Commando Archive
Thread: Heavy Weapons concept: HAR+Flamethrower, and the rockets...
- Rhe tree that gives defensive mods, and grenades higher grenade accuracy and speed. Grenades doing ( insert effect here ) and beccoming usefull as well ad purchasable, practicle to be carried around. Arguably, we should be able to throw as far, if not further than the next guy, so we should be able to easily land our grenades at 32m. Granted, we should throw further. CM's have an arm and a half when it comes to throwing things, shouldnt commandos be the same?
- This tree would have the HAR and Flamethrower work on the same mods, as well as the rockets and cannon consumables.
- Think about it for a moment. How much of a differance is there in speed and to an extent, accuracy on these weapons? The speed weapons on all these guns arent that far off from each other ( between 40-50 ) . Increase the speed just a bit, say 60-70 or within the range, and have accuracy at 80-90, and theoreticly, our consumables should land much more often, while leaving the flamethrower and the har ( whenthe harIS fixed ) effective yet never reaching over powered. Keeping our flamethrower the way it is now is a sureshot way we dont get any crappier realy.
- The consumables DONT use specials. So we just see +accuracy +speed +wep cert and maybe a special in each box. Clean and easy.
- They would all work on Heavy weapons accuracy and speed.
- This would make existing skill tapes usable. And you wouldnt need a dif skill tape for every weapon. Pistoleers dont have +3 speed tapeson DX6 speed, or +3 speed tapes on FWG5 speed, why should we?
3. Rifles/Carbines. or what ever new weapon we DESERVE and demand.. dont you ever forget it TH
- ( add details here later )
4. Pistols tree. LP + specials blah blah, we know the deal
- ( add details here later )
This setup, although not perfect, leaves all our weapons intact, in better postions, and can ( if coded properly ) can hit a fair amount of issues with our heavy weapons and consumables, all the more not taking up more room than needed. At the same time, we get a real use out of marksman with the Rifle and Pistol tree inserted.
Comments?
Rhe tree that gives defensive mods, and grenades higher grenade accuracy and speed. Grenades doing ( insert effect here ) a
What a about grenades that cause knock down or dizzy, like a big blast is goign to knock some one over or a flash bang will dizzy some one. Maybe throw in a restraint grenade maybe im being gready now
Also maybe a melee weapon attack like butting some one in the head with your riflestock casues position down
Also like the idea of having some pistol skills for the LP
Mixe the FT and the HAR together but fix that stupid HAR hell make it slower but hit harder or change it to like a carbine very fast but not so hard hitting or just scrap it for a new weapon
My big deal is making these two changes
1. grenades more usefull
2. HEavy weapon skills tapes and attachments work with the flame thrower i spent 3 mil on this stuff and cant use it for other then rockets argh
That'd be one way to do it. I think it might make it a bit cumbersome having to re-organize things. Anyways, whether or not skill trees for heavy weapons are combined, at the very least I'd say that the HAR/FT need to sure similar skill mods, as do consumables.
I'd personally be for further enhancing the heavy support weapons tree to make it a worthwhile skill-point investment via upping damage, increasing all of them to AP3 and making them non-consumable (just with really low condition, say 100-200 max and special attacks focussing on accuracy and whatnot increasing decay.) This would solve the issues with HW accuracy not being know until after they were fired, and it would let people run around with rocket launchers out,- which would just look cool.
I'd have to agree on grenades, with just a few small changes to how they function, they could become very worthwhile. I'd personally like to see grenades eventually used like they are in KOTOR, where they don't really make the battle, but they are extremely handy against hard infantry targets and clustered groups of soldiers. The core of this idea basically revolves around putting them on a seperate timer from combat moves (like healing) so that they aren't spammed, yet don't interfere with standard fighting, so you can occasionally toss them when the situation calls for it, but they can't be abused.
This only leaves us with one extra skill-tree, but I don't see why we can't make this the 'Assault Weapons' line. Simply put, this tree would include our standard weapons, that should be general purpose, like the DC-17 and affiliated specials, certs for modifications, etc. In addition, we could add a few specials for the LP, and some accuracy/speed modifiers for Pistols, carbines, and rifles.
This would give us what we want for profession versatility, and make commando a desired combat profession to complement mastery of other ranged elites as well, as it should logically be (unlike right now where it's only picked up if your either a pistoleer or want the FT for PvE.)
Message Edited by Raptor2k1 on 05-03-2004 10:24 PM