Commando Archive
Thread: Commado's Fix To Grenades
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KaylBreinhar
Tue May 04, 2004 3:18 pm
#2
The flamethrower IMO is NOT a Commando weapon.
My idea is to make the primary weapon of the commando an assault rifle. Think an M-16A2 with an M203 grenade launcher attached to it.
For those who don't know what the rifle looks like: http://www.usmcweapons.com/articles/M203/M203NF.htm (much smaller link than the previous one)
The M203, IRL, has a maximum range of nearly 400m - obviously, this won't work in SWG or people would use these to grief turrets with proton nades. Grenades are artillery weapons and thus should only fly parabolic trajectories - not "home in" on people like CM packs.
Proper use of said rifle/launcher would enable Commandos to prevent the enemy from properly forming up and force them into fragmentation of forces
As for the rifle, I see:
AP2 and Energy damage
250-350 average damage range (less than a T21 but with a much better minimum damage range) with range mods highly weighed towards the 25-45m area
Medium speed (3.5-5.0 range)
Grenade Launcher attached (grenade stacks have to be dragged onto the rifle as is bait to a fishing rod)
A commando should be versatile. Well...the only way to be versatile in the game is to have multiple damage types. Thus I would propose a way to change ammunitions on said rifle..."clips" if you would. Each "clip" would operate under the same logic as a powerup (meaning it adheres to the 100-shot rule) and be made by a weaponsmith, not an artisan.
Clip Type #1 would be a high-powered energy pack that lowers the speed of the rifle but adds AP3 capability. (Energy/AP3 - Riflemen: keep in mind that this would be a powerup - not the weapon's main capability)
Clip Type #2 would be a HE AP1 round capable of delivering blast damage. (Blast/AP1)
Clip Type #3 would be an incendiary round with AP1 capable of setting a target aflame. (Heat/AP1) The flame DOT would be dependent on the experimentation and resources used by the weaponsmith, plus specials on the rifle could make a Commando capable of targetting where the DOT is inflicted.
Clip Type #4 would be a "chemical" round with AP1 and Acid. (Acid/AP1)
Clip Type #5 would be a "slugthrower" round that uses the blaster gasses and XCiter of the rifle to propel a ballistic projectile much faster than firearms of yore. The weight of the projectile would slow the rate of fire, however. (Kinetic/AP2)
Clip Type #6 would be a "flechette" round that operates under the same notion as #5, but the firing area would be conical, as the round would burst into microthin flechettes that strike targets in a 30 degree arc out to an undecided range (40m sounds about right, 100% damage at 20m, 75% at 30m, 30% at 40m, negligible at 40m+). The light weight of this round would undoubtedly increase the rate of fire. (AP1/Kinetic)
The flamethrower isn't a true commando weapon - nor really is the Heavy Acid Rifle. The introduction of a weapon such as this would make a commando truly someone you'd WANT in a party for the sheer amount of damage he could put out between Energy (Rifle and HPBC), Kinetic, Heat (Rifle and Grenades), Blast (RL, Grenades and Rifle), Cold (Grenades), Electricity (LBC), and Acid (Rifle and Grenades)
My idea is to make the primary weapon of the commando an assault rifle. Think an M-16A2 with an M203 grenade launcher attached to it.
For those who don't know what the rifle looks like: http://www.usmcweapons.com/articles/M203/M203NF.htm (much smaller link than the previous one)
The M203, IRL, has a maximum range of nearly 400m - obviously, this won't work in SWG or people would use these to grief turrets with proton nades. Grenades are artillery weapons and thus should only fly parabolic trajectories - not "home in" on people like CM packs.
Proper use of said rifle/launcher would enable Commandos to prevent the enemy from properly forming up and force them into fragmentation of forces
As for the rifle, I see:
AP2 and Energy damage
250-350 average damage range (less than a T21 but with a much better minimum damage range) with range mods highly weighed towards the 25-45m area
Medium speed (3.5-5.0 range)
Grenade Launcher attached (grenade stacks have to be dragged onto the rifle as is bait to a fishing rod)
A commando should be versatile. Well...the only way to be versatile in the game is to have multiple damage types. Thus I would propose a way to change ammunitions on said rifle..."clips" if you would. Each "clip" would operate under the same logic as a powerup (meaning it adheres to the 100-shot rule) and be made by a weaponsmith, not an artisan.
Clip Type #1 would be a high-powered energy pack that lowers the speed of the rifle but adds AP3 capability. (Energy/AP3 - Riflemen: keep in mind that this would be a powerup - not the weapon's main capability)
Clip Type #2 would be a HE AP1 round capable of delivering blast damage. (Blast/AP1)
Clip Type #3 would be an incendiary round with AP1 capable of setting a target aflame. (Heat/AP1) The flame DOT would be dependent on the experimentation and resources used by the weaponsmith, plus specials on the rifle could make a Commando capable of targetting where the DOT is inflicted.
Clip Type #4 would be a "chemical" round with AP1 and Acid. (Acid/AP1)
Clip Type #5 would be a "slugthrower" round that uses the blaster gasses and XCiter of the rifle to propel a ballistic projectile much faster than firearms of yore. The weight of the projectile would slow the rate of fire, however. (Kinetic/AP2)
Clip Type #6 would be a "flechette" round that operates under the same notion as #5, but the firing area would be conical, as the round would burst into microthin flechettes that strike targets in a 30 degree arc out to an undecided range (40m sounds about right, 100% damage at 20m, 75% at 30m, 30% at 40m, negligible at 40m+). The light weight of this round would undoubtedly increase the rate of fire. (AP1/Kinetic)
The flamethrower isn't a true commando weapon - nor really is the Heavy Acid Rifle. The introduction of a weapon such as this would make a commando truly someone you'd WANT in a party for the sheer amount of damage he could put out between Energy (Rifle and HPBC), Kinetic, Heat (Rifle and Grenades), Blast (RL, Grenades and Rifle), Cold (Grenades), Electricity (LBC), and Acid (Rifle and Grenades)
Message Edited by KaylBreinhar on 05-04-2004 06:21 PM
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