Commando Archive

Thread: Professions Vs. Professions

Perks
Mon Sep 15, 2003 5:49 am
#1

Just a point of wiew,,,


one on one a:


AT ST should be able to take on a squad of Infantry Type (Except Commando)


A Rifleman should be able to take on any other class from long distances (45-64m)


A pistoleer should be able to take on any other classes at close range (0-15m)


A Carbineer should be able to provide Suppressive fire for other classes, Not allowing the Pistoleer or Riflemen to Fire as Often


A Commando should be able to take out an AT ST's (In real life the army has a weapon called the AT4 and the TOE missle, nothing special infact those areold by todays standards, but with either of those "one soldier can take out a Tank(which is how I see the AT ST)or an Armored Vehicle. now I would hope in a world like Starwars they would have stronger weapons than we do. Commando's should be more deffended than the others but able to cause less direct damage to other classes, but should be able to cause area dammage with some of the weapons.


A Bounty Hunter or Smuggler should be able to be equal to what ever class they are going against one on one, so they would have to rely more on surprise and tactics or hired help. (not real sure about this one, haven't tried any of there skills, but just trying to balance it out.


This would be assuming all are of equal skill point invested.




Capt. Perks Darksun
Master Rifleman/Master Combat Medic
nightwolf180
Mon Sep 15, 2003 6:08 am
#2

I disagree. For what commandos train for we should be able to be huge on ranged weapons, both close and far.


Commandos study the snipeing power of the rifle, the suppressive power of the carbine, the close ranged power of the pistol, and finally the kissing ranged power of unarmed combat. As such we should be warriors to the core, well versed in all forms of major combat. Toe to toe we should take anyone down easily because of our versitility and knowledge, able to exploit weaknesses of all of the above because we KNOW all of the weaknesses (this is mostly player knowledge) The Commando is the HARD core SOLDIER, not a sniper, not a assult rifle, not a pistol wielding outlaw, not an unarmed martial artist. A SOLDIER! Trained in ALL of these fields.


We are 100% warrior. Yes the elite classes speciallizeing in 1 weapon type probably has hidden tactics and specialtys that make them shine. But commandos being pure 100% soldiers, dedicateing almost their entire existence to the battlefield, should be able to take advantage of weaknesses even the elite weapon wielders don't know of. No we are not grunts like the other classes, we are vetrans, worth 10 times our number to the less skilled. Bounty Hunters are ambush artists and have tactics to give major disadvantages to people and pretty much ruin their day. But commandos? right now we can ruin an army's day...


And considering we ARE vetrans DEDICATED to battle, this is how I feel we SHOULD be. Scout has little to do with actual combat, BH have as much knowledge in scouting/hunting/wildlife survival as they do in marksmanship, true this takes more studying but it takes less time and is not as dedicated to sheer combat as the commando.


This is what I had in mind when I first read up on the commando before the game even released. And I think since we have to study unarmed, we might aswell be 100% combative.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
nightwolf180
Mon Sep 15, 2003 6:14 am
#3

I guess what I'm trying to say is. Commando is in a class of its own. All of the elite weapon proffessions have there place in the army but the Commando has its own special place, and that is the main force, we take the hits we dish the damage we destroy the vehicles we murder the pets and we reduce the enemys numbers. This applies from both sides TOO both sides. We, like BH, have studied all of these ranged weapons. But unlike BH, our proffession is 100% combat related, not 1 skill in the entire proffession has to do with anything but dishing damage. BH has the knockdowns, the burning, the lightning, and the status effect attacks, not to mention the investigations tree, an entire tree that has nothing to do with combat at all. Commando is 100% damage damage DAMAGE. We should be dishing it in our sleep.



----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
Perks
Mon Sep 15, 2003 6:53 am
#4

Yeah, but in the skills we are familiar with, we should no t be able to take a Master in the Respective classes, ie.. Though we know "some" sniping skill a Master Rifleman knows more than we do and should be able to take us on there terms, But we should be more defended so we can take a little beating till someone in our group helps out by taking down the Rifleman, or we escape. Now Where the Commando should really shine should be against heavily Armored targets(AT ST's, Composite Wearing PC's and anything else with alot of armor, like Krayts and such), and as a Heavy support soldier, capable of laying down a large amount of fire power, not necessarily to kill individuals, but to keep the enemies head down, so tactics can be implimented more accurately.And your right, the Commando is a Battle hardend Warrior, and he should be able to take quite a beating and deal out heavy amounts of damage.



Capt. Perks Darksun
Master Rifleman/Master Combat Medic
Perks
Mon Sep 15, 2003 6:55 am
#5

Commando does have the Engineering tree on Artisan, so there is more than Combat



Capt. Perks Darksun
Master Rifleman/Master Combat Medic
ZnickZ
Mon Sep 15, 2003 6:59 am
#6

I think you're very confused.



Barnabas' Znick, Master Merchant
Co-Founder of TOSH, Bria
AC, AC2, AO, DAoC, SB, SWG
www.orderofthesilverhand.com
Falator
Mon Sep 15, 2003 7:01 am
#7

The Bh requires master scout yes, BUT the swg bh has nothing at all to do with scouting. The swg bh also does not use rifles. Thus those are both point sinks which give very little benefit (except for exploration) and are valid reasons why bh should have to waste those points for no return.


It is just like unarmed and pretty much half of the marksman tree. Someone could agrue that we shouldn't be that strong at ranged since we are also unarmed fighters, but swg commandos have nothing at all to do with unarmed. We also don't need the carbine, or rifle line. Those are also both point sinks and thus we should be powerful enough that having to waste those points doesn't make us useless.




Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
Perks
Mon Sep 15, 2003 7:12 am
#8

...Znickz


Please explain..thks!




Capt. Perks Darksun
Master Rifleman/Master Combat Medic
NJ201
Mon Sep 15, 2003 7:28 am
#9

noone should flat out OWN anyone all classes should have there pros and cons. The problem is that right now alot of classes have moves that cant be countered and in a sence makes them unfair.
Perks
Mon Sep 15, 2003 7:28 am
#10

Just to make it clear... An AT ST should be able to take a Commando, but if the Commando got the first shot, then no, but if the AT ST surprised the Commando then.. well we all know what happens.



Capt. Perks Darksun
Master Rifleman/Master Combat Medic
NJ201
Mon Sep 15, 2003 7:31 am
#11

so you are saying a commando should be able to 1 hit a AT-ST, and that you should be able to one hit anything with 18k+ ham and thats ok?
Perks
Mon Sep 15, 2003 7:36 am
#12

No, But the ability for a class to match the AT ST would be very realistic(real world, and Starwars) and Hevy support to make the Commando a useful class. Other than that, the Commando needs support to survive.



Capt. Perks Darksun
Master Rifleman/Master Combat Medic
Perks
Mon Sep 15, 2003 7:41 am
#13

Well a 1 shot destroy for an AT ST should be possible for a Master Commando, yes... (with the Proper weapon, or atleast a few shots.. The first stuns, then the next cripples, then the thirddestroys)



Capt. Perks Darksun
Master Rifleman/Master Combat Medic
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