Development Cycle Archive
Thread: IC 1-5: Combat Roles; Commando
In a galaxy far, far away, it is a time of civil war. The Empire has taken control over the galaxy and attempted to build the ultimate battle station to enforce the will of the Emperor. The rebellion destroyed the fearsome Death Star and this galactic conflict is at its peak.
In Massively Multiplayer combat, each profession should have a distinct role. Each role should help define the profession and have a relationship with its abilities in combat. In popular fantasy games, wizards cast ranged spells, warriors are “tanks”, and clerics “heal”. Each archetype has a specific role in combat and they all depend on each other for success. Additionally, each role gives any particular player group a unique feel depending on how many of each type is involved in a group and the role they play when combat gets tough.
In a science-fiction oriented game, those traditional roles aren’t so clear cut. Most skills and abilities are redundant because of balance issues, which take away from the unique feel of the profession. Many players have stated that they would like to see SWG professions have a more unique feel to them and we would like to know what your thoughts are.
Some basic balance considerations are:
* Ranged and Melee Professions
In SWG, a key thing to consider about each profession and its role in combat is that there are many ranged combat classes and many melee combat classes. Each ranged combat profession should have a unique aspect to their “ranged” abilities that helps distinguish them from other ranged combat professions, and likewise, each melee combat profession should have a unique aspect to their “tanking” or melee abilities that helps distinguish them from other melee professions.
* Redundant vs. Unique Abilities
There are two basic set of combat skills any profession should have. The first are Redundant Abilities. These are abilities that either most or all combat professions posses, in other words, “everyman combat skills”. The second set of combat skills a profession should posses are Unique Abilities. Unique abilities are the abilities that give a profession its unique feel in combat. In other words, it defines the profession and its role in combat.
* Game Space
Another basic concept to keep in mind when thinking about combat professions and their role in combat is Game Space. The next big consideration for assessing combat abilities is where the combat takes place. There are indoor spaces and outdoors spaces. Indoor spaces would be dungeons, bases and the like and outdoor spaces would be wilderness and/or city spaces.
* PvP and PvE
In SWG, players can choose between PvE and PvP playstyles and even shift back and forth to play in elements of both. PvE is “Player versus Environment” and basically deals with fighting computer controlled enemies in combat. PvP is “Player versus Player” and is real players fighting real players and tends to be very tricky because anytime something in game is at stake (like faction equipment, etc), it is important to keep things fair and balanced, but also fun.
* Profession Lifespan
What is the profession’s role in its novice state and how should the skill progress over the course of a player’s time investment in the profession? At all times any given profession should have a distinct role and value in combat. As a player progresses from Novice to Master, the profession should reflect something special about the profession and also be fun to play.
Given the basic considerations listed above, please answer the following questions:
What defines theCommando role in combat?
What basic combat elements should they possess?
What offensive abilities?
What defensive abilities?
What unique abilities?
Should add what advantage or asset in group combat?
How could/should they interact with other professions?
What interaction / dependencies should exist with other combatants?
What should be their unique role in the Galactic Civil War?
Request For Comments:
The community is invited to make commentsthrough April. At that time, the thread will be closed to further comments. Feel free to comment on any or all of the above items. Please stay on topic.
I think of commando in terms of three roles, which all come from a World War II type concept of the commando (this might not be ideal, but it makes a lot of sense to me): demolition, anti-tank and high-damage antipersonnel.
1. Demolition: Commandos should be able to use explosives to destroy structures, breach walls, blow up vehicles, and even lay mines.
2. Anti-tank: Commandos should be able to use special weapons that might be ineffective against troops, but are essential for bringing down armored vehicles.
3. Anti-personnel: Commandos use weapons like flamethrowers to bring highly focused damage on targets that might be in cover or entrenched.
These are all support roles, and the trade-off should be that while commandos can do high damage, they are vulnerable when caught alone. For instance, while a guy with a flamethrower can be devastating, if he's one-on-one with a guy using a submachine gun, his volatile and slow-acting flamethrower becomes a liability. This last aspect could use some tweaking in-game. Perhaps commando weapons should make the commando defensively more vulnerable, simulating the potential for these high explosives to blow up if hit by enemy fire. Also, it would be nice if the demolition role could be made more a part of the game. It would be cool if commandos could breach the walls of enemy bases so that the other soldiers could spill through and attack.
What defines theCommando role in combat?
The commando is one of the major damage dealers goes in fast hits, falls back while the flame thrower which has become the primary weapon 'bleeds' te target.
What basic combat elements should they possess?
The commando should be a specialist in all weapon types not just the 'heavy weapons', it is a bit stupid for a commando to be restircted to higly dangeroues weapons which in a inclosed enviroment would be dangeroues for himself and his allies. They should be able to use any and all 'ranged' weapns with a high level of skill maybe with modifers such as speed and accuracy slightly lower then master pistoleers,carbineers and riflemen. Maybe the best way to help the commando and get us away from the heavy weapns would be to introduce a new weapon type 'assualt rifle' think like watch return of the jedi and look what the rebel commandos are carrying that is the type of weapon a commando should be using.
What offensive abilities?
Highly skilled in all ranged weaponary
Heavy weaponary
A new unarmed style, allowing the commando to be versitale in combat. This does not need to be as lethal as TKM but atleast give us a good reason to why we had to train up to unarmed 4.
What defensive abilities?
Advanced cover:- this would allow to commandoextra defense bonuses while in prone postion
Melee defnce mods/ranged defense mods
What unique abilities?
Less encumberance from armour
Ability to set up defense turrents like the e-web in GCW areas, these turrents would have to manned by two people
Terrain movement modifier, we are commandos yet we move like snails...last time i looked commandos are some of the most fittest people in the armed forces.
