Commando Archive

Thread: WE need new weapons, yes, but how about more than 2 variations of the same specials?

TechnoHic
Sun Mar 07, 2004 7:02 am
#1

I just figure guys, even if we get new weapons ever, we need to be able to mix it up with diferent types of attacks and the FT and HAR should not be forgoten or they will just become (I know HAR is still broken) our broken weapons eventually. I was thinking we need some more specials for them. I know that spraying napalm from a FT shouldnt be that long of a distance so why not some diferent types of specials that work beyond 16m? I dont think thats to much to ask at all considering even at ideal range we are not very accurate but I think we ned something unique and possibly could just go in the field tactics line that maybe work for all our weapons?


Any ideas, post here.



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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
thiostan
Sun Mar 07, 2004 11:24 am
#2

/agree


I've noticed that a lot of other professions are getting new weapons. Rifleman is getting two and the Pistolleer is getting two (kinda, the Republic Blaster is becoming Pistoleer only and the Genosian).


I'm hoping the devs have something special for Commando's besides just fixing the stuff that is broken. It is getting to the point where I am not the optimist I once was. There are some VERY nice weapons coming out of the Genosian caves. Makes me seriously think about Rifleman.


An optimist is just someone who doesn't have all the facts.


<sigh>
LordSeckmoth
Sun Mar 07, 2004 11:53 am
#3

Odd my what I wrote here earlier didn't appear Stupid reply thief

Well what I said earlier was:


I agree with this completly. We seem like a one-hit-wonder special attack profession. I do not consider Heavy Weapons and Grenades under this, but ACid Single/Cone and Flame Single/Cone. Currently I am writing a profession revamp *me and my perfectionist attitude towards it is causing delays hehe* and it includes idea for new weapons *E-Web at Master as a stationary PvP Base Defense weapon, and DC-15 Clone Trooper Blaster Rifle for a new tree* as well as new specials to add and change to the profession.


I'm trying to find a balance with them so they aren't overpowered and yet give us what we are looking for. I'll post a few now to get ideas on what people think.


HAR:


Acid Single/Cone 1: The damage output on this attack would be reduced to say around 1500 max before resists. Speed reduced by 1.5 seconds. This attack now adds a special which reduces resists *NPC/Creature/PC* by 15% for 30 seconds, with a 1 minute timer between for not being effected by this again, but may be stacked twice per target.


*The idea is a Commando can either play a support role stacking 2 of these on a target allowing for lower defenses for the group, or if Solo hit once, then blast with another weapon in the remaining time. The max of 30% is becuase it is an early skill in the tree.*


Acid Single/Cone 2: Same damage as above, with speed reduced or added to equal similar delay as above. The change is it is a 20% reduction, which may be stacked 3 times, and now has a 45 second timer with a 1.5 minute timer delay between.


*This makes a slightly more powerful reduction to the prior attack, allowing for a better choice of what role the commando wants to play. To balance the longer effect timer, there is a longer wait between the shots.*


*New* Acid Single 3: This will also be gained at Master, with Acid Cone 2. This new attack also the Commando to target a single enemy with a powerful corrosive acid. It is a 50% reduction stackable twice at one time. There will be enough time for a Commando to take 2 shots with this reducing resists to 100% in group scenario, with maybe 1 attack after, or one time with the commando having enough time left over to attack the target with a few hits. The effects of the attack last 30 seconds, with a 2 minute wait between.


*The longer wait is to balance the fact that it is a large reduction in any scenario, and could be abused heavily, if spammed. This gives the Commando the ability to do some damage to harder targets, but also fills the idea that we play a support role, giving something to each group of thought. It is strong enough that is would have to be a Master Skill and something worth striving for.*


All of these attacks are now able to be done from a 32m range. This is due to the fact they do not deal heavy damage, yet are still powerful enough to keep out of kite range, giving Melee a chance to catch up. Also 32m should be allowed because the Flame Thrower is a 16m special, so tough Mobs would not be Soloed *we would end up in Melee range of the larger ones* and Heavy Weapons require you to stop moving to use, and grenade range should be accurate at a similar range to the HAR, keeping Commandos out of an abusive kite range.


So what do you guys think of these preliminary ideas for the HAR? *Just a few of what I've been cooking up *
Xix13
Sun Mar 07, 2004 12:10 pm
#4

If I'm reading this right, Lord S (a little proofreading?), I think I like this idea for the HAR a lot. I go out with some folks for a Peko Peko Albatross and reduce its resists with the HAR, allowing the other folks in the group to hammer it. This could work nicely. Providing I could hit it.

