Commando Archive
Thread: Commando Wishlist!
Page 1 of 8
StarNick
Mon May 02, 2005 8:24 pm
#1
Please post development ideas, cool weapon/ability ideas, and other noteable wish-list items here! Remember - Not bugs or current issues folks (especially onces that are being looked at) 
Weapons
Advanced version of launcher pistol or Rocket Launcher and convert existing LP’s to that advanced version (CL 54, Master level as all our good LP’s went to naught)
Reloadable Grenade Launcher (reloadable with Grenades)
Have our weapons “energize” specials via damage multiplier - may not be needed once the AoE and elemental changes come, but is always a possibility
Ammo Pack “Power-ups” that are HW-only and enhance elemental damage significantly
Ability to place power-ups on the HAR/FT/PFT
Dizzy effect on the C22 grenades and Poison effect on the Glop Grenades (rather than blind, or both)
Return of the old Rocket Launcher Animation (Something more, Ka-bloomy)
A Heavy Repeating Rifle, aka Underslung Carbine
Change the Plasma Flame Thrower’s flame hue to a mean blue to signify the pain factor opposed to the regular Flame Thrower
A rather nasty “WMD” that has immense destructive capabilities but a very slow firing rate. Maybe a Mer-Sonn PLX-2M Portable Missile System or something of that nature (can be used to take down stationary targets, and thus has horrid accuracy vs moving targets)
Make the proton rifle craftable
Add in the Stouker Concussion Rifle (yeah baby!)
Add in the Golan Arms FC-1 Flechette - similar to a shotgun, AoE weapon, but can also fire 2 grenades at a time.
Add in the DC-17m from Republic Commando with at least the following attachments: Sniper, Carbine & Anti-armor.
Abilities
More accuracy mods
Make the Fire DoT...more painful
Improve use of melee in commando - certain melee specials to use with our weapons or combo moves of that nature
Specials that are commando-esque but are either difficult to use, or extremely time consuming to use and are only effective vs vehicles, turrets, or massed players (as a result we are VERY vulnerable) or at least, utility specials
Ability to disarm explosives/minefields
Ability to “plant” explosives (ie C4 charges) and remotely detonate them
Improve KD effects of the Rocket Launcher (maybe 75% of the time) and state effects of grenades (chance to do the state effect as well as length of time)
Give us an active ability similar to force run.. except that it just pumps our terrain negotation to the max for about 2 minutes. Re-use timer is 5 minutes. This can represent our UA IV pre-req
Ambush - Similar to Rifleman’s cover, but a commando needs to be prone and stay still. If he/she moves at all, the ambush breaks and can only be broken by a player’s action (ie shooting, moving). This can represent our UA IV pre-req as well.
Misc
ARC (Advanced Recon Commando) clone armour!
A tank.
Weapons
Abilities
Misc
Message Edited by StarNick on 05-05-2005 04:18 PM
Cpl_Fisher
Mon May 02, 2005 8:41 pm
#2
grenades timers, esp converted ones, fixed.
more damage for grenades OR better states (last longer bigger longer dot)
Full AOE damage for our aoes.
lower initial damage on plasma, much bigger dot, leave flamethrowers as is.
advanced version of launcher pistol
more accuracy mods
an Ewok cannon (see Algiz post)
a tank (do I need to say who's)
Cpl_Fisher
Mon May 02, 2005 8:46 pm
#3
oh grenades should be IO weapons (indirect fire) that means they SHOULD be able to be tossed into places you don't have LOS to. (except player strucers, to many griefing issues there)
Raptor2k1
Mon May 02, 2005 9:01 pm
#5
It'd be kinda nice to geta higher end single-target gun that we don't have to fight through Avatar station to get.
And a Master Level Rocket Launcher. 
Lord_Eoin
Mon May 02, 2005 9:06 pm
#6
all commando weapons have higher damages. Currently lvl 68(Master Commando/ Smuggler 4/4/0/2) and have only found 4 things worth killing. (1)A lvl 63 Picket. (2) A Lvl 80 Jedi Initate(no xp gained though :- ( (3) Rebel[mission] (4) Rebel[mission]. The rebels there were on the same mission which i took on, incapped, killed one, killed by other(with high lvl droids helping me). Right now, we are the 'heavy weapons' experts with NO special attacks and broken auto-AOEs and causing minimal damage. Right now i do more dps with my FWG5 than a Plasma Flame-Thrower.
Everything else i've killed takes me about a minute or so(and often nearly kills me) and I get a whopping 1 xp. Just 400000099 to go!
Message Edited by Lord_Eoin on 05-02-2005 09:09 PM
Message Edited by Lord_Eoin on 05-02-2005 09:09 PM
Raptor2k1
Mon May 02, 2005 9:10 pm
#7
Yeah, that reminds me ofanother big issue too. What is our role exactly? Are we supposed to be the masters of elemental damage and area affects or the heavy weapons guys? Right now there's nothing very heavy about us at all (aside from the physical size of our guns and how their effectslook).
Kaii
Mon May 02, 2005 9:31 pm
#8
first, since we are supposed to bring the big guns to other professions (seeing as how we have no innate specials of our own) either the damage needs a slight increase (very slight) or the AOEs need to do full damage to everything within a radius.
Also, I had an idea concerning certain AOE weapons and the introduction of a grenade launcher. The idea is to make AOE weapons not attack a particular target, but to make them attack an area. This way you could see exactly what the weapon will be able to hit. Grenades should be fired indirectly, and based on how high your accuracy is it will change how close the weapon is to striking the target point. Grenade launchers will simply be there to help someone fire a grenade further and with more accuracy possibly.
None of this will do any good though of our AOE's don't get fixed... to things hit in the area is just too low to help much. Grenade timers need some serious work too.... lower the blast radius and give us shorter timers or something.
Kesslan
Mon May 02, 2005 9:43 pm
#9
commandos can still do some nice damge when coupled with another elite proff though that gives you specials to use the weaposn with. And I've yet to have any real issues with the plasma flamethrower. I'm out damaging most of my guildmates when using BH specials with the flamer. And it dots. Couple that with what few properly functioning grenades I can find (12 second base timers) it works out very well.
nerfherder321
Mon May 02, 2005 10:27 pm
#10
i still think abilities are in order...
you cant just master commando without having another profession, and that sucks 
some generic abils would be nice
i do only 1 splash dmg to my opponents.... (99% of the time)
and etc
oh, and i want to rename the acid launcher to fungi Flinger
Stupmster
Mon May 02, 2005 10:29 pm
#11
master level rocket launcher
master level launcher pistol
return of the oldrocekt launcher and launcher pistol animations
master level launcher pistol
return of the oldrocekt launcher and launcher pistol animations
Page 1 of 8