Commando Archive
Thread: A Revamped Commando...
Page 1 of 1
CrimsonCommando
Mon Sep 19, 2005 12:50 pm
#1
I think the Commando skill tree needs to be drasticly revamped to fit more along the lines of the CU. Here is my revamped version of the current Commando skill tree:
***Notes:
This does not include weapon certifications*
This only includes revamped versions of the skill tree*
Master Commando:
-Description-
The master commando learns the last set of skilles needed to complete their specialization in the creation and use of explosive weapons.
Skill mods:
Melee Defense: 30
Ranged Defense: 25
General Melee Accuracy: 20
General Ranged Accuracy: 25
General Melee Speed: 15
General Ranged Speed: 20
Thrown Weapon Accuracy: 45
Heavy Weapon Speed: 5
Heavy Weapon Accuracy: 5
Heavy Weapon Defense: 10
Unarmed Damage: 90
New abilites:
Advanced Headbutt
With the Explosive Skill Tree, since it carries lots of melee mods I think the Skill Tree name should be renamed to "Combat Tactics" or to the original name of "Field Tactics".
Combat Tactics:
(Grenadier)
-Description-
In this skill tree the Commando becomes highly trained in Combat Operations which include various fourms of hand-to-hand combat and terrain navagation. A Commando at this level is also is noted to be an exceptional combatant on the battle field as well as a very accomplished grenadier with an in-depth knowledge of various explosive devices.
Skill Mods for tree:
(Note the mods start from Level I on the left and end at level IV on the right)
Melee Defense: 10, 15, 15, 20 (60)
Ranged Defense: 5, 5, 10, 15 (35)
General Melee Accuracy: 5, 5, 5,10 (25)
General Melee Speed: 0, 0, 5,5 (10)
Thrown Weapon Accuracy: 10, 10, 10, 10 (40)
Thrown Weapon Speed: 5, 5, 10, 15 (35)
Terrian Negotiation: 5, 10, 10, 10
Unarmed Accuracy: 10, 10, 10, 20 (50)
Unarmed Damage: 20, 30, 40, 60 (150)
Unarmed Speed: 5, 5, 10, 15 (35)
New abilities:
Improved Headbutt at level IV.
Novice Commando:
-Description-
Commands learn how to use and create a unqiue set of weapons -- explosives. Commandos continue to excell at combat, but also specialize in the skills required to tank down large armored vehicles. The novice commando skill begins that education.
Skill mods for box:
Melee Defense: 15
Ranged Defense: 10
General Melee Accuracy: 5
General Melee Speed: 5
General Ranged Speed: 5
General Ranged Accuracy: 15
Thrown Weapon Accuracy: 15
Terrian Negotiation: 5
Unarmed Accuracy: 15
Unarmed Damage: 60
Unarmed Speed: 15
New abilites:
Headbutt:
The commando bashes his head hardly against the head of his enemy causing his foe to fall down and suffer a minor daze effect. It has a one in ten chance to cause an additonal stun or dizzy effect. (Note, this is a unique ability, it is only a commando ability and can be used with a heavy weapon equpied or unarmed only).
Total mods
The follow is a list of all the combine mods with the remaining unaltred commando mods mixed in with my new mods. Here they are!!
Melee Defense: 105
Ranged Defense: 70
General Melee Accuracy: 45
General Melee Speed: 35
General Ranged Speed: 25
General Ranged Accuracy: 75
Heavy Weapon Speed: 50
Heavy Weapon Accuracy: 60
Heavy Weapon Defense: 60
Thrown Weapon Accuracy: 100
Thrown Weapon Speed: 35
Terrian Negotiation: 40
Unarmed Accuracy: 65
Unarmed Damage: 300
Unarmed Speed: 50
Now that is my skill revamp of Commando. And note that it does say in some descriptions that Commandos create and use their own weapons. So maybe Commandos should be making their own weapons? Also some will notice that there is a Terrian mod, I put that in because you would think that a commando could easily navaigate terrain. And I also focused on the brawler portion of commando making them very deadly in hand-to-hand combat making them similar to a Teras Kasi Artist.
Well gimme some feed back. I will continue to update. Thanks!!!
Message Edited by CrimsonCommando on 09-19-2005 10:00 AM
CrimsonCommando
Tue Sep 20, 2005 1:26 pm
#2
These skill mods look great for a commando and it you notice the ranged and melee mods. They are literaly oopisite of a bounty hunter. A bounty hunter has huge ranged defense and pretty good melee defense. A commando should have huge melee defense, and pretty good ranged defense.
GlanocRunningstrider
Wed Sep 21, 2005 1:49 pm
#3
Back in Beta I guess Commando's did make grenades. I never really thought about it, but I think that would be a great idea again. Its difficult for WS to craft grenades and many heavy weapons and its impossible to find stocks of these anymore. With rangers making their own items I think this makes even more sense. And I like the added melee attacks -- also a logical idea.
Hedd
Wed Sep 21, 2005 8:38 pm
#4
Unfortunately for your little headbutt manuever their is a similar move that already exists in Marksman called Firearm strike. Granted it does dizzy or stun but its the same melee ranged KD. With our short range power hitters it should be like a body check with our weapon that doesn't a snare or something.
Message Edited by Hedd on 09-21-2005 11:39 PM
Page 1 of 1