Commando Archive
Thread: Ideas for launcher pistol specials:
My ideas for specials useable with a laucher pistol are as follows:
at Field Tactics 1 you get homingSingle1. This attack would have a slight fire delay, but would have a large to-hit bonus and would initiate a dizzied state on the target. Firing animation would be the 4 rockets spreading out and then homing in on the target.
Field Tactics 2 nets homingCone1: This thing fires 3 bursts of rockets, which individually home in on targets in a cone. Again, it adds a to-hit bonus, and this time stuns random targets
Field Tactics 3 returns homingSplinter:This attack fires 16 individual rockets that deal 1/4 the power of a normal attack each. The individual rockets have normal to-hit and miss problems, so they can theoretically add up to a shot with 4x the power of a normal shot, but usually miss enough to lower the power down a notch
Field Tactics 4 adds homingSingle2 and homingCone2. homingSingle2 does a posture change down to the target, and a bit more damage.homingCone2 further adds to the to-hit bonus and does significant damage.
Master Commando would have homingStrike, which would be a powerful Launcher-pistol attack similar to stopping shot. It would have a low chance of applying knockdown state, much like crippling shot for the carbineer.
I don't think anything even close to what you are suggesting is going to make it into the game. Even if they do a seperate LP branch. If you took the very best skills from pistoleer/rifle/carbine and put them together, you would not have a skill set that is as effective as what you are proposing.
Try to be a little more resonable. Perhaps a version 1 and 2 of AoE attack that has a small chance of a state effect and maybe a couple speed or defense bonuses.
Well, looking over my post I guess I didn't stress the major point of my ideas. They add a to-hit bonus, and very little damage. In fact, my idea for homingSingle1 would be more like an attack that does aim and has a chance to dizzy.
Generally, I was suggesting taking advantage of the idea that they are HOMING rockets and therefore using speicals to make the weapon more accurate/versatile.
putting LP specials into field tactics is a dumb idea - take a look at pistoleer (or any other elite ranged class), the majority of specials are NOT in combat type-xp skill boxes, having ALL Lp specials in field tactics would not follow this
and having all the specials involving a state inducing measure will A) get an outcry from everyone and B) make the LP even more useless - sure, one or two specials may be good for this..BUT all of them? thats absurd and doesnt give the LP anymore power than it is, since by the time you knock down that dizzy person or you fire on that stunned person, theres a good chance they already killed you
DrummDude1 wrote:
you want a knockdown shot as a commando!? Jesus dude, get fricking real
I have knockdown shot as a commando. muhahahaha
I agree that there's no need for a Commando knockdown shot. Anyone who wants one can get it via TKA, Pistoleer OR Smuggler (the last having a ranged knockdown). Giving the Commandos one just isn't that necessary, in my opinion. Not every combat class needs to have a knockdown in its core moves.
Folks can argue that they should have one with Grenades or with the RL, but I think balance issues come into play.
My view is that the primary role of the LP, really, is to give Novice Commandos a decent weapon so they don't have to wait until FT3 to have a minimally accurate weapon. It's there to bridge the gap and that's why we get no specials with it. Frankly I hit often enough and fast enough with my Flamer (even at range) that the LP isn't always needed, though it's helpful in evenly matched fights when kiting is an issue.
Viewed in that light, I don't think it was ever intended that we'd use the LP as a long term alternative to the Flamer or HAR, hence no specials were needed (other than what was given to us as Marksmen).