Commando Archive
Thread: Commando's & their Weapons: Petition for changes
Currently, the Commando class is not really a commando as the word defines it, but rather a Heavy Weapon Support Specialist.
Lets take a look at the weapons the commando can wield, how they are used and when they are used.
Grenades: Perhaps the commando's only true 'ranged' weapon. Has blast radius, kinetic,cold and heat damage types, does decent damage..when and if it hits (as its accuracy it appears to be not very good). Biggest drawback is it doesnt do that much damage to be worth the cost of buying a few crates of grenades, and this is especially true in a game where most players can insta-heal themselves).
Currently the grenade is one of the least used and least useful (to kill, it is very useful to gain combat xp though) weapons.
Heavy Weapons: Esentially, 'disposable very high damage' weapons. Right now this weapon line is perhaps the most 'balanced' weapon line in the commando arsenal. It does a tremendous amount of damage but has an equally long refire rate and these weapons have limited charges before the commando has to purchase a new 'bazooka'.
Flamethrower: Made uber last patch. This weapon is the most unbalanced in the commando arsenal. Currently its DOT does the same damage regardless of the initial damage done to target. Simply put, if someone has 50% heat resist armor and gets hit by 1k damage from flamethrower, that person will only receive 500 damage..but the flame DOT will still tick to its full damage.. 1k tics.
Pistol Launcher: Perhaps the devs thought commandos needed a 'unique' 'ranged' 'weapon'. Thus the Pistol Launcher is born. Essentially a slower scout pistol with explosive animations and blast damage type. Very few commandos will use this weapon in any seriousness.. but plenty use them for the 'boom syndrome' that afflicts so many of us. Really, why buy fireworks when you can have it in the pistol launcher?
Heavy Acid Rifle: First of all, its not 'Heavy'. Second, its not a 'Rifle'. At least they did get the 'Acid' part right. Using it is an excercise in bitterness. This weapon is for all practical reasons, just a different damage type, lower damage flamethrower. The word 'Rifle' is misleading, 'Rifle' is a weapon that has medium to long range capability. It wouldve been more accurate to call this weapon 'Light Acid Gun'. Damage dealt by this weapon is on average 40% less than a flamethrower, its only beneficial features are its lack of firing animation and that unlike the flamethrower, it can be fired at 50m..even though your chances to hit are as high as SOE fixing Droid Engineers next patch. Special attacks apparently just do 5% more damage than the normal weapon shot (but still has the longer refire delay), making it sheer idiocy to use Acid Single / cone attacks.
My suggestions to change the commando a class worthy of its name, yet not be 'uber':
-Make C12,C22, Glop and Cryoban Grenades avaliable to all elite classes when they get their novice elitecertification (aka, Pistoleer, Rifleman, Novice CH) or when they get a base mastery (Master Scout, Master Marksman, Master Artisan, Master Brawler). Give commandos the certification of the other grenades in their Novice Commando certification.
-Change'Tactics' Skill tree to be the commando's 'Melee' skill tree.
MilitaryClose Combat1 (5pnt box): Berserk3, Knuckler Certification (not vibro knuckler, knucklers would be a'light' version of the vibroknuckler,trading added damage for speed.. esentially making thecommando knucklers just give the commando faster swing rates, but not damage) +10mil. close combat damage
Military Close Combat2(4pnt box): 'Throws' (basically an attack that grabs an opponent, throws them 5m away and they fall in knockdown effect, attack does no damage), +10 military close combat speed
Military Close Combat 3 (3pnt box) : SpecForce Knife certification. Counterpart to the 'knuckler', the SpecForce knife is slow to swing (4 sec swing), does no more than 80 pnts of damage max, but can, at random, cause bleeds on health or mind or action. +10 mil close combat damage
Military Close Combat 4 (2pnt box) : 'Counters' (counter is a state like berserk, where the commando will counterattack every attack thrown at him in melee. Duration is the same as berserk. Cannot be used if berserk is up or if commando is stunned). +10 mil close combat speed.
