Commando Archive

Thread: A Commando Melee Attack: Garvin's Idea and My Own

NinjaPizzaBoy
Sun Jul 04, 2004 9:27 pm
#1


Let's examine the fundamentals of a commando melee attack -


Actually switching to our bare hands for a melee attack is quite cumbersome fora fewreasons: weapon switching delays, lack of a Vibroknuckler certification, and the low damage/speed with our fists.


The melee attack must be usable by our heavy acid rifles and flamethrowers.


Garvin hinted toward a melee knockdown move for commandos in the thread about our unarmed prerequiste. I'd like him to chime in here and give his full view of such an attack.


Garvin's idea of a melee knockdown seems flawed for a few reasons -


1. Pistoleers already have this ability. This would blurr class distinction and encroach on pistoleer ground.


2. We are supposed to be a high risk/high damage class. Knockdowns are the most safe attacks in the game. Your opponent cannot attack you back. This isn't quite in the flavor of the commando.


3. Balance. With the melee penalty when weilding a flame thrower or heavy acid rifle, you will find commandos who perform the knockdown with a flame thrower or heavy acid rifle, spam specials while the enemy is down, and then switch to the launcher pistol once the enemy stands up. While classes, skills, and help from other players can help a commando accomplish knock downs, they should not be able to be so comfortable within their own class.


Thus, a knockdown will not be adequate for the commando melee skill. Moreover, justa hard hitting move like Unarmed Hit 1, 2, & 3 would be too much like the bread and butter of the melee professions. While we share the random HAM damage as they do with these attacks, it is still ground that should be very much protected. Finally, it cannot be a melee attack that damages a specific HAM pool. We get a whole host of these attacks in the marksmen profession that would make it worthless, this is melee ground, and it goes against the random HAM/high damage nature of commando.


So here are the things the melee skill cannot be -


High Damage

Knockdown

Specific HAM Pool Damage


So what is in the flavor of commandos?


Commandos must get close to an enemy to do their best attacks. For a commando to attack a target with a melee attack with their flame thrower or heavy acid rifle, that melee attack must do something beneficial for the commando. If not, we would just hit /flamesingle2 yet again. We have already crossed more damage off the list. Thus, the attack must do decent damage (but less than the flame thrower and heavy acid rifle specials) that inflicts a negative state on the enemy. Commandos do not have any ways of inflicting states on an enemy. A melee attack doing such a thing would be beneficial and risky at the same time. Remember, the enemy could melee you back much harder than you hit them. Sounds in flavor and fun all around Knockdown is out of the question for the reasons outlined above. Posture down is much like knockdown and should not be considered either. Dizzy is worthless as anything that is within our melee range will already be standing.


It seems then we have three candidates:


Stun

Blind

Intimidate


All three would be great. Anything to help ourselves do our jobs with our flame throwers and heavy acid rifles would be great. Stun would let us hit the enemy a bit more. Blind would keep us alive longer. Intimidate would do both.


I would be happy with either of these three.


Any thoughts? If I'm wrong about something or everything, please tell me. I'd rather be wrong and understand what is right, than think what is wrong as right.
Datchery
Sun Jul 04, 2004 9:50 pm
#2

Well, intimidate is pointless (we already 'have' it due to pre-req's and it doesn't matter if you're using a weapon)


Stun/Blind seem like good candidates, perhaps add a potential blind effect to the HAR (hey we have a reason to use it!)


The major problem here is that heavy weapons aren't exactly conducive to fighting melee wise. They're big and unwieldy. I do think however, that the commando should be more readily able to switch between unarmed and heavy weapons. (Perhaps a speed bonus to changing weaponry?)
NinjaPizzaBoy
Sun Jul 04, 2004 10:24 pm
#3

Weapon switching speed bonuses would be nice. It would allow for an attack with our bare hands. Yet, I'm not sure if such an attack would be powerful enough/fast enough to be effective (we're not all that great at just unarmed 4). Still something to think about If our heavy weapon stats and skills determined the strength of the melee attack, I think we would all be a lot more pleased.


The way to use a melee attack against an opponent with a heavy weapon is to hit them with the butt of your rifle. Ever notice how most of the rifles in the game do not have butts? Yet both of our heavy weapons do! So you turn the flamethrower on its side and slam the butt into your enemy's chest.


