Commando Archive
Thread: Like it haven't been said before.
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blacke
Mon May 03, 2004 2:30 am
#1
Yes, this will mostly be a recap of most things that have been said on the commando board, but stay with me.
Most people scream for a revamp, I would be happy with a fix first. And what will follow is my suggestions for that fix and a coming revamp. Also, I will take notes on some things that have been said what I think won't work.
Any new weapon stats I will leave up to the rest of you to suggest. I suck at such.
First, fix some issues:
The "oh so annoying" HAR: Give it AP 2. This will make it viable in-game and at least gives the feel that the devs are listening to us.
Grenades: A much reduced HAM cost. What is so more taxing with chucking a grenade then holding that HAR or flamer steady. I can live with the speed and accuracy for now. You'll see in the revamp why.
Heavy support weapons: Merge them all into one skill mod, please. Prefer, "heavy support weapons".
Increase the range of FT/HAR specials to 30m. Hell, if we can chuck a fireball/acid glob 64m, why can't we have a continues stream for half that distance.
That said, that done. If they only fix this, then commando can be played again with some tactics and not only as a flamer specialist.
Revamp, what I want so see in the future. All assumed that the fixes above was implemented:
Grenades: Make them speed 1, increase stacksize or gives us a /throwgrenade command, similar to CM's poison and disease. Make it always hit, or at least take away dodge/block/counter possibilities, what's the deal someone dodging a grenade blast when they are standing on it?
Too fast throws for PvP? To high accuracy? Here's the balance for it. Make it so that the grenade lands in the spot the target was when you started the throw, i.e one can move out of it's range while it is in the air. With this you will have to implement a flight time based on distance thrown, but that time will not count into attack speed/delay.
Merge this tree with heavy support weapons.
Heavy support weapons: Increase the accuracy and make only usable when kneeling. Make them ammunitions based instead of whole consumable. Ammunition used will add a number of points to damage. A /reload command would be nice to go with that, but not entirely necessary. Also, ammunition could affect AP rating. Kind of like different warheads in RL or similar function.
Add the possibility to attache explosives/mines to targets.
Change the name to "Demolition".
FT/HAR: Merge into same tree, make them use one skillmod and specials set. Skillmod "heavy weapons", plain and simple. Also makes it easy to add weapons in the future.
Change the name into "Heavy weapons".
Now, that leaves 2 trees open.
Previous grenade tree: Add some melee moves here, similar to pistol KD. Also, add melee mitigation 1. We do get close to our enemy's most of the time. Some added status effect defense should go here too.
Change name to "Combat support". Other weapons like the proposed e-web could be added to this line.
Previous HAR tree: Our new main weapon. An energy based carbine like weapon. It will NOT use carbine specials or it's mods. If you want carbines, go carbineer. I do not want to add to any of the other elite marksman profs. They are elite of there respective field and should be so. We are elite in heavy and support weapons. We have basic training in all weapon types, they have concentrated all there training in one type. That said, that done.
The weapon should do medium damage and have a medium accuracy, like a assault carbine. But have it's own specials, draw it's heavy weapons xp and it's own skillmods. I now we will "start from scratch" on this but having 40% of the skillmods at novice won't give that much of a feeling to it. Also, further up the tree, we get an assault rifle. Giving some minor sniping ability.
There have been mentioning about LP clones that draw carbineer respective rifleman specials/mods. Screw that. On of our biggest roles is to deal blast damage. If carbineer and rifleman also get access to them, then our role gets even smaller. And that about limiting spammability with high HAM cost? It won't work. Good buffs will negate that. As a master rifleman, I have reached a 0 HAM cost on headshot3 with a T21, thou not wearing any armour. As I said above, we are specialists in heavy weapons and should stay that way.
Change name to "Assault weapons".
With all that said, you can see I haven't taken into account the E-web, only mentioned it. I think stationary weapons would have to go into a revamp 2.
