Commando Archive
Thread: PVP And You: Special Edition
Pistoleer: Before anyone complains that I'm crying nerf on this profession, remember that I'm also a pistoleer myself. Pistols are NOT a soldier's weapon or a weapon that one would use on a large scale battlefield. It's the sole reason why assault rifles and bigger weapons exist. A pistol is more of a handy weapon for self defense. Not necessarily the strongest, fastest or most accurate weapon but a more reliable one. The highest defenses out of all the range weapons and the best at taking care of themselves against melee users than the other two ranged weapons. They should have more melee defense specials than a simple knockdown. No armor piercing as again, that's the whole reason why it's not a battlefield weapon. It should have some sort of feature that makes it the best at quickdraw and also therefore making it the best ranged weapon for a one on one duel but I'm not sure how that could be done without rewriting the game engine. This should be a weapon for loners or combat medics.
Carbineer: The best all around self-sufficient ranged weapon. Stronger, more accurate and a faster rate of fire than a pistoleer and more defenses than a rifleman but never "uber" in any one situation. Decent armor piercing but not the greatest. I don't agree about being good crowd control or having aoe. Carbineers should have specials that kill rather than specials that perform status effects. This is the weapon that PVPers should go for if their job on the battlefield is to kill enemy players.
Rifleman: Sniper. When prone and firing from long range, they're the most damaging and most accurate of the ranged weapons when attacking players. They're not fast however and they're only effective when prone or kneeled. When running around, don't expect to hit a thing. Their armour piercing should be the same as carbineers. Best ranged defense out of the ranged weapons but again, only when proned. No melee defense whatsoever and practically dead when enemies are near them. Something should be done however to make rifleman/pistoleer templates attractive.
Teras Kasi: I don't know about you but I view tkms almost like monks. If any of you took karate training, you'd know how much they hammer their students with the lecture of never using their skills for attacking but for self defense. You know where I'm going, the pistoleer of melee templates. Tons of defenses like dodges and counterattacks and of course, their other benefits come in powerboost and meditate. No armour piercing and not a profession that you'd use in a war but the best melee class for self defense. A loner's profession and one of the two best professions for one on one duels.
Fencer: The fastest out of the melee classes. Also a loner's profession and one of the two best professions for one on one duels. They have a bit more strength and a higher amount of armor piercing than a tkm in turn for the lack of powerboost and meditate.
Swordsman: The strongest melee class and the best armour piercing of the melee classes. In a tradeoff, they're very slow. Not a good duel class but better suited for wars than the two former melee classes.
Pikeman: The carbineer of the melee classes. An all rounder in terms of speed and damage. Also the most accurate and maintains the best range out of all the melee classes. As their foot soldier title says, they're the frontline troops on the battlefield.
Smuggler: I currently like what they're doing with the crackdown and making smugglers feel more like actual smugglers. However, last ditch should be considered to be more like...................a last ditch. Perhaps up the delay quite a bit since it's supposed to be a desperation move rather than an assault attack. People should look forward to the smuggler as for all the smuggling and criminal activity being held within the class rather than how effective they are as gunfighters. Han was no pushover but he had a pistol to defend himself. Not to engage in war.
Commando: Since commando is a military term, it should have everything to do with being a war profession. I'm not too sure on how I would have grenades and all the heavy weapons aside from the particle cannon and rocker launcher be handled so I'll stay away from those for now. Heavy weapons need to have more charges, less rarity and fewer ham costs. The particle cannon is what commandos should rely on as their long range player killer. Rocker launchers are of course, meant to destroy AT-STs and turrents. Instead of an acid rifle, the commando should get a machine gun which when prone is the crowd control weapon of the game with an extremely fast rate of fire, aoe attacks and aoe knockdowns. Not insanely accurate and not a great amount of range though or else this weapon could end up being overpowered. As great as a commando is on a large scale group battle, they're terrible as soloists. No defenses whatsoever and no real solo player killing weapons to rely on. If commandos want that, they should invest in a carbine or pistol. If you think like Commando & Conquer, rocket soldiers obliterate tanks but if you took 10 rocket soldiers and sent them after 10 infantrymen, the rocket soldiers would be wiped out. They'll have the best armour piercing out of all the professions in the game and in order to have access to this profession, you must be part of a warring faction (militaries would not spend millions of dollars on high tech weaponry so you could waste it on creature hunting).