-Make 'Heavy Weapons' like Rocket Launcher, Particle Cannons, etc, have a longer refire delay (40 seconds between shots), but be a bit more accurate and range modifiers be: 0m -20, 35m +10, 64m -60. These are to be the 'Heavy Fire Support' weapon, not a quake Redeemer type weapons. Aside from that, they ok as they are now damage wise.
-Flamethrower: Fix DOT to do damage based on the damage that was actually applied to target. in the example I gave at the start of this thread, if player got hit by 500 damage, then the dot should do something around 50 damage per tick. Aside from that, range and damage in that short range is appropiate for a flamethrower.
-Launcher Pistol: Reduce launcher pistol damage, but in return give it 100% accuracy regardless of range (out to 64m max of course). Its description reads as it having 'homing' warheads. Fine! Make it toless damage but be guaranteed damage. Add a 5mradius to blast of weapon.
-Heavy Acid Rifle: Remove this weapon completely from the game. Replace it with:Advanced Versatile Rifle
== Advanced Versatile Rifle : Literally, a rifle that can use different ammo types. Cannot use weapon powerups.
Short description: The AVR is a Rifle weapon with 8.0+ refire delay that can be loaded with different ammo types. To load the ammo type on your rifle, just drag the ammo type over your weapon and drop it, just like adding a powerup. Once the AVR has a certain ammo type, it will fire that ammo type until the 'ammo powerup' expires (aka, 100 shots) or a different ammo type is loaded, ejecting and destroying the old ammo type that was previously loaded. If no ammo is loaded, gun will not fire.
Ammo types: Artisan Engineer4 gain the ability to make the ammo types:
-Heat Round: Does Heat Damage, armor piercing:none
-Explosive Tip Round: Does Blast Damage (no radius), armor piercing:light
-Heavy Caliber Round: Does Kinetic Damage, armor piercing: Heavy *
-Carbonite Round: Does Cold Damage, armor piercing:none
-Ion Round: DoesStun Damage, armor piercing: light
-Laser Round: Does Energy Damage, armor piercing: medium *
-Riot Control Round: No damage, blast radius:10m, effect: knockdown. *
* = You will notice the most common armor protection types, kinetic and energy have good armor penetration to compensate for damage lost due to armor, Heavy Caliber Round and Riot Control round will be the hardest to make since they would require rare metals/components.
AVR range modifiers: -80 at 0m, +10 at 35m,-20 64m
Rifle damage (regardless of round or round quality, keep it simple stupid!), of highest quality rifle possible made,unsliced: 800 min, 1200 max, spd 8.0, wound chance:5%
AVRwill have NO attacks that increase damage. It will be allowed to use any of the RANGED SUPPORT and MASTER MARKSMAN abilities: (aka, overcharge shot2, threaten shot, supression fire, AIM,etc).
AVR skill tree:
AVR1 (5pnt box): +10 AVR accuracy
AVR2 (4pnt box): +10 AVR accuracy, AIM2 (takes 2 combat rounds instead of 1 like AIM1, but has double the effect in accuracy)
AVR3 (3pnt box): +10AVR accuracy
AVR4 (2pnt box): +20 AVR accuracy,Cover Fire (like carbine full auto area, thiscan hitmultiple targets in front of commando,and even single targets multiple times.drawback:this will fire off 50 rounds in 1 shot, eating up the commando's ammunition rather quickly, takes away 1 combat round after this attack is used)
With the above changes, the commando class can have the anti-vehicle ability given by heavy weapons (armor penetration and very high damage), point blank range weapon capability (flamethrower), melee capability (mil. close combat) and has its unique ranged weapons : a low damage, guaranteed accuracy, blastradius pistol launcher and a medium to long range weapon that does medium damage and has access to many damage typesand armor penetration ratings, but is low and consumes ammunition.
