be changed to a degree.
Skill bonuses-Keep the thrown weapon ones the same but change all the individual heavy weapons bonuses to Generic +Heavy Weapons Accuaracy and speed
Certifications-
Frag grenade
Launcher Pistol gives heavy weapon exp, DOES NOT USE PISTOL SPECIALS
Special Moves-
Heavy hit one- Very similar to Unarmed hit one. Just a boost to damage and Accuracy
Unarmed Combat- Runs off of unarmed combat exp. The bonuses to unarmed would be much smaller than those for Teras Kasi.
Tier one- Decent bonus to unarmed speed, damage, and or toughness.
Tier Two- unarmed Bonuses and a new special move.
Sneak attack- Usable only at the beginning of combat. Does a small amount of extra damage and has a chance to stun and Dizzy a target.
Tier three-Unarmed Bonuses
Tier Four- Unarmed Bonus and New special move
Necksnap- Usable only at the beginning of Combat. The commando must not be under the observation of the target AKA not selected by them with their toons head watching them and turning to see their movement. Add a LARGE amount of damage with a large delay
Small Arms - Runs off of Rifle, carbine, and pistol exp. Not sure how that could work out but a certain amount could be required from each type of weapon to get the next tier. Next up would have to be the small arms that we get some Master Marksman. The special moves here would be generic use with all weapons that fall under the Marksman tier, similar to the Ranged Weapon support abilities.
Tier one-Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine
Tier Two-Slight Bonuses to Marksman weapons. New Special move
Ambush Attack-This attack is usable only from the "Covered" state we get from the Rifleman tier. When used, it drops the cover bonuses. Dizzy, stun, and Posture lower to prone as they take cover from the sudden attack. Extra damage with low delay as the attack has been prepared for the enemy..
Tier three- Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine
Tier Four- Slight Bonuses to all standard Marksman weapon types. Rifle, Pistol, Carbine
New special move
Overcharge Shot 3-pretty much self explanatory. Just a more powerful version.
Heavy Weapons- This is the meat of the class. Runs off Heavy Weapons exp. This will require a whole new system for the heavy weapons themselves as certs are required for the more powerful ones and the charge ones fall under there as well.
Tier One-Heavy Weapons Speed and accuracy bonuses high enough to get us close to what the other elite weapons professions start their elite professions with. New Certification for the Heavy particle beam cannon. The specials available like heavy one do not work for the charge weapons. New Cert also for the Rocket Launcher. It would now be a chargeless weapon with a damage radius.
Tier Two- More heavy weapons bonuses and a new special move. New Cert for the heavy Acid rifle and the Heavy Lightning Beam Cannon.
Ground Shot- The commando aims for the terrain close to the target instead of actually at the target itself. Has a Knockdown and blind effect. Flying bits of terrain can take an eye out. Reduced damage and a much higher delay. Should be in line with the BH knockdown shot.
Tier Three- More heavy Weapons bonuses and a new special move. New Cert for the Heavy Acid Cannon
Heavy Hit Two- Just a move powerful version of it.
Tier Four-More Bonuses to the heavy Weapons. New Cert for the Flamethrower. New Special move
Heavy Blast- Explosion from the heavy weapons used to effect a large group. Damage radius increased to about 10m in both directions of the target. Less damage over all but more when added up. Large Delay.
Demolitions- The Combat Exp fueled tier. This would deal with the grenades portion. The devs have this one down alright. The only changes that need to be made would be adding our resistance to stun, Dizzy, Knockdown, and posture change, here. Can’t forget blind too.
Master Commando- Bonuses to Small arms, unarmed, demolitions, and heavy Weapons along with the top special move for Commando. Keep the Proton Nade cert here.
Heavy Hit 3- Devs want it simple? Keep it pretty simple then.
I’ve put some time and thought into this profession and if we want to be represented well for the abilities we have to get to achieve novice, this would be the best balance. I honestly doubt that the DEVs would be willing to put the time required to make such changes as this into the profession but I can still dream. Feel free to add your own thoughts to this. This is just my Idea of what I think a Commando should have and be.
Deela Ven Chilastra Commando Dancer
it doesnt look like either. i dunno how to explain what it looks like. little red flipping thing if i remember right
Preacher-Commando Ahazi
It's more like a little blow. Reminds me of a mini-bolo whizzing through the air with a 'puff' noise. It's rather... anticlimactic.
And makes me laugh every time I hear the puff. Granted, I can't use it to do more then 15 dmg, cause of the broken weapon certs, but eh, maybe soon.