Commando Archive

Thread: Commando Fixed [Version 3]

Reydon
Sat Jun 04, 2005 4:37 am
#1

/sign




Cyrus' Ludarin
Proud Mercenary Commando of 731 Days of 12/21/05
"SoE has murdered my hopes for a good game and a fun time by destroying what defines a commando. How about you?."
RukkaSilverstorm
Sat Jun 04, 2005 4:46 am
#2


Wow....very well thought out.


/sign





Rukka Silverstorm
Master Commando first and always!
Uhh...pardon me, but I've seemed to have set your head on fire...

"It is impossible to rightly govern the world without God and the Bible" -George Washington


GenericTSS
Sat Jun 04, 2005 9:26 am
#3

Good ideas, all of them. Usually I don't do petitions, but


/sign


It seems as though we're becoming the new whipping boy profession... doomed to fall by the wayside publish after publish.





Chimaera ---> Jebadiah Penro-San(Master Commando/Master Smuggler/Master Marksman/Master Pilot (Smuggler's Alliance))
Co-Leader of the Jolly Roger Gang (JRG)
Litushot
Sat Jun 04, 2005 9:41 am
#4

Good ideas, tho I'm still hooked on the AP thing lol. But to clarfiy something.....why in the H*LL would the Devs put us as a 1 for crowd control when that's we can do right now? Freakin' stupid blokes....



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
NovaSpice
Sat Jun 04, 2005 9:42 am
#5

Not even a Commando, but I will:


/sign



Stay at 'em guys!


Ohetie
Sat Jun 04, 2005 10:15 am
#6

/sign

this would keep me as a commando.




Ohetie
Rebel Colonel
Retired Leader of the Antarian Rangers

TK-132
Sat Jun 04, 2005 10:38 am
#7

That's it fight the power!

/slap self

Woops let the Rebel in me get carried away.

Since were all doing this I'll do it too.

/sign



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
MrAndrson
Sat Jun 04, 2005 11:05 am
#8

Very good. The only thing I would say is not make the weapons accessible untill 1-2-2-2. Grenades, at novice, Launcher pistol at novice. The rest at 2-2-2. Like it is now because I'm so mad, I don't want a fix to come and have "dabblers" come and learn a few boxes. This should require some work and dedication we've already done, we deserve it.


Oh yeah, /Sign


Master Commando



Cpl_Fisher
Sat Jun 04, 2005 11:50 am
#9

/sign



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
TK-132
Sat Jun 04, 2005 12:23 pm
#10

This is a guide made by me in efforts to brainstorm a better Commando. Not all these ideas are from me, but a collection for one superb vision.

Commando is suppose to be 5 Offense, 3 Defense, and 1 Crowd Control.

Powerful attacks, good defense, little crowd effects.

Clearly we are not living up to this.

So I propose we change Commando entirely.



First let's Revamp Grenades.

As we know the C12 Grenade is the basic Grenade to which anyone can use. So here's how it will work. Anyone with Novice Marksman or Novice Brawler will be granted the ablity "Grenade Toss". Grenade Toss allows a person with a Grenade equipped to throw them at their enemies.
Grenades will no longer be consumables or come in stacks. They will be like any other weapon. So once you equip your type of Grenade you can then with "Grenade Toss" throw/fire at an enemy, so basically a lot like Ranged Shot or Melee Hit.

C12 Grenade [CL 1 Kinetic Damage AOE 5M]-This standard issue Grenade is common sight across the galaxy. It's simplistic and relative safe nature allows anyone to use such a Grenade. This Greande is useful for Damaging a small cluster of Enemies.



Novice Commando

The Commando begins their learning in the field of Heavy Weapons and Support Roles. A Commando at this level begins to learn the basics of explosives, and how to use any weapon for any given circumstance.

Launcher Pistol [CL 14 Kinetic Damage]-This small firearm is more deadly then it would seem. The Launcher Pistol rather then fire bolts, fires small explosive rounds at a target. Although not very lethal, the bombardment or explosives from this Pistol will eventually bring down anything.

