Commando Archive
Thread: Commando Fixes
These are some fixes I feel are needed to make the weapons more fun/usefull. Flamethrower is not included for a reason, don't mention it.
Grenades: These weapons really need some work, they should be re-coded to be more like scout traps, those traps don't "hit" the target untill the trap actually (visually) hits the target. Grenades need to do the same thing in that they don't "hit" or aggro the target untill the damage is applied. Right now the damage is applied after the grenade hits the target, but the target starts running towards you as soon as you throw the grenade. Its both visually wrong and personally damageing, since these grenades damage us aswell as our target. Speed could use some improvement, maybe reduce the speed to 3 seconds flat, and add a re-toss timer (similar to useing Meds) that doesn't effect weather you can shoot your main weapon or not. Also these grenades could have status effects like disease/poison knockdown/dizzy and other sets of stats, but thats more of a pipe dream. What I really would like to see is the max range extended on these things to 64m, and their ideal range set to 30m. And how about reduceing the HAM cost down to that of the flamethrower's for ITS specials, these weapons can kill us if we miss use them, theres no need for them to kill us when we try useing them at all.
Heavy Weapons: These have a few changes needed for them, the acid launcher and lightning cannon really aren't all that usefull, I've rarely if ever used either. I suggest makeing all of these weapons equipable, and giveing a special at novice called "fire support weapon", this would be the ONLY way to fire the weapon, the macro would basically be "kneel, aim, fire, peace,stand" to keep the weapon from chain fireing in a normal fire mode. Fireing the weapon would cause the HAM cost to hit (which should be halved in this case) and the aim part would be a heavy weapons specific aim (not from marksman tree) with its own line of mods up the heavy weapons support line. There would be no speed or accuracy mods to any of the weapons, just the hw aim mod, which would be +20 at novice, +10 per heavy weapons box, and +40 at master for a total of +100. Most important change needed is to make all of these weapons reloadable containers. Allow crafters to craft the weapons AND the charges that go into them seperately, and increase the charge size to 20 per bundle (the weapon could hold 2-4 bundles depending on experimentation, so a weapon could have anywhere from 40-80 rounds in it). To prevent useing these weapons in the "run and fire" style of pvp, the heavy weapons would slow the user down while equipped, mods up the HW line and in master would reduce the run speed penalty but never erase it completely. Also the kneeling to fire would pretty much remove any use of these weapons in a npc city battle (namely theed). BUT increases their usefullness in stand off battles while attacking or deffending a specific location or target (HQs).
The RL would be better bumped to master, its range increased to 80m, and its damage against vehicles and structures (turrets) quadrupled. This would make it far more suited for its job, balance it out with the impossibility of makeing the thing, prevent every novice commando from out-rangeing turrets and vehicles, and make it a very kickass weapon.
The Lightning Cannon is a better anti-infantry weapon, and should stay with its range and be used for leveling the long range playing field (a long range light lightning cannon, both speed and specials damage) and ALWAYS fire in a cone.
Heavy Partical Beam Cannon sounds more like a lighter single target weapon, for this I suggest 64m max range and 1k-1.8k damage range with a knockdown and dizzy effect, but only hits 1 target at a time. To take out specific targets at a long range. It would primarily be to take these targets out of combat quickly, either by incap or by dizzy/kd.
The Acid Launcher sounds alot more like a weapon to hurl something a great distance then a acid sprayer. SO I suggest we give our commandos their much desired mortar style weapon. 72m max range no accuracy mods (aim wouldnt effect it) 28m radius of effect, no LOS checks, and best of all, a nasty 700-1k Acid DOT effected by armor resists. Meant to take out armorless targets at a great distance. This weapon would have a base chance of 50% to hit any targets in the radius, nothing would effect this chance to hit. Basically half the targets within a 28m radius of the intended target get DOTed. To be fair, the DOT should be rounded down among all 3 HAM bars, and wound only on the first tic of the DOT.
Heavy Acid Rifle: Well, while I don't agree with alot of the desires for this weapon. I do think it needs to have something done to it, the thing is completely 100% broken, its a surprise the thing shoots at all. I really don't know what to do about this weapon, maybe change the specials and make it more of a repeating rifle or something to that effect. 1.0 second fireing speed, 100-300 damage, with specials like FullAuto Stream1 and 2 and FullAuto Spray 1 and 2, and keep the range for these specials at 64m. The sprays would act just like the cone, except at the end of the cone would be a good 30m arch at 64m(MASSIVE spray) but have the spray much much less accurate then normal fire, maybe half accuracy. The streams should have the accuracy doubled (but only effecting 1 target). Add AP1 and you got a great long range weapon.
Flamethrower: I don't want a **edit** thing changed about this weapon untill the other weapons are fixxed and working perfectly, and I mean absalutely flawless.
Nades defitnaly need work as well
and well for the HAR
( I am The Commando Pikeman
Well if nothing else your thoughts on the way granades work in combatare completly right, if a scout/ranger can trap something and not get agro'd until the initial hit, why should a granade, in essence working exactly the same way, cause an agro before u throw it. I mean is the mob pshycially predicting your actions or something?
Charges to Support weapons is also great. Not sure about the rest but its mostly sound other than getting dizzy/KD one some guns, we get possbily the best DOT in the game for out experience points, and the support weps still does amazing large damage.
Again completly agree about the HAR, but if its firing that fast, it should be somewhere between 150-250 damage, with boosted for specials. Why not boost speed in specials rather than damage?
Good ideas all round
The dizzy/kd combo is on a heavy support weapon though, its not the kind of weapon you want to have equipped while chargeing someone. Its basically meant to down an enemy at a long range (and even make the thing innacurate or even unshootable at targets closer then 40m). I wouldn't want that combo on a weapon if it was going to be useable in the usual run and spam fights we see everyday. haveing it equipped would slow the user down, fireing it means kneeling takeing 2 seconds to aim and then fireing it, the ham cost would prevent real spamming (200 health a shot? yeah dont wanna spam that!) and the charges would make reckless use of the weapon foolhardy.
TheHAR I was thinking of turning it into a sort of light repeater, I imagine such a weapon would have lower damage to make up for the insane speed for normal fire, and the innacuracy/accuracy buffs with the specials to make up for spraying a very wide very long cone (and possibly hitting WAY more targets then carbine could) or fireing a tight stream at 1 target and basically garunteeing a powerful hit. The stream would be the only special that got a damage buff, the spray just attacks alot of targets at once. This is what I was aiming for anyway.
Right now only 2 support weapons are basically usefull, the other 2 you have to get close enough that you might aswell use the flamethrower. They do good damage yes but at a much larger cost and for being close enough to just use the flamethrower special, with a fraction of the HAM cost and not even a penny wasted, its far more efficient to use the flamethrower. I was aiming to make the heavy weapons long range support (especially the RL) and vary there abilitys for a wider range of situations (rather then just a selection of ranges, which is what they are nowas far as I can tell).