Commando Archive
Thread: What do people want then?
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RazerWolf
Sat Oct 04, 2003 7:56 am
#1
So, I've seen a few wants / requests etc. I want to see if I got this right:
Fixes:
1) Make the HAR worth using. Give it the same rough stats as the LLC, so drop the speed to about 4 and give it AR1.
2) Make heat resist work against flame DOT. I am aware of this being a general combat bug, but something just doesn't sit right about using a flamethrower to kill a heat-proof Giant Kimogila.
3) Give Master Commandos some lovin'. Specifically some bonuses to accuracy / speed so that they're not almost exactly the same with a flamethrower as a Grenadeer.
4) Decent titles? We've had a poll on this already.
5) Grenade HAM costs, accuracy, suicide.
6) Decent Flamethrower weapon model that's not an FWG5 with a stupidly large barrel extention and a stock stuck on the end that's not even straight...
Note that they're not in any particular order.
Other things I've seen people want:
1) Merge the Flamethrower and HAR trees into one tree, possibly "Fluid Launcher Weapons" or somilar. This also gives scope to put in other weapons such as the Carbonite Rifle from JK: Mysteries of the Sith.
Type: Cold
Damage 450-900
Speed: 5.0
Radius: 3m
Ideal Range: 24m
High chance of Stun?
I see this as firing a sphere of carbonite that hits a traget and splashes. High accuracy due to the fact theat even if you miss, you can hit with the splash. Slow though, to make up for it and the high damage.
2) A tree for other weapons, possibly "Commando Auxiliary Weapons" or "Commando Anti-Personnel". Put in some kind of rifle and a heavy carbine or repeating blaster. I'd personally, going with the Jedi Knight weapons again, put in the Imperial Repeater and the Concussion Rifle. Let them use the same specials as other carbines and rifles, same as you can with the launcher.
Alternatively for the same idea, have them -not- use the Pistol/Carbine/Rifle specials at all, but a new set of unique specials.
Finally for this tree, a HMG style weapon.
Light E-Web
Type: Energy
Damage: 120-240
Speed: 1.0
Ideal Range: 32m
-Very- high accuracy when prone, low when moving. No specials though, just a generally high DPS.
Note that as for the new weapons idea, most of the other clases are after lots of new weapons as well.
3) Move the grenade specialisations into the Heavy Weapons line and put some tasty bonuses in the Field Tactics. The descriptions for FT talks about Commandos using terrain effectively, so bonuses to Terrain Negotiation and so on as similar to the Exploration line of scout. Since we get no extra defence, possibly put in something to reflect our status as mobile heavy armour: A percentage reduction to Armour Encumbrance, sayt 5% per level? With 5-10% at Master Commando. That's more lovin' for the Master too, an instant 30% reduction to any armour encumbrance. Possibly to offset this, increase the special costs on the Fluid guns.
4) New tree titles to reflect above changes:
Field Tactics is fine
Heavy Weapon Spec: leave it, or change to "Commando Disposable Weapons" or similar?
Flamethrower: "Commando Fluid Weapons"?
HAR: "Commando Auxiliary Weapons"? "Commando Anti-Personnel"?
Thanks for reading.
Thoughts? Flames will be ignored.
Fixes:
1) Make the HAR worth using. Give it the same rough stats as the LLC, so drop the speed to about 4 and give it AR1.
2) Make heat resist work against flame DOT. I am aware of this being a general combat bug, but something just doesn't sit right about using a flamethrower to kill a heat-proof Giant Kimogila.
3) Give Master Commandos some lovin'. Specifically some bonuses to accuracy / speed so that they're not almost exactly the same with a flamethrower as a Grenadeer.
4) Decent titles? We've had a poll on this already.
5) Grenade HAM costs, accuracy, suicide.
6) Decent Flamethrower weapon model that's not an FWG5 with a stupidly large barrel extention and a stock stuck on the end that's not even straight...
Note that they're not in any particular order.
Other things I've seen people want:
1) Merge the Flamethrower and HAR trees into one tree, possibly "Fluid Launcher Weapons" or somilar. This also gives scope to put in other weapons such as the Carbonite Rifle from JK: Mysteries of the Sith.
Type: Cold
Damage 450-900
Speed: 5.0
Radius: 3m
Ideal Range: 24m
High chance of Stun?
I see this as firing a sphere of carbonite that hits a traget and splashes. High accuracy due to the fact theat even if you miss, you can hit with the splash. Slow though, to make up for it and the high damage.
2) A tree for other weapons, possibly "Commando Auxiliary Weapons" or "Commando Anti-Personnel". Put in some kind of rifle and a heavy carbine or repeating blaster. I'd personally, going with the Jedi Knight weapons again, put in the Imperial Repeater and the Concussion Rifle. Let them use the same specials as other carbines and rifles, same as you can with the launcher.
Alternatively for the same idea, have them -not- use the Pistol/Carbine/Rifle specials at all, but a new set of unique specials.
Finally for this tree, a HMG style weapon.
Light E-Web
Type: Energy
Damage: 120-240
Speed: 1.0
Ideal Range: 32m
-Very- high accuracy when prone, low when moving. No specials though, just a generally high DPS.
Note that as for the new weapons idea, most of the other clases are after lots of new weapons as well.
3) Move the grenade specialisations into the Heavy Weapons line and put some tasty bonuses in the Field Tactics. The descriptions for FT talks about Commandos using terrain effectively, so bonuses to Terrain Negotiation and so on as similar to the Exploration line of scout. Since we get no extra defence, possibly put in something to reflect our status as mobile heavy armour: A percentage reduction to Armour Encumbrance, sayt 5% per level? With 5-10% at Master Commando. That's more lovin' for the Master too, an instant 30% reduction to any armour encumbrance. Possibly to offset this, increase the special costs on the Fluid guns.
4) New tree titles to reflect above changes:
Field Tactics is fine
Heavy Weapon Spec: leave it, or change to "Commando Disposable Weapons" or similar?
Flamethrower: "Commando Fluid Weapons"?
HAR: "Commando Auxiliary Weapons"? "Commando Anti-Personnel"?
Thanks for reading.
Thoughts? Flames will be ignored.
Tamrael
Sat Oct 04, 2003 8:39 am
#2
Great ideas, great post. The only real comment I have is that giving the armor encumberence bonus would not really require anything to offset it - remember, wearing armor in and of itself will tank your drain statistics, meaning that any weaponry we use will have significantly higher HAM costs already.
RazerWolf
Sat Oct 04, 2003 6:05 pm
#3
Right, any other wants?
Since that post, I need to add to fixes:
7) Some way of not getting blinded and seriously slowed down if you "only" have a GeForce 4 MX and 512MB RAM, preferably a client-side slider for smoke intensity, or even just an on/off button. I for one don't like running at 4 FPS.
I'd still like some more comments, please?
Since that post, I need to add to fixes:
7) Some way of not getting blinded and seriously slowed down if you "only" have a GeForce 4 MX and 512MB RAM, preferably a client-side slider for smoke intensity, or even just an on/off button. I for one don't like running at 4 FPS.
I'd still like some more comments, please?
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