Commando Archive
Thread: A Mature Discussion of Roles
I only found two thing I strongly disagree with in your post:
Olsson wrote:
I only found two thing I strongly disagree with in your post:
1. "But here's where we need to seperate commando's from explosives in general."
Separating Commandos from explosives when we have the explosives tree isn't your place. Go to the Bounty Hunter forums and tell them you want to separate them from Investigation or tell Jedi you feel they need to be saparated from Light Saber usageand see how that goes over. Light sabers belong to jedi, Bounty Investigation belongs to Bounty Hunters and Explosives belong to Commandos.
My reasoning is that "explosives" is a class of weapon. Lightsabers are a type of the overall class of "melee weapon", for example. But Jedi are not all about every melee weapon. Investigation is a form of information gathering, but I wouldn't call Bounty Hunters the only class that has a right to gather intel. That's my point. I think explosives is a very broad class, and there's room for other classes to have it, just like there is more than one class with melee weapons.
2. "the above story is meant to show that explosives in the Ranger tree do not make Commando useless." That's like saying giving the ability to others to use Heavy Weapons doesn't make Commandos useless. We are defined by our weapons and even get severely hampered by not getting any specials because of that. To give any weapon, including anything that would fall under our explosives tree, is taking utility away from Commando. And we have very little utility as it is. That's as basic as it gets.
My comments were based on future changes. Rangers having one type of explosives doesn't bar you from having a different role in the game. But that vision needs to be written down, expanded upon, and Commandos need to be given skills to represent their unique role. Then, the fact that Ranger have one explosive mine won't be so bad.
I also think SOE's ability to implement a light and heavy class of the same profession is simply non-existant, but your theory on heavy and ligt is dead on. Other than that, good post. Let Commandos place heavy explosive mines that can be seen unless a ranger camouflages them, etc.
I think SOEs recent moves give them back a LOT of credibility. Not just the Ranger changes. Since the CU, we've seen CHs, SLs and Rangers get big changes. That, to me, indicates a paradigm shift in terms of where their focus is. Commandos should have mines, sure. But having the two classes be interdependant would be really cool (how awesome would it be for a Ranger and a commando to lay down an anti-personal field and an anti-vehicle field respectively, and for the Ranger to camoflage the whole area? There are a lot of possibilities out there. That's my main point-- not to let this change to Ranger completely ruin your perception of the game-- there is still a lot of room for a Heavy Assault Commando in this game, it'll just take some ingenuity (which SOE is really starting to show a lot of).
I think both fill fit into their roles eventually... and given that Ranger will likely have it's non-elite requirements reduced to what other combat professions have, this means we can have commando rangers too - don't forget.
(Oh come on, you all want to be an Old School C&C commando don't you?
)
As I see things shaping out, it'll probably end up like this:
Ranger's Niche: Stealth, subgerfuge and sneaky attacks. What we originally termed the "sneaky commando" when we were asked what image of commando we preferred. I personally voted for this one, but most went for the Arnold style commando.
Commando Niche: Think space marines from Aliens. We'll end up using active straight-forward weaponry that lacks subtlety. We will be feared on the battlefield... eventually... maybe....
Now if you end up going for both, then you'll be a sneaky guy who pulls out the big guns when things hit the fan. Think of a sort of True Lies Arnold type of character with espionage and big guns. I really hope we're able to do that, because that's really what I wanted to do with my SWG combat template from the beginning, it just wasn't realizeable before.