Commando Archive
Thread: Some cool ideas for new and existing commando weapons/abilities...
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BadDawGe
Wed Jul 07, 2004 5:44 pm
#1
Here's a few ideas for commando I have been thinking of.... I love the commando profession but I would never be one unless they fixed all the mods and made commandos worthwhile in pvp combat.
Weapons:
1) Move ALL of the main weapons (i.e. HAR, FT) to one tree. All of the mods and abilities should stick on that tree.
2) Clear up the HAR tree for some launcher pistol abilities or unarmed abilities.
3) Add a cert for the beam rifle (i've seen one, don't know if they still exist or not). Make it's attacks useable from any distance up to 64m (does not use rifle's mods AT ALL!!). Different specials than single/cone would apply.
4) New Weapon: Liquid Nitrogen Rifle. Cold Damage, ap 1. Does same initial random HAM damage as FT, applies a SMALL mind DOT (something much better than bleed though) or slows enemies attack speed. Same range for abilities (LN single/cone). Status could be cureable by placing a "Warm Blanket" on the patient (Doctor ability).
5) Add an action DOT to the HAR. To cure apply an acid neutralizing agent (Doctor ability)
6) Increase accuracy mods on ALL weapons greatly. (Kinda hard to miss someone when spraying a HUGE cone of fire at them, especially since you can correct your aim while there is still fire flying out of the derned thing).
7) Add a vehicle/structure targeting system for rocket launchers (basically increased accuracy vs. vehicles such as AT-STs).
Abilities:
1) Air Strike Beacon. A commando can use a laser targeting system on turrets/lairs. Make anti-aircraft turrets a must. Any anti-aircraft turrets cannot attack ground troops but one can halt an airstrike. Place a minefield around anti-aircraft turrets. All come in one size and have LOTS of armor and a large damage pool for very little faction. Air strike markers can only be bought from factional recruiters. Air strikes will animate the proper aircraft type depending on the commando's faction (i.e. Tie Bombers for imperials). Air strikes can only be called every 20 minutes and do approx. 20k damage. ALL OVERT PLAYERS must stay at least 40m away from the target or suffer the damage.
2) Add satchel charges a commando can place on structures (i.e. turrets/lairs) to destroy them. Make some objects only destroyable by satchel charges. Slicers could be able to diffuse a satchel charge. Place a 30 second timer on a satchel so slicers still have time to disarm them. Satchel charges do IMMENSE blast damage. Friendly fire applies to overts, players cannot be near the charge when it blows up.
3) Add difficult factional demolition missions for commandos to complete.
Taking down bases will be much more exciting with the added abilities to call in airstrikes and place satchels. Turrets are already easy enough to destroy, why not just make it more fun to destroy them?
With the coming nerf on armor, commando weapons will be able to deal reasonable damage. Hopefully some of the mods will be fixed so they can actually hit players without having to kneel /aim /aim /aim before they fire (and still miss...). Maybe even lower some skill requirements so that you only need master marksman
The commando is much too easily killed by other professions due to lack of defenses so they need extra skill points to compensate.
Anywho, thats my two cents. Hope ya like
Weapons:
1) Move ALL of the main weapons (i.e. HAR, FT) to one tree. All of the mods and abilities should stick on that tree.
2) Clear up the HAR tree for some launcher pistol abilities or unarmed abilities.
3) Add a cert for the beam rifle (i've seen one, don't know if they still exist or not). Make it's attacks useable from any distance up to 64m (does not use rifle's mods AT ALL!!). Different specials than single/cone would apply.
4) New Weapon: Liquid Nitrogen Rifle. Cold Damage, ap 1. Does same initial random HAM damage as FT, applies a SMALL mind DOT (something much better than bleed though) or slows enemies attack speed. Same range for abilities (LN single/cone). Status could be cureable by placing a "Warm Blanket" on the patient (Doctor ability).
5) Add an action DOT to the HAR. To cure apply an acid neutralizing agent (Doctor ability)
6) Increase accuracy mods on ALL weapons greatly. (Kinda hard to miss someone when spraying a HUGE cone of fire at them, especially since you can correct your aim while there is still fire flying out of the derned thing).
7) Add a vehicle/structure targeting system for rocket launchers (basically increased accuracy vs. vehicles such as AT-STs).
Abilities:
1) Air Strike Beacon. A commando can use a laser targeting system on turrets/lairs. Make anti-aircraft turrets a must. Any anti-aircraft turrets cannot attack ground troops but one can halt an airstrike. Place a minefield around anti-aircraft turrets. All come in one size and have LOTS of armor and a large damage pool for very little faction. Air strike markers can only be bought from factional recruiters. Air strikes will animate the proper aircraft type depending on the commando's faction (i.e. Tie Bombers for imperials). Air strikes can only be called every 20 minutes and do approx. 20k damage. ALL OVERT PLAYERS must stay at least 40m away from the target or suffer the damage.
2) Add satchel charges a commando can place on structures (i.e. turrets/lairs) to destroy them. Make some objects only destroyable by satchel charges. Slicers could be able to diffuse a satchel charge. Place a 30 second timer on a satchel so slicers still have time to disarm them. Satchel charges do IMMENSE blast damage. Friendly fire applies to overts, players cannot be near the charge when it blows up.
3) Add difficult factional demolition missions for commandos to complete.
Taking down bases will be much more exciting with the added abilities to call in airstrikes and place satchels. Turrets are already easy enough to destroy, why not just make it more fun to destroy them?
With the coming nerf on armor, commando weapons will be able to deal reasonable damage. Hopefully some of the mods will be fixed so they can actually hit players without having to kneel /aim /aim /aim before they fire (and still miss...). Maybe even lower some skill requirements so that you only need master marksman
Anywho, thats my two cents. Hope ya like
peterspus
Wed Jul 07, 2004 8:03 pm
#2
I love this idea, as long as the beafy stuff is restricted to faction, to eliminate strikes on krayts and goraxes and the like, it would be cool. I would love to see some tie bombers or y-wings drop down and bomb the smack out of a base. Perhaps when JTL comes it could be a new faction perk to coincide with the launch.
I have seen the beam rifle, no clue who or what can use it, so i just leave them be. Would be nice to have another non-consumed weapon or some specials for the launcher pistol.
Great post!
yorukaze
Thu Jul 08, 2004 10:51 am
#3
Awesome. Simply awesome ideas... It would help us out... A lot.
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