You mention a new skill tree, though. Do you plan it to just replace an existing tree? And Master Commandos just get it without ever seeing/using the weapon(s)? Or (heaven forbid) does a branch disappear from Master (along with our title and the FT mods at Master) and we gotta climb another one?



-- Xixor (FS Master Doc/Master Pistoleer -- CANCELLED) "I know what you're thinking: Why, oh why, didn't I take the BLUE pill?"
-- Xixasaurus (Padawanasaurus/Privateer) "Green is Good"
-- Xixette (12pt-Master Artisan/12pt-Master DE/12pt-Master WS) "Think Pink!"
-- Xixell (FS Master Pikeman/Master Swordsman/Rebel Pilot) -- "Anybody for some ants?"
-- Xixdoggie Dawg (Master Rifledogg/Master Ranger) "Woof"
-- XixTheFish (12-pt Master Chef)
JohboBocal
Sun Mar 07, 2004 12:10 pm
#5

Your preliminary ideas are VERY interesting!!!


I'll try to spend some time brooding over it and try to add my own thoughts. But please keep going with this.


The *E-Web at Master as a stationary PvP Base Defense weapon, and DC-15 Clone Trooper Blaster Rifle would be truely wonderful. Did you see the movie of the new Commando Game at www.lucasarts.com?






Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
LordSeckmoth
Sun Mar 07, 2004 12:34 pm
#6

1.) Yes I did see the movie.


2.) Combine the FT and HAR into one, and add a new one, but as for how it would work with existing Commandos.... that I'm still trying to work out.


Jaxia
Sun Mar 07, 2004 12:46 pm
#7

Actually it should work like that for ALL advanced combat classes, the 'support' lines should not only have the accuracy mods but also specials, atleast one at master support, that works with ALL ranged weapons you're certified with. That's one of the biggest problems with Commandos/BHs, we spread so thin thru useless skill trees and for nothing that is useful to us later. We learned how to use rifles, we learned how to use carbines, yet we're totally worthless with them. We should have atleast one if not 2 generic support specials that work with anything we can use. That's what support means to me. Like maybe /Overchargeshot3 for example of a commando support skill (sacrifices condition to deliver a devistating and accurate armorpiercing attack) give it the flame delay, make it be a 6x special that uses roughly 5% of weapon condition and delivers an AP3 6x DMG special. so you can only use it once every 8 seconds, it destroys your weapon but it can do devistating dmg. Just dont' forget all elite combat professions should get 'support' specials.


I personally like the 'manned' gun idea or the vehicle idea (commando/squad leader) you'd need both to operate the vehicle but the commando would man the gun on the vehicle, the squadleader would navigate, as well as give his squad orders (these vehicles couldn't be used in PvE only PvP, to keep it balanced with PvE).
TechnoHic
Sun Mar 07, 2004 5:38 pm
#8

I dont know LordS, that looks to much like it leans toward a support role IMHO. I think the HWs need to be made where they are the support role type weapons and our FT, HAR, LP, and whatever else that may come up as non-consumables need to be our individual role weapons and we are still singling and coning away.



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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Raptor2k1
Sun Mar 07, 2004 5:51 pm
#9

"2.) Combine the FT and HAR into one, and add a new one, but as for how it would work with existing Commandos.... that I'm still trying to work out."


I think it would work like the re-arranging of the CH trees, where you keep the skills, but the skills within the tree are swapped around.


And as an easy solution to being too support oriented, the assault rifle could easily be made our standard weapon for pure combat (non-support) scenarios, besides, I think people would think of an assault rifle as being more of a standard commando weapon anyways.


Now we just need to figure out what to do with the LP...



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Jaluthari
Sun Mar 07, 2004 9:27 pm
#10

Hmmmmm the assault rifle thing could work ...


As long as it has an under-barrel grenade launcher ... :-)
Bishop3560
Tue Mar 09, 2004 10:44 am
#11

Let us burn the ground leaving a wall of fire, everything that stands in it takes damage every sec... Let's say10 damage per sec for whatever stands in there and make it last for 10 seconds at most. Might stop commando's from running while medics want to heal them as well.





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The_Domonator
Tue Mar 09, 2004 10:46 am
#12

This is the best.

The Saturating Gas Grenade

100% Veunerability to Fire.

Muahahha... I tired to throw Petro Chem... that didnt work... Ill keep trying... mark my words.



-Arroth Molkov, Esquire.

"He pulls a knife, you pull a gun. He puts one of your men in the hospital, you put one of his in the morgue."- Sean Connery, The Untouchables
Bishop3560
Tue Mar 09, 2004 10:48 am
#13

I mean 100 damage..... But no fire resist against it. So it doesnt gut nullified.





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Star Wars Galaxies: An Empire Devided

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