Bounty Hunter: PLAYER BOUNTIES!! My gosh, if we had this, the GCW wouldn't even be necessary for fun PVP. When a BH gets a player bounty, they'll use droids in the same fashion that they do to take out npc bounties. To prevent exploitation, a player can only have one bounty placed on them per week and if the BH is killed during the pursuit, the bounty will have a tef on the person who made the bounty. Combat wise, BHs should be the best one on one profession and should be the ones with grenades so they have a wide access to all sort of damage types so they wouldn't even need armour piercing. In order to prevent exploitation of this profession and rendering pistoleers and carbineers useless on the battlefield, you have to be neutral to use this profession. After all, BHs don't care about the war and only fight for those with the largest bank account.
Combat Medic: I don't know about you but when I hear the word combat medic. I picture a medic on the battlefield who can slightly defend himself if attacked. I do not picture a poison thrower who is relied on as part of the assault. I suggest upping the quality of the ranged stims to equal or even surpass that of a doctor's stims and increase the range that the CM can throw one (unless it's already at max then nevermind). Also make mind healing more attractive and give them fire extinguishers or fire blankets and even give them the ability to heal poisons. However, at this current moment, poisons seem to be more like assault weapons than defense weapons. Maybe instead of poisons, CMs could get panic shot and ranged kd style pistol specials (since pistol weapons are defense weapons in my view) instead. People shouldn't pick combat medic expecting to be uber fighters but rather doctors who know how to shoot.
Misc: Faction benefits of all kind should be FREE. Then there will be a bigger advantage to joining a faction. It's not like they're very good after. ST armor and faction weapons are pathetic compared to composite and player crafted weapons so you'll still see those on the battlefield. This way however, there will be a bigger emphasis on standard issue weapons being handed out and there will be a gigantic stormtrooper presence in cities. The armor however, should only be limited to those who go to the overt status. While they are free however, they should still be limited by their rank. This will also help with continuity as you could say that you have to reach a high enough rank to become a stormtrooper. AT-STs, bases, turrents and minefields are reached by much higher ranks. AT-STs should have lower HAMs but much heavier armour. This allows commandos to do their job much more efficiently.
That's all I can think of for now. I'd post these on the In Concept forum but there's already too many ideas posted for mine to be read and unless they're a page long each, they're going to be completely ignored. And hey, if you want to be uber under all circumstances, that's what jedi is for.
Message Edited by brokenglass on 02-25-2004 02:00 AM
Tom, I've seen your flames, nerf cries,and "data",butI'd like to say right now I'mreally impressed with this post as it is definately a change of pace for you.
As for what is written, it all sounds dandy, and I think some of what you've got down is what the devs may be conceptializing. Regardless, let's review perhaps another opinon...
Pistoleer - The Runner. Capable of the highest accuracy while moving, fastest rangedweapon speed, yet least damage per shot. Real pistoleers (sport target shooters)are fast - no - faster than that. Two shots in under half a second with a single action revolver (you have to **edit** the hammer back yourself). Target shooters are INSANELY accurate and can pull off a myriad of bullseyes in a very short amount of time. This profession should be able to induce the most status changes simply because they can hit ANYTHING ANYWHERE, fast.
Carbineer - The Suppressor. With a wide range of cone and area shots / effects, carbineers take their place at mid-distance, kneel, and unleash a hailstorm of unstoppable automatic fire. Real Carbineers (comparable to marines) are capable of laying down a disciplined series of attacks that is incredibly hard to combat against. With preparation and discipline in tactics, the Carbineer is hard to kill, but even harder to approach.
