Commando Archive
Thread: My top 5 fixes/wishes for Commando
The idea of this post is to just pull together the top 5 fix ideas that I've seen around so far. You can post yours as well. Some of the base ideas that I am posting are ones that I got from other people here. Please do not take offense I'm not trying to steal ideas and clam them as my own, theyre ideas that I have elaborated on.
1. Launchers: Bringing back the consumable launchers with a twist.
A. Tube would be in 2 levels novice and master only a crafted launcher tube that is reusable krayt/gorax enhanceable that has a damage multiplier for the rounds.
B. The tube would have a damage modifier to the rounds like 1.00-2.00 for novice and 2.00-4.00 for master these would not be equipable weapons but just like the launchers of old. Except you would drop your ammo in, say like a stack of rockets would be 25 shots just drag it over the launcher and drop it to load the launcher, place the launcher on ur toolbar and click to fire. This would bring up the old drop to the knee, pull out the launcher and kaboom animation.
C. Damage for launcher rounds would be between 400-900 with a hard cap at 900 for medium damage rounds, and a range of 750-1300 for high damage rounds and hard cap at 1300. To achieve the max damage munitions enhancers would be required therefore making the capped damage weapons rarer and tougher to craft to assist with balance. A commando would have a more limited supply of these extremely strong rounds therefore would use them much less. This way with a capped launcher and capped rounds the high damage rocket would be 5200 to an unarmored target, and 2080 against a 60% armored target. These numbers look high but when consideration is taken that this is the highest possible damage and the only modifier for the damage would be acc food and possibly rifleman aim and the fact that these ultra powerful rounds would be rare but the capped launcher would be ever rarer than the rounds you can see how this should not cause balance issue.
D. Different types of rounds for the launcher tube:
1. Armor piercing rocket: Medium damage with armor break 60% for 25 secs.
2. High explosive rocket: High damage plus KD on target and 6m radius. -10% damage for each meter away from primary target. So at 6m 40% of target damage.
3. Lightning RPG: Medium damage, primary damage type of electricity with guaranteed stun state on the target on hit. 3m radius -20% for each meter from target at 3 meters 40% of target damage.
4. Acid RPG: Medium damage primary damage type of acid with guaranteed blind state on the target on hit. 3m radius -20% for each meter from target at 3 meters 40% of target damage.
2. Primary weapon: A commando in my mind carries an assault rifle. Considering SOE wants us as heavy weapons expert:
A. I think we should get a heavy automatic type rifle with medium/high damage but extremely fast like the speed of a high quality pistol and the damage of a high quality carbine.
B. Or a Mini gun type weapon really strong but carries a heavy movement penalty (walk only) also possibly a defense penalty to help with balance and can only be used while standing (no mini gun sniper shot) higher damage than the flamethrower same size cone but no DOT. Kinetic damage.
3. Grenades: Raise damage, reduce timer, raise stack size and make states last longer. Nuff said there.
4. Team involvement: a fun thing I like to call A Mortar Tube
A. Master Commando gets Two specials called Setup Mortar and Fire mortar. Master ranger gets Relay Coordinates. Master Squad leader gets Program Coordinates.
B. The commando sets the mortar tube during this time he/she cannot move or attack without pulling the launcher. The cloaked Ranger (post ranger revamp) scouts out a position for firing then via the Relay Coordinates special sends the Squad leader a datapad entry with the coordinates. The Squad Leader then uses Program Coordinates to give the launcher a target. The commando then uses Fire Mortar which starts an interrupt timer same length as snipershot after the warmup the launcher fires on the corrdinates provided.
C. Anyone opposing faction inside 5m takes 100% of the damage, the damage goes down 10% every 5m up to 20m from target location. Having these skills at master will help stop people from trying to be a one man mortar team.
D. The damage would be similar to that of the launchers listed above but with a minimum range of 30m and a max range of 140m. These would be just like the launcher tubes listed above but with a higher damage multiplier.
E. These would not be unbalancing due to the fact it takes 3 players to use them and they could only be used in the GCW.
5. Melee component: Combat Knives, and Bayonets
A. Commando combat knife this gets a little tricky on keeping balance and making it a viable weapon that will actually see some use. I think a Knife that has 2 levels a novice commando version and a master commando version. A knife sheath takes the place of the bandolier or belt (there would be 2 options for the tailor the WS would just make the knife the tailor would craft it into a Spec-Ops Bandolier or belt). When a commando uses a melee special with his ranged weapon equipped the first part of the animation will show commando unsheath the knife with the off hand then perform the special and afterwards resheath the knife. This would require the commando to give up his PSG, Belt, or a bandolier with sockets to perform melee specials with his ranged weapon equipped. Those who don't want the ability can keep their tapes/extra energy resistance.
1. Novice commando version medium damage and slow basically just for those who have a little commando in their template.
2. Master commando version damage higher than the knuckles of the katarn but slower as the animation would take more time.
B. Bayonet: The best way I can think of to add a bayonet is have all commando weapons have an extra slot in crafting that a WS can stick the commando combat knife. This would just add a damage modifier to the firearm strike ability depending on the quality of the knife.
Wow that was a lot of typing. As I said I'm not trying to steal any ideas for my own. I just wanted to elaborate on some of them a bit. If you would like to post your own ideas or tell me what u think of the ones I put up here please feel free I've got pretty thick skin.
Ilike your asault rifle idea and the bayonetes, ive thought we should have an assault rifel after cu myself
my personal wish is to see the ascid rifle gretly improved, a year ago when i was grinding comando on the wastes of tatooine, i loved my acid rifle, the flamer never seemed very comando to me :/ but alas it was the only effective weapon we have. but even that is nerfed now
all they had to do with the acid rifle was give it a proper cone like the flamer and better damage. but no as usual who cares what the comandos want