Commando Archive
Thread: Hey All Update/Beta
Anyways, I've been rather busy in real life lately but I'm trying to do as much as I can in regards to the Corro position. Just wanted you all to know, that I'll be gone for the most of tomarrow (Sunday) or the entire day. Hopefully nothing to major crops up tomarrow around here
Cya all Monday!
Edit: By the way folks. If anyone here has been or will be accepted into the ToW Beta, be sure to pop me an email or tell to Stern Synex (beta character on TC2). So far I only know that Rankorcity got in, but it would be nice to get all and any commandos out there in at least a loose grouping. However, I don't think we'll need to set up another commando test guild a la CU (which, I am still proud of the organization and speed we got that up and running).
Message Edited by StarNick on 09-24-2005 10:36 PM
To add my 2cr:
Our DPS is roughly the same as other classes, and the only real "advantage" is that our weapons have inherent state effects and AOE. However, these two abilities are of, IMHO, of limited utility.
First, with State Effects, they have an EXTREMELY low chance of sticking (less than 20% by some accounts). Other classes have specials that stick state effects 90%+ of the time. Other classes do states better and more reliably than commando, so this is more of a disadvantage than an advantage. Additionally, the fact that each commando weapon has a different state effect leads to a weapon switching NIGHTMARE. Other classes can stick several different effects just by using different special moves (all with ONE weapon). We have to actually switch weapons several times to accomplish this. Pair that with the fact that many state effects have a very low % of sticking, and you get a coordination nightmightmare because (1) you have to watch carefully for the state to stick, (2) then quickly switch weapons, rinse, and repeat, and (3) by the time you get the 2nd effect has actually stuck, the first has expired. No other class has to go through such hassle (as their state effects stick 90+% of the time and their state specials now work with every weapon).
I think all commando weapons should be split into 2 classes:
(a) General Heavy Weapons - Have ONE group of effects for ALL heavy weapons that I will call "Blast Radius" for the purposes of this thread. Every mob that is hit (i.e. damaged) by a commando heavy weapon is within the "Blast Radius" and has a 25% chance of being blinded, stunned, dizzyed, knocked down, fired, armor breaked, etc. (a separate 25% dice roll for each one). None of the effects may stick, some may stick, all might even stick (highly unlikely, but possible). No matter what weapon a commando uses, there is a chance that multiple, or no, effects will be applied.
This would allow commando to use ONE weapon per encounter (likely chosen by damage type and/or DPS) but have the opportunity to apply several state effects through multiple shots on the mob. After 4-5 shots, chances are the mob will be effected by multiple states. This is the same effect as the current system WITHOUT all the annoying weapon switching.
(b) Grenades - Should be modified to have a 90% - 95% chance of causing ONE (and only one) state effect. This would be the commando's option when they want to be sure a certain effect gets applied. Gives grenades an actual purpose, without pure redundancy with other weapons. (NOTE: the delay on these suckers also need to be cut in half).
Message Edited by Daker-Naritus on 09-25-2005 12:00 PM
As told to me from a guldmate:
"Icek, first rule of beta is not to talk about beta in open forums"
Edit: Ica nt tyep tdoay
Message Edited by OsloisAwomaow on 09-25-2005 02:18 PM
Yea I'm like the kid that keeps saying "Are we there yet? Are we there yet?"
And until you yell "SHUT UP!" I don't.
(Also I realize the Mortar Cannon idea might be pushing somethings, so think of it as an optional possibility.)
First let's Revamp Grenades.
As we know the C12 Grenade is the basic Grenade to which anyone can use. So here's how it will work. Anyone with Novice Marksman or Novice Brawler will be granted the ablity "Grenade Toss". Grenade Toss allows a person with a Grenade equipped to throw them at their enemies.
Grenades will no longer be consumables or come in stacks. They will be like any other weapon. So once you equip your type of Grenade you can then with "Grenade Toss" throw/fire at an enemy, so basically a lot like Ranged Shot or Melee Hit.
