Commando Archive
Thread: It's so perfect its scary...
This is not your standard Commando post. Instead of talking about how bad our weapons are, I'm here to talk about how retarded field tactics are. Ok every one who thinks that there is something wrong with the skill tree Field Tactics raise your hand. Yep thats about every body. Okay lower your hand you look ridiculous. We all know what the defintion of a commando is. We all know that they're more then a heavy weapons specialist. Commandos are also highly proficient in theunderstanding of combat. They know battle mechanics. They know how to stay alive in a fight. They know how to exploit every advantage so they can possibly stand against multiple opponents (I said stand, not necessarily defeat). Hell the game says half of this stuff in the Field Tactics descriptions. So why is the best thing to come out of that tree grenade certifications instead of bonuses and skillsdevoted tofighting better (which we know commandos are suppose to do alot better then the ordinary master marksmen). I know weird eh? Thats okay though, I found the perfect solution. Why not make Field Tactics an extension of Ranged Weapon Support? You know, like how Wayfaring(Ranger) is an extenstion of exploration(scout). My god its so brilliant, but yet so simple! The possibilites are endless! It would make so much sense, even to the Dev's. And the best thing about it; it doesn't infringe on any other professions abilites, making it totally unique! They could give +2 to ranged defense per skill level, give bonuses to general ranged aiming, throw melee defense bonuses in there, and maybe even more alertness bonuses.They caneventhrow in abilities that would represent the commandos combat superiority and survivabiltiy, abilities like suppression cone (good for making an escape or pining down a group) and upgraded versions of threaten shot and warning shot. "But that would make the commando too powerful!" some might say, and then I'd respond with "I can't believe someone used commando and powerful in the same sentence". That's okay though, you can just take those grenade certifications and spread them out over field tactics AND ranged weapon support. Why not? Any dumbass can hold down the lever on a grenade, pull the pin and throw the **edit** thing. That way you would make some grenadesusable to the majority (which would make people happy), balance out the commando while saving some high tech grenades for him (that require special training to use them), and stop the insultingassumption that ourcharacters are too stupid too pull a pin! Still too unbalanced? Okay how aboutyou delete a heavy weapon, like athe heavy lightning cannon (it hurts theBH's feelings that a commando getsa bigger version of THEIR gun). Most of theweapons are useless anyways, it would save the programmers some work.Doing that would balance out the commando in a couple ways. 1) Mysuggestions would be doable without having a super class. 2) COMMANDOS ARE MORE THEN HEAVY WEAPONS SPECIALISTS...PLEASE REALIZE THAT! Give them something that will make a commando a commando. I realize that the dev's have there hands full at the moment fixing the weapons, but after that the people will demand a fix to Field Tactics. So when you guys are trying to figure out how to do it, remember this post!
You'll get no flames from me, I totally agree. Commando's dont have enough going for them, even after the weapons are fixed. They SHOULD be at home on the battlefield.. which to me, means being able to take on multiple opponents at once, like you said. Maybe more defense is what were looking for? It would make sense for a commando to be able to take a little more punishment than other combat professions. I'd also love to see some launcher pistol specials.
Very interesting ideas. Considering the difficulty and time needed to raise combat(XP type)skills, I would of thought that Field Tactics would of done more.
I like the idea of spreading the grenades line throughout the marksmen tree too. If they added a few more +Attack, that would be pretty nice to see. Chances are, when they get around to improving the commando to be more than it is, they will take another look at Field Tactics or they will consolidate the Flame thrower and Acid Rifle lines and add another skill.
/agree
Most of your thoughts have been considered in my skill tree revision here:
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=11252
I completely revamped the Field Tactics tree and changed it to Intrusion (or Infiltration, I cant remember). Also included Exploration4 as a prereq and kept the Intrusion in line with that prereq. Check it out.
To tell you the truth Ton i do think that the entire profession should be redone and in alot of ways I agree with your revisions, but thats another time another post for me. I have many ideas for the class as a whole but before I list them I want to see what the next patch has in store for the commando's weapons. I used to think that a commando should have stealth and intrusion skills, but that would take far to much away from similar scout/ranger and rifleman skills. Theres just not enough use for those types of skills in the game for cousin skills to come out. But I agree that instead of ua4 it should be exp4, just to repressent a commandos wilderness aptitude.
There is one flaw in your reasoning. The flaw is "They chose the name before designing the profession." In fact, the opposite occured. The profession was designed as Heavy Weapons, and then in picking a cool name, they couldn't use the more appropriate "Stormtrooper" since it was already used in the Universe.
This is just a Heavy Weapons professions, not a commando according to modern military.
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good point tho...
It's too bad if this class was only meant to be a heavy weapons specialist. That doesn't appeal to me. I guess the closestthing to a commando in this game is a bounty hunter.DangI don't have the points to take that. Maybe I should try pistoleer.I heard they're getting alot of attention these days. Unfortunatley theres a couple millionof them out there.