All said, all done. Any comments and suggestions on this would be nice. I have read most of the threads about fixes/revamp issues.
Most people scream for a revamp, I would be happy with a fix first. And what will follow is my suggestions for that fix and a coming revamp. Also, I will take notes on some things that have been said what I think won't work.
Any new weapon stats I will leave up to the rest of you to suggest. I suck at such.
First, fix some issues:
The "oh so annoying" HAR: Give it AP 2. This will make it viable in-game and at least gives the feel that the devs are listening to us.
Grenades: A much reduced HAM cost. What is so more taxing with chucking a grenade then holding that HAR or flamer steady. I can live with the speed and accuracy for now. You'll see in the revamp why.
Heavy support weapons: Merge them all into one skill mod, please. Prefer, "heavy support weapons".
Increase the range of FT/HAR specials to 30m. Hell, if we can chuck a fireball/acid glob 64m, why can't we have a continues stream for half that distance.
That said, that done. If they only fix this, then commando can be played again with some tactics and not only as a flamer specialist.
Revamp, what I want so see in the future. All assumed that the fixes above was implemented:
Grenades: Make them speed 1, increase stacksize or gives us a /throwgrenade command, similar to CM's poison and disease. Make it always hit, or at least take away dodge/block/counter possibilities, what's the deal someone dodging a grenade blast when they are standing on it?
Too fast throws for PvP? To high accuracy? Here's the balance for it. Make it so that the grenade lands in the spot the target was when you started the throw, i.e one can move out of it's range while it is in the air. With this you will have to implement a flight time based on distance thrown, but that time will not count into attack speed/delay.
Merge this tree with heavy support weapons.
Heavy support weapons: Increase the accuracy and make only usable when kneeling. Make them ammunitions based instead of whole consumable. Ammunition used will add a number of points to damage. A /reload command would be nice to go with that, but not entirely necessary. Also, ammunition could affect AP rating. Kind of like different warheads in RL or similar function.
Add the possibility to attache explosives/mines to targets.
Change the name to "Demolition".
FT/HAR: Merge into same tree, make them use one skillmod and specials set. Skillmod "heavy weapons", plain and simple. Also makes it easy to add weapons in the future.
Change the name into "Heavy weapons".
Now, that leaves 2 trees open.
Previous grenade tree: Add some melee moves here, similar to pistol KD. Also, add melee mitigation 1. We do get close to our enemy's most of the time. Some added status effect defense should go here too.
Change name to "Combat support". Other weapons like the proposed e-web could be added to this line.
Previous HAR tree: Our new main weapon. An energy based carbine like weapon. It will NOT use carbine specials or it's mods. If you want carbines, go carbineer. I do not want to add to any of the other elite marksman profs. They are elite of there respective field and should be so. We are elite in heavy and support weapons. We have basic training in all weapon types, they have concentrated all there training in one type. That said, that done.
The weapon should do medium damage and have a medium accuracy, like a assault carbine. But have it's own specials, draw it's heavy weapons xp and it's own skillmods. I now we will "start from scratch" on this but having 40% of the skillmods at novice won't give that much of a feeling to it. Also, further up the tree, we get an assault rifle. Giving some minor sniping ability.
There have been mentioning about LP clones that draw carbineer respective rifleman specials/mods. Screw that. On of our biggest roles is to deal blast damage. If carbineer and rifleman also get access to them, then our role gets even smaller. And that about limiting spammability with high HAM cost? It won't work. Good buffs will negate that. As a master rifleman, I have reached a 0 HAM cost on headshot3 with a T21, thou not wearing any armour. As I said above, we are specialists in heavy weapons and should stay that way.
Change name to "Assault weapons".
With all that said, you can see I haven't taken into account the E-web, only mentioned it. I think stationary weapons would have to go into a revamp 2.
All said, all done. Any comments and suggestions on this would be nice. I have read most of the threads about fixes/revamp issues.
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