C12 Grenade [CL 1 Kinetic Damage AOE 5M]-This standard issue Grenade is common sight across the galaxy. It's simplistic and relative safe nature allows anyone to use such a Grenade. This Greande is useful for Damaging a small cluster of Enemies.
Novice Commando
The Commando begins their learning in the field of Heavy Weapons and Support Roles. A Commando at this level begins to learn the basics of explosives, and how to use any weapon for any given circumstance.
Launcher Pistol [CL 14 Kinetic Damage]-This small firearm is more deadly then it would seem. The Launcher Pistol rather then fire bolts, fires small explosive rounds at a target. Although not very lethal, the bombardment of explosives from this Pistol will eventually bring down anything.
C22 [CL 14 Energy Damage AOE 8M]-An improved version of the C12, this Grenade can only be used with some experience in explosives. Not only doing more Damage it has an expanded explosion radius making it more effective against multiple enemies.
"Focus Shot"-This attack allows a Commando to single out their target and unleash a considerable amount of Damage onto them.
Explosives I-IV (Grenadier)
Cyroban Grenade [CL 22 Cold Damage AOE 5M]-A unique weapon. When thrown this Grenade opens collecting all nearby moisture and freezing it, thus creating an extreme Cold Effect. Because of this the Grenade will more then likely snare all Enemies hit by the Grenade for 10 Seconds.
Glop Grenade [CL 30 Acid Damage AOE 8M]-This Grenade contains deadly Acid within and when it hits the target covers the area with Acid. This Weapon is considered hazzardous and rarely used, but by the most experienced Grenadiers.
Zick Bug Bomb [CL 30 Acid Damage AOE 10M]-A so called improved version of the Glop Grenade. This Grenade is even more deadly then the Glop has been sought after by both Imperial and Rebel forces for it's power.
"Improved Grenade Toss" [Explsoives III]-Allows a Commando to throw Grenades slightly faster with a more likely chance of doing Maximum Damage.
Imperial Detonator [CL 40 Kinetic Damage AOE 8M]-A standard issue grenade for Imperial Stormtroopers, it is quite useful in clearing out rooms full of potential enemies.
Thermal Detonator [CL 50 Energy Damage AOE 10M]-One of the most powerful weapons in the Galaxy the Thermal Detonator is feared by all. This Grenade is so powerful that it's blast will Knock Down even the most stout of Enemies.
Heavy Weapons I-IV (Heavy Infantry)
Rocket Launcher [CL 22 Kinetic Damage]-This is a powerful weapon capable of damaging armored targets quite well.
"Barrage" [Heavy Weapons I]-This ability allows a Commando to bring down such heavy firepower as to Knock any enemy down.
Heavy Partic Beam Cannon [CL 30 Energy Damage]-This Weapon fires and intense beam that will go through virtually anything.
"Improved Focus Shot" [Heavy Weapons III]-A Commando can even better bring about heavy Damage on to a target.
Lightning Beam Cannon [CL 40 Energy Damage]-This Cannon carries a large amount of energy which can be fired in Beam doing extensive electrical damage to anything.
Volatile Weapons I-IV [Shock Trooper]
Heavy Acid Rifle [CL 22 Acid Damage AOE 5M]-This is Rifle built to project large amounts of Acid onto Enemies. A feared and deadly weapon it must be used with caution!
"Burn Shot" [Volatile Weapons II]-This ability allows a Commando to Blind and set Fire to a target using a Volatile Weapon.
Acid Streamer Launcher [CL 30 Acid Damage AOE 8M]-This weapon is an improved version of the Heavy Acid Rifle with a far greater range.
Flamethrower [CL 40 Heat Damage AOE 8M]-This is a long used weapon, specifically built for taking out infantry. The weapons holds special gases under high pressure, releasing them and igniting them, causing a cone of flame to jet out. The effect is a large area being sprayed with Fire, capable of Damaging a large number of enemies.
