Commando Archive

Thread: Star Wars Galaxies, Take II, part II: Commando.

JoarAdanNessos
Tue Jan 27, 2004 4:40 pm
#1

My appeal to the creators of STAR WARS GALAXIES. I post this here, due to the incoming colossal combat patch coming our way. Before you read this, I beg that you view and read this as a master of all professions, not the advocates of your specific. Please, if you read this, put aside your loyalties to your pet-template, and professions, and just read what I propose.

I will begin by discussing the three most powerful combat professions in the game, Bounty Hunter, Commando, and TKM. I refer to them as the most powerful combat professions, because due to the skill investment, that’s exactly what they should be. Because, if you master this profession, you cannot pursue many other options, these characters should be given a slice of the pie unequaled in the game.

Commando. When I envisioned commando’s, I pictured Rebel combat types that were the Rebellion answer to the AT-ST. As devastating to PVP as the AT-ST was, the commando should have been equally as destructive. Along that same line, the Empire has very, very heavy vehicles, commandos would have been an unnecessary resource allocation. Commandos with their grenades and flamethrowers should be designed for absolute carnage on static and heavy defenses. Commando’s punch holes in bases and take down the AT-ST’s to allow the more versatile other characters to complete the missions. Commando’s should have the current FT, thermal detonators/cryo grenades, and heavy weapons that are powered normally for turrets, and AT-ST’s, and glop/frag’s for the base defenders. They should have an unequaled devastating punch for anything wearing storm-trooper white, or Imperial Grey. Their skill requirements should allow for them to master commando, and have enough left over that they could master one additional ranged combat profession for PVE and Self Defense. They should have ideal ranges, and be horribly ineffective outside those ranges. Grenades should be 32 meters, farther should fall short, closer should damage everyone in the radius. Flamethrowers should be effective from 16-3 meters, farther should burn grass, closer should ignite the commando, unless he’s wearing a specific armor designed for heat/flame resist. People stupid enough to stand in a group would pay the price, but a Commando should be vulnerable to kiting and knockdown. For this reason, the more versatile characters should protect this range-attack tank at all costs.



IGNPC: We often hear the loudest cries from a relative minority. Still, it seems odd that all the comments sent our way have been negative.

Haden Blackman: Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums.
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