C22 [CL 14 Energy Damage AOE 8M]-An improved version of the C12, this Grenade can only be used with some experience in explosives. Not only doing more Damage it has an expanded explosion radius making it more effective against multiple enemies.

"Focus Shot"-This attack allows a Commando to single out their target and unleash a considerable amount of Damage onto them.



Explosives I-IV (Grenadier)

Cyroban Grenade [CL 22 Cold Damage AOE 5M]-A unique weapon. When thrown this Grenade opens collecting all nearby moisture and freezing it, thus creating an extreme Cold Effect. Because of this the Grenade will more then likely snare all Enemies hit by the Grenade for 10 Seconds.

Glop Grenade [CL 30 Acid Damage AOE 8M]-This Grenade contains deadly Acid within and when it hits the target covers the area with Acid. This Weapon is considered hazzardous and rarely used, but by the most experienced Grenadiers.

Zick Bug Bomb [CL 30 Acid Damage AOE 10M]-A so called improved version of the Glop Grenade. This Grenade is even more deadly then the Glop has been sought after by both Imperial and Rebel forces for it's power.

"Improved Grenade Toss" [Explsoives III]-Allows a Commando to throw Grenades slightly faster with a more likely chance of doing Maximum Damage.

Imperial Detonator [CL 40 Kinetic Damage AOE 8M]-A standard issue grenade for Imperial Stormtroopers, it is quite useful in clearing out rooms full of potential enemies.

Thermal Detonator [CL 50 Energy Damage AOE 10M]-One of the most powerful weapons in the Galaxy the Thermal Detonator is feared by all. This Grenade is so powerful that it's blast will Knock Down even the most stout of Enemies.



Heavy Weapons I-IV [Heavy Infantry]

Rocket Launcher [CL 22 Kinetic Damage]-This is a powerful weapon capable of damaging armored targets quite well.

"Barrage" [Heavy Weapons I]-This ability allows a Commando to bring down such heavy firepower as to Knock any enemy down.

Heavy Partic Beam Cannon [CL 30 Energy Damage]-This Weapon fires and intense beam that will go through virtually anything.

"Improved Focus Shot" [Heavy Weapons III]-A Commando can even better bring about heavy Damage on to a target.

Lightning Beam Cannon [CL 40 Energy Damage]-This Cannon carries a large amount of energy which can be fired in Beam doing extensive electrical damage to anything.



Volatile Weapons I-IV [Shock Trooper]

Heavy Acid Rifle [CL 22 Acid Damage AOE 5M]-This is Rifle built to project large amounts of Acid onto Enemies. A feared weapon and deadly weapon it must be used with caution!

"Burn Shot" [Volatile Weapons II]-This ability allows a Commando to Blind and set Fire to a target using a Volatile Weapon.

Acid Streamer Launcher [CL 30 Acid Damage AOE 8M]-This weapon is an improved version of the Heavy Acid Rifle with a far greater range.

Flamethrower [CL 40 Heat Damage AOE 8M]-This is a long used weapon, specifically built for taking out infantry. The weapons holds special gases under high pressure, releasing them and igniting them, causing a cone of flame to jet out. The effect is a large area being sprayed with Fire, capable of Damaging a large number of enemies.



Equipment I-IV [Demolitionist]

"Bash"-This ability allows a Commando when in close enough range to bash their target with their weapon, more then likely Stunning them.

Underslug Carbine [CL 40 Energy Damage]-A powerful Carbine capable of un-leashing large amounts of blaster fire at Targets.

"Heavy Bash"-This ability allows a Commando when in close range to Bash their target with their weapon, more then likely Knocking them down.

E-Web Blaster [CL 50 Energy Damage]-This monted Blaster is extremely powerful, capable of doing Damage to that of any Weapon (Equal to CL 54 Weapons), however it takes a few seconds to deploy and un-deploy leaving the Commando vulnerable. Also when Deployed the Commando cannot move.

"Fury"-This ability allows a Commando greatly increased Accuracy (Melee and Ranged) and immunity to DoTs, for a short period of time.




Master Commando

Proton Grenade [CL 54 Heat Damage AOE 10M]-This experimetal weapon is of immense power. When it hits the Target it engulfs the enemy in a small fusion explosion. This Grenade is most deadly and can only be used by the best Grenadiers.