Equipment I-IV [Demolitionist]
"Bash"-This ability allows a Commando when in close enough range to bash their target with their weapon, more then likely Stunning them.
Underslug Carbine [CL 40 Energy Damage]-A powerful Carbine capable of un-leashing large amounts of blaster fire at Targets.
"Heavy Bash"-This ability allows a Commando when in close range to Bash their target with their weapon, more then likely Knocking them down.
E-Web Blaster [CL 50 Energy Damage]-This mounted Blaster is extremely powerful, capable of doing Damage to that of any Weapon (Equal to CL 54 Weapons), however it takes a few seconds to deploy and un-deploy leaving the Commando vulnerable. Also when Deployed the Commando cannot move.
"Fury"-This ability allows a Commando greatly increased Accuracy (Melee and Ranged) and a 15% Bonus to movement, for a short period of time.
Master Commando
Proton Grenade [CL 54 Heat Damage AOE 10M]-This experimetal weapon is of immense power. When it hits the Target it engulfs the enemy in a small fusion explosion. This Grenade is most deadly and can only be used by the best Grenadiers.
"Advance Grenade Toss"-This ability allows a Master Commando to throw grenades faster and with more Damage then anyone else.
Proton Rifle [CL 54 Energy Damage]-A Long Range Rifle with Heavy Firepower, it is considered one of the most powerful Weapons in the Galaxy.
Plasma Flamethrower [CL 54 Heat Damage AOE 10M]-An improved version of the Flamethrower capable of even more Damage over a greater area, the ultimate Weapon against mass numbers of enemies.
Advance Rocket Launcher [CL 54 Kinetic Damage]-An upgraded version of the Rocket Launcher, this Launcher can unleash devastating rockets onto a target.
"Advance Focus Shot"-This ability allows a Commando to bring a huge amount of Damage on to a target.
Mortar Cannon [Master Commando]-An Artillery piece used by the Empire and Rebellion these are weapons of great power. These Cannons can be built by getting the schematics from Imperial/ Rebel Officers. The Barrel and Shells are made by Master Weaponsmiths. The Armor and Stand are made by Master Armorsmiths. This completes the Cannon itself. However in order to fire it a Droid Engineer must build a Targeting Computer into the Cannon. Once complete an SF master Commando can fire the Cannon, it cannot be moved however. The Cannon can fire anywhere on the planet except within 120M radius of itself.
To fire the Cannon, the Commando simply types in the Coordinates desired and fires the Cannon. The Cannon will then launch a Shell that will explode at those Coordinates. The Shell has an AOE of 50M from the original landing coordinates and will Damage any Enemy SF Members or NPCs. Neutrals, On Leave, and Combatant Players cannot be harmed by the explsion (Just for Non-Grefing Measures). The Cannon can only be fired every 30 Seconds, and only 2 Artillery Cannons are allowed per a Faction to a Planet. Motar Cannons cannot be set up on Dangerous Planets like Dathomir, Endor, and Yavin 4. To Destroy a Cannon an SF Master Commando of the Opposite Faction must kill the Operator, and then Plant Explosives on the Cannon to destroy it.
(Any Questions or Comments?)
Message Edited by TK-132 on 09-25-2005 05:52 PM
1) Im back
2) Why are you posting revamp ideas in this thread?
I don't think anyone will want to pay $30 for a commando revamp, nor is it within scope of the expansion...
Bah, I never get beta invites!
Well, aside from the JTL one... haven't gotten one since though.
StarNick wrote:
2) Why are you posting revamp ideas in this thread?
I don't think anyone will want to pay $30 for a commando revamp, nor is it within scope of the expansion...
Because you said:
"I'm also trying to start up a discussing pertaining to the concept of commando - 'Support abilities combine with Primary Abilities to produce our damage'. We'll see how that goes, and soon to follow will be the Solutions Verbatim thread. So if anyone still has any ideas out there, get them in soon!"
I got my beta invite today .... be on soon