Rifleman - The single kill. It takes time to fire any rifle, but the rifleman's base accuracy (not while moving) should be the highest of any profession. Real Riflemen (snipers)can hit targets within a .25 meter circle at 600 meters range. The rifleman's cover and hiding abilities should be emphasised more, as well as a higher damage special with a very, very long speed modifier.
Bounty Hunter - The Killer. A bounty hunter exists to do one thing and one thing only - Kill. That is their SOLE purpose, and to get as far as MBH, they are very, very good at it. Real Bounty Hunters (yes, they exist kids) will track a single target for YEARS, going through lead after lead to eventually capture or destroy their intended target. They employ a stunning array of tactics that is learnedfrom everything frommilitary training to backalley shootouts. They should be very, very lethal and able to use an arsenalweapons other classes can only dream of.
Commando - The Demolitionist. The commando isn't about being the fastest or most accurate person on the field. They always, ALWAYS bring a bigger gun to the fight. I'd like to see a greater emphasis onhigh explosives. The commando is an EXPERT with grenades, flamethrowers, acid rifles and other weapons that other classes just wouldn't be able to handle simply because of their almost suicidal lethality. Granted, you aren't going to always hit your opponent or get off a lot of shots quickly....but one thing is certian - if it blows up or burns - the commando WILL kill it.
Upon further consideration of the various professions, I have a few ideas for special attacks which would make each class unique. Instead of each class having a targeted attack, state effect attacks, and spin attacks, perhaps they could each be given signature moves attained at master, alongside the traditional more powerful hit or burst attack.
Pistoleers- An ATTACK that lets them duel fire with pistols preset somehow to do so
Carbineers- Improved version of overcharge shot, with high dmg and aoe state change effects, simulating
a burst of fire.
Rifleman- Variation on conceal shot which targets the mind exclusively
Bounty Hunter- My brother wants rocket packs(MBH), an extremely damaging flurry of attacks, which causes
huge wear on the weapon.
Commando- An assault rifle level with moderate dmg, high rate of fire, and the ability to target multiple targets
Creature Handler- the ability to ride anything of sufficient shape and size
Pikeman- a Pikeman charge, akin to lunge, but which has a chance to knockdown, high change to posture change, and deals high damage.
Fencer- An ability to divert attacks from another player(heroism), akin to ranger rescue, also improved defenses(just kidding)
Swordsman- Addition of head hit to state change effects, such as dizzy or blind(being hit on the head by a hammer)
TKA- Disarm, grapples(restraint damage) which can literally hold an enemy creating an improved method of tanking.
Jedi- Ability to beat a class.
tometaophion wrote:
Upon further consideration of the various professions, I have a few ideas for special attacks which would make each class unique. Instead of each class having a targeted attack, state effect attacks, and spin attacks, perhaps they could each be given signature moves attained at master, alongside the traditional more powerful hit or burst attack.
Pistoleers- An ATTACK that lets them duel fire with pistols preset somehow to do so
Carbineers- Improved version of overcharge shot, with high dmg and aoe state change effects, simulating
a burst of fire.
Rifleman- Variation on conceal shot which targets the mind exclusively
Bounty Hunter- My brother wants rocket packs(MBH), an extremely damaging flurry of attacks, which causes
huge wear on the weapon.
Commando- An assault rifle level with moderate dmg, high rate of fire, and the ability to target multiple targets
Creature Handler- the ability to ride anything of sufficient shape and size
Pikeman- a Pikeman charge, akin to lunge, but which has a chance to knockdown, high change to posture change, and deals high damage.
Fencer- An ability to divert attacks from another player(heroism), akin to ranger rescue, also improved defenses(just kidding)
Swordsman- Addition of head hit to state change effects, such as dizzy or blind(being hit on the head by a hammer)
TKA- Disarm, grapples(restraint damage) which can literally hold an enemy creating an improved method of tanking.