"Advance Grenade Toss"-This ability allows a Master Commando to throw grenades faster and with more Damage then anyone else.

Proton Rifle [CL 54 Energy Damage]-A Long Range Rifle with Heavy Firepower, it is considered one of the most powerful Weapons in the Galaxy.

Plasma Flamethrower [CL 54 Heat Damage AOE 10M]-An improved version of the Flamethrower capable of even more Damage over a greater area, the ultimate Weapon against mass numbers of enemies.

Advance Rocket Launcher [CL 54 Kinetic Damage]-An upgraded version of the Rocket Launcher, this Launcher can unleash devastating rockets on to a target.

"Advance Focus Shot"-This ability allows a Commando to bring a huge amount of Damage on to a target.

Mortar Cannon [Master Commando]-An Artillery piece used by the Empire and Rebellion these are weapons of great power. These Cannons can be built by getting the schematics from Imperial/ Rebel Officers. The Barrel and Shells are made by Master Weaponsmiths. The Armor and Stand are made by Master Armorsmiths. This completes the Cannon itself. However in order to fire it a Droid Engineer must build a Targeting Computer into the Cannon. Once complete an SF master Commando can fire the Cannon, it cannot be moved however. The Cannon can fire anywhere on the planet except within 120M radius of itself.

To fire the Cannon, the Commando simply types in the Coordinates desired and fires the Cannon. The Cannon will then launch a Shell that will explode at those Coordinates. The Shell has an AOE of 50M from the original landing coordinates and will Damage any Enemy SF Members or NPCs. Neutrals, On Leave, and Combatant Players cannot be harmed by the explsion (Just for Non-Grefing Measures). The Cannon can only be fired every 30 Seconds, and only 2 Artillery Cannons are allowed per a Faction to a Planet. Motar Cannons cannot be set up on Dangerous Planets like Dathomir, Endor, and Yavin 4. To Destroy a Cannon an SF Master Commando of the Opposite Faction must kill the Operator, and then Plant Explosives on the Cannon to destroy it.


(Any Questions or Comments?)

Message Edited by TK-132 on 09-19-2005 03:52 PM



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
EwokJediNerfherder
Sat Jun 04, 2005 4:06 pm
#11

nice!


/sighn



XZ i f l i n X
\\\\\\\\\\The Pwninator!!!//////////
<--------------------------YS M U G G L E R Y-------------------------->
Rebel Colonel

"Yub Nub!"




TK-132
Sat Jun 04, 2005 5:47 pm
#12



EnderUK wrote:
Just a few things to note: AoEs are not crowd control, crowd control consists of roots, snares, paralysis, knockdowns anything the hammers the targets movement, attacking abilitity. So really if you have crowd control of 1 then you should have none of these in there.
It was stated that commando would be a weapon upgrade proffession, trouble is those weapons arn't hard hitting and weapon spiecals have more impact than the weapons used.
Now commando is messed up, I really wanted to be a smuggler commando but it just didn't make sense to go one once I saw limited it was. I only ever used the rocket luncher and the acid stream for their KD and ranged area





Well that is true. However Area Attacks are kind of crowd control. Granted you aren't stopping poeple, but you are hitting a whole bunch of targets. More so then anybody else. That means you are great at fighting a group. Crowd Control is about fighting and hindering a group usually through roots bla bla bla but damage can also do that. And if you consider it hurting lots of people with a root attack is very much so Crowd Control and Overpowering, thsu the Devs will never let it happen.

KD isn't Crowd Control. It's something you do to stop the enemy for a bit and get a few shots off. Besides it's something pretty much everyone does and should have.

We only one real root attack here and that is "Bash". Which is mostly KD orientated. So there is a tincy bit of Crowd Control. But it's only works on one person, so it's not Crowd Control. The only Crowd Control we have is really the Imperial Detonator and Cyroban Greande. So I think we live up to our 1 in Crowd Control.