Really, I'd just like a fix to the HAR bugs, and an improvement to the HAR itself.
While I don't agree on all points, I think the AVR is a great idea. I would love to see something like this implemented. Make it look like one of the buff rifles off Halo, something close to the new prototype rifle the US military is designing.
I would make the rounds weaponsmith makable though, more use for the munitions tree. This would be a boon to the economy and give commandos the ability to attack any armor's weakness. I also like the idea of being able to imbune differant rounds with effects...aka poisen or knockdown as you suggested.
I'm not really in favor of the hand to hand tree as you suggested. I belive the lower frag granades should be certed towards the top of the marksmen tree, but the higher end ones should remain commando (and certain ones BH) only. I like the knife fighting idea, but I fear its too late to implement as opposed to hand to hand.
How about some tactics in the Tactics tree? Something that will benifit a group.
Diversionary Fire - Distracts Groups of mobs into attacking the commando and ignoring the group.
Light Up - Commando lights up the target with flares, opening himself to extra damage, but increasing the accuracy of the group.
I havn't put much thought into these Specials, but you get the idea, add stuff that won't benifit the Commando making him overpowered, just benifit the group as a whole, somewhat like the squadleader, yet being carefull not to step on their toes.
i think i sayed it before in another post ... we should get a "heavy blaster" skilltree
weapons like the repeatingblaster and the heavyrepeating blaster are a must for a commando i think ...
http://www.starwars.com/databank/technology/heavyrepeatingblaster/index.html
AVR stats (norm)
360-530 (between LLC and T21)
WS 5.0
0m -60
35m +15
60m +0
AVR 1: lock and load procedures
FMJ shots (full metal jacket): fires a burst of armor peircing shots, but with 5 second delay
rifle speed +5
AVR accuracy +6
AVR 2: firing in motion
loaded shots: fires a 5 round burst extremely quickly to increase accuracy by increasing amount of shot fired, the shots have an equal chance of causing: stun, blind, dizzy, bleed
rifle accuracy while moving +15
rifle speed +2
AVR 3: reload ractics
rifle accuracy +10
rifle accuracy while moving +10
rifle speed +10
AVR 4: munitions knowledge
DU shots (depleted uranium): fires a slightly enhanced dmg shot, which cause large poison dot and snares enemy for 5 secs
rifle speed +5
rifle accuracy +6
That took me along time to make, but I think its pretty good (doubt it will ever make the game, but still a cool idea)
-mandalo (bloodfin)
grenadeer, expert commando
CH
medic
I suggested the AVR ammo be crafted by artisans because it would give them something else to sell.
Face it fellas, all of us need guns and melee weapons, weaponcrafters thus have bussiness always. artisans oth, have to be buddy-buddy with a wepsmith/armorsmith/DEto get a 'contract' to sell the parts they need (and this is only if they master artisans).
Plus, engineering4 would allow the commandos that wish to, be able to make their own ammunition.
I'd merge the HAR with the FT and give the HAR AP1. Reduce FT and HAR range to 32m. Instead of the AVR get a blaster "machine gun" and make it accurate at medium to long range to give us something to use besides the HAR and FT which are close support weapons. Have the accuracy and delay similar and have the specials similar (/massfiresingle1 /massfirecone1.
Also, allow grenades and heavy weapons to scatter instead of miss. When you throw a grenade and miss you hit somewhere else the grenade doesn't just vanish. Impliment "Friendly Fire" with AOE attacks.
Put some terrain negotiation w/ Field Tactics.
i really like the AVR idea, and having it as an artisan munition skill required to make the munitions used will certainly give people a better incentive to lvl artisan or get engy IV
i love the AVR idea too ... and whats with this petition i dont see any names ![]()
also where the fu=k is the commando correspondant
vi'cious signs the petition but everyone should see his ideas too
have not heared anything from the commando correspondant now for some time ...
i hope he reads all this posts, and reports what we want ...