We do have intimidate, yet it takes a combat round to get off. If the melee attack actually inflicted intimidate, then we would get to deal damage and intimidate an enemy at the same time. Sounds REALLY good. Maybe too good for commandos. To be honest, it sounds more like an overpowered tka skill. A guy can dream though.
Arkelion
Sun Jul 04, 2004 10:55 pm
#4


To meit just seems that if Commando's are High Risk/High Damage then the attacks they make should be more accurate, and more damaging. (The more damaging part we may not have to worry about, after the armor nerf) But also extremely vulnerable to other status effects, or knockdowns. Some AP weapons wouldnt hurt either.. since they are "Heavy Weapons".


In addition to your idea's, maybe some area attacks, or a spin type attack with these weapons could prove useful. One of the biggest things I've always disliked though.. is that Commando's are branded as high damage/low speed. What would be so wrong with having a new heavy blaster cannon or something, that did MODERATE damage, but was faster that the FT or HAR? Sure FT and HAR would pack more of a punch per hit.. but I dunno.. to me commando's should be versatile ground combatants.I imagine Canderous Ordo from KOTOR. HE was a shining example of a Commando IMO.


Sorry if I've strayed a little from the original topic. Just needed to rant a little.


Falcor Krevan - MS

Message Edited by Arkelion on 07-04-2004 10:56 PM

Feixeno356
Sun Jul 04, 2004 11:15 pm
#5

or maybe they need to make Dizzy + Knock Down not so dependant on a 1 vrs 1 fight!

wait, too many people would complain about that one. nevermind.



Master Teras Kasi / Going Pistoleer Master.
A member of ROGUE
Beta Tester who is behind the times
We will show them the true power of the C-Force
Ordlander
Mon Jul 05, 2004 4:24 am
#6

ummm learn TKA. worked for me
Cettina
Mon Jul 05, 2004 6:29 am
#7

From what you are saying, going ranger would be a good thought. Camoflage and run right up to enemy, then strike.


Cettina
skotadi
Mon Jul 05, 2004 7:25 am
#8

it would be cool if the put HAR with the flamer tree and made a heavyweapons melee tree that has rifle hand to hand skills kinda like a watered down polarm tree with less specials and power but new weapons would have to have 2 different attack powers and speeds and would need more reinfocement in the building makeing our basic weapons cost more
Xenothaulus
Mon Jul 05, 2004 9:54 am
#9

I want a bayonet.

Or a Rambo knife.

Message Edited by Xenothaulus on 07-05-2004 12:54 PM



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
Kisedd
Mon Jul 05, 2004 8:08 pm
#10

Commanods should blow stuff up. Demolitions!! You can go TKA if you wanna be a melee type. In most movies where you see commando types in melee they know martial arts, or they use knives or something, so that I think that fits in. The actual Commando prof should focus on blowing stuff up! Heavy armor piercing weapons. AOE attacks with grenades and things that wipe out heavy armored vechiles etc.
Raptor2k1
Mon Jul 05, 2004 8:24 pm
#11





1. Pistoleers already have this ability. This would blurr class distinction and encroach on pistoleer ground.






As a pistoleer, I'd really have to state that this hardly encroches on eliminating the class' distinction. Being a pistoleer is about using pistols to the best of there ability, andpistol-whipping isbut a smallaspect of them usedin only a few situations. Seriously, even Rifleman can dizzy/KD via dizzying moves and posture changes.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


RotorofCorRng
Wed Jul 07, 2004 12:38 am
#12






Raptor2k1 wrote:

Seriously, even Rifleman can dizzy/KD via dizzying moves and posture changes.





PvE only. That doesnt work much if at all in PvP . However, nothing like seeing stormtroopers flopping like fish outta water .


Still lvling my alt to Nov Commando.........I dont care, I've always wanted to be one, hehehe.





Rotor - Will cease to exist May 3rd.
veegen
Wed Jul 07, 2004 5:26 am
#13

Unarmed 4 is a prerequisite for commando ...... hello?


Just get some TKA if you want melee, there is plenty SP left for that even after mastering commando.


A Fire DoT along with dizzy+KD + some spammingis great for PvP even in these days of crazy good armour,



Vee'Gen Henkos - MBH - Ahazi

Geev' - Swordsman - Ahazi
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