I think with "Rage" which increase damage output, and "Heavy Shot" a more powerful version of "Critical Shot" we live up to our 5 of Offense, but not outdoing Swordsmen or Rifleman in pure damage. But we would be close. And if you wanted to hurt the hell out of something a Rifleman Commando could really bring the pain. Our Defenses are actually ok I think so I wouldn't complain or try to fix that.

Commando is a as said a Power-Up Profession. The only way we can Power-Up other professions is giving them something to use other then Weapons. We need abilities. We aren't Powering-Up others if they still have to use our weapons.

That's not right. Cause really all other Profession Power-Up Commando. Which is what we have now. I think this is wrong.

Our Weapons will still be distinctive and useful to those of us who want to use our Weapons. Commando is in the dark. We need to be something, more then just Weapons. Weapons are cool, and they will make us distinctive, but they should not define us. Our Specials, our Abilities must define us. Which we really don't have.

As I said we are the Power-Up Profession. Anything can work with Commando. Melee folk can use "Bash" as a Melee attack and "Rage" for harder hits. Ranged folk can use "Heavy Shot" do good damage, "Bash" when somebody gets to close, "Rage" to boost the power of all their Specials, and "Concentrated Fire" to somewhat put the hurst on the Enemy.

Us as Commandos can use all these abilities to our Advantage in all our Templates. "Burn Shot" specfically makes our Acid Weapons and Flamethrowers even more cruel and deadly. Now it sounds a little strange to not make the DoT a standard attack. But in Friendly Duels people are not fond when we burn them to Death. So rather then automatic, we have the option. I remember once a Description of us said Commandos can use their Weapons with safety without hurting friends. While this isn't exactly the case you get the idea. So to us are Specials will be good too. There's also Grenades which we can chuck to get the advantage against one Target, or to act as the Heavy Support we have always wanted to be and use Grenades like they should. And that is to clear os scatter a group of Enemies. The thing is with such long timers you can't rely on Grenades. You throw a Grenade for taht egde. Given their small uses this works very well.

So you see this is for the best. Maybe it scares us a little to think that we could become like BH. But wait! Cannot you not see it? BH the Defensive Power-Up for Ranged Folk and Commando the Attack Power-UP for Ranged and Melee! I see no problem with this. Everyone has something that makes them really worthwhile. We don't right now. That's why we need something like this. Some might be afraid we might get yelled at or nerfed, but think. If we carefully Test this and make sure we are hitting just under that of a Rifleman then were cool. Plus Rifleman who might fear us taking their place, could use the Commando in fact to make them all the better. A Commando Rifleman is suppose to have 10 Offense. Right now were not even close. But with what I suggest we would be. A Commando BH would be 9 Offense 7 Defense. Our Defense would mainly come from BH with help from Commando's Mods, our Offense Combined with
BH would make us something very powerful though just not quite as much as a Rifleman Commando.

Do you see what I'm getting at?

As for dabbling. It would be useful, but Mastering Commando or getting close like the fourth Tier will make us far superior to any Dabbler. Our best Abilities our Close to Master Commando either at the fourth or third Tier with best at Master Commando, being mainly "Rage".

As for Armor Piercing. It sounds nice in PvP but it isn't. Armor is useful, but doesn't stop that much damage anymore. Plus this makes people mad, and would be of no use against someone without armor so it becomes kind of pointless a lot of the time. And the Devs say it won't work. I'm not sure how useful it would be in PvE. Damage isn't really limited on Turrets which seem to take about the same damage from anything these days. And the AT-ST is a walking Can of SOE Pop that anybody can crush. Armor Pierce although cool, since RLs are built to go through armor, isn't of much use in this game. Especially with Levels deciding all.

Does this clarify?

I dunno, maybe if we all support this it might happen. Devs approve of well thought ideas. I just hope they realize what's it like for us now. I would really like to take a few them out on my Server just as an MC and go out on missions in a group and point out what's wrong Commando. The they'd go, "Hmm this doesn't work to well does it?". I almost believe that none of the devs so much as played as Commandos during their testing, if they had any.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
swgtorcher
Sat Jun 04, 2005 5:53 pm
#13

definately, and well put...../sign



IN-GAME NAME -- TORCHER
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