Commando Archive

Thread: Commando Fix

TheBadLlama
Sun Aug 03, 2003 5:36 am
#1

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

ArngrimNemon
Sun Aug 03, 2003 6:04 am
#2

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..?




Arngrim Nemon
Gimp Commando
Gimp Droid Engineer
of the Radiant Server

a Fellow Salute too all my fellow gimpettes
TheBadLlama
Sun Aug 03, 2003 6:33 am
#3

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

Romelius
Tue Aug 12, 2003 11:47 am
#4

Please devs, combine acid rifle and flamethrower into 1 category since all there specials are the exact same except for damage type. Don't cheese us. And give us a completely new category that gives us defense against things like every other class has and give us some real commando specials Like concusion blast that charges ur weapon into a destructive force that knocks people down or cover fire that is better thans suppresion fire and makes everyon go prone. Please fix our class. soory for the spelling
SinoftheSoB
Tue Aug 12, 2003 3:37 pm
#5

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

Oruedin
Tue Aug 12, 2003 3:42 pm
#6

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.


Fred_Skinner
Wed Aug 13, 2003 12:11 am
#7

...from the mouth of babes...




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Main-Wan_Yeh
Wed Aug 13, 2003 12:14 am
#8

Does the acid Rifle spray acid out like a "Acid Stream Launcher" or does it justlook like green laser light?



Professions Mastered
-Marksman -Commando -Pistoleer -Artisan -Teras Kasi Artist -Brawler- Weapon Smith -Scout-Swordsman-

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Master Weapon Smith Vendor: Naboo, New Dawn City, New Dawn Mall [1804, 5595]
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