Temporary buff to weapon damage output, lets just say mister commando is carrying some speical ammo.(this ammo would have to be crafted in crates by weaponsmith and havea massive delay timer between uses)
Should add what advantage or asset in group combat?
We make things go boom![]()
Small defence bonus to groups with commandos in them, this bonus can increase when grouped with squad leader.
How could/should they interact with other professions?
We depend on weaponsmiths to provide are weapons
We depend on armoursmiths to help us survive
Medics of all skills keep us alive
Should have increased skills bonuses while working with squad leader that work in a passive sense rather then having the squad leader activate them.
Working with a squad leader should have major advantages.
What interaction / dependencies should exist with other combatants?
medics keep us from dieing, buffs from docs to allow us to use armours. Ranged weapon users would have less chance of gaining aggro with commando in group.
What should be their unique role in the Galactic Civil War?
Defence of installations and raids agaisnt enemies locations, would have to set up defenses at locations to capture them (with help form weapnsmiths).
Commandos are an elite combat profession among elites. They are damage dealers. They get few resistances, and no real flashy specials...they just hammer away until nothing is left standing. They have an arsenal of weapons (including themselves...we need a melee ability or two likehead butt or leg swipe) to choose from all which are devistating (boy it would be nice if some of these, except the flamer, actually worked
)
I have only one real comment regarding commando: We need the flame dot, and it should not be nerfed.
First, if you look at commando damage capabilities (without the dot) they are sub-par. Yes commandos can deal 6k damage in one shot....with a 9 to 10 second delay.If you divide that damage by the delay, our damage capabilities are worse than most other classes. Unless the commando one shot kills the mob, almost every other class out damages the commando over time. This just isn't right...commandos are elite combatants, and spend twice as many skill points on combat as other elite classes do. This especially true considering our horrible accuracy and limits on specials (16m) that no other classes have.
Second, our lack of damage is currently made up for with our dot. It is commandos ONLY damage advantage, and is exactly like it should be...devastating hits...if we get close to you, you are going down.
From a class balance perspective, all current nerf proposals are anything but balanced. All other classes dots work like this: (1) they take SEVERAL applications of high medic or doctor skill to heal (spanning several seconds); (2) are based on the damage of the original shot (resisted if original shot resisted); and (3) they cause large amounts of wounds to secondary stats (I have seen up to 150 damage to a secondary stat from ONE bleed.
Commando fire has a justified advantage over other classes...it: (1) is only healable by water (although if you are fighting near water it is easy to avoid); (2) it is not effected by resists; and (3) it causes wounds to primary stats. the wounds are basically a wash...both bleeds cause wounds (people just don't complain about wounds to sdecondary stats because they can't see them ticking away on their ham bars). That leaves us with the advantages of healing and resists.
Now, the current proposal to nerf commandos is to implement BOTH "fire extinguishers" AND resists to commando fire. This would ruin the commando class, and its purpose. If you create a dot for commando that (1) is resisted by armor resists, AND (2) is healable by fire extinguishers, where does that leave commandos? It leaves us with a dot that is (1) resisted and only as effective as the dots of other classes, (2) easier to heal than every other class (both through water and through a shot from a fire extinguisher), and (3) which does wounds, just like the dots of other classes.
Pair the fact that all commando weapons (even when they are fixed) will do sub-par damage compared to other classes because of long delays and range restrictions, and the fact that our only advantage (the dot) is about to be nerfed to be worse than the dots of every other class, commandos role is about to become extinction. Only thoughtful treatment of the dot when put in perspective will save the commando profession, and no one has seemed to exercise that thoughtfulness as of yet.
One other thought... Being the "AT-ST/Turret killer" of the GCW IS NOT ENOUGH. Opportunities to use these abilities present themselves VERY rarely in regular play, maybe only once a month or every other week in major raids.
There is NO reason for any player to spend 60% of their skill points on a profession, only to be useful in the unlikely event that a big group of players wants to take out an AT-ST.
What should commando be? Exactly what it is. Leave the dot alone. Fix our broken weapons. We will then be perfect.
What defines theCommando role in combat?
The commando is an extremely formidable unit on the battlefield and should be feared and respected by all. They recieve special training in order to be some of the best of the best soldiers possible (perhaps this is more of what would be for a Marine class, but as of now Commando is closest to this that exits.)
What basic combat elements should they possess?
Commandos should be skilled with a broad variety of weaponry, with special emphasis in skills using heavy weaponry and assault weaponry. Mastering marksman implies a well-rounded understanding of all weaponry, not just heavy and assault weaponry though, this should be reflected in their skills and certifications.
What defensive abilities?
Commandos should be given fairly good defenses for the skill-point investment, particularly in state-changing defenses as I would tend to think of a commando as being a hardened soldier that would be able to endure alot more punishment before being hindered.
What unique abilities?
Commandos'unique abilities should be in the areas of demolitions, highly damaging explosives (containing weaponry that is capable of damaging vehicles, structures, and infantry to a respectable degree)and in the abilities to deploy field weaponry/utilities such as the E-Web repeating blaster cannon. The high explosive weaponry should also factor in here by being effective in area effect damage and status changes (because if you're getting hit by a rocket, chances are you're going to get knocked down, stunned, or dizzied at the very least - of not outright fragged.)
Should add what advantage or asset in group combat?
Having a commando in your group should be a powerful combat asset, as the character should be well-rounded in the arts of combat and extremely versatile. Deployed supression weaponry such as the E-Web would offer a unique perk to GCW engagements as well. The commando in the group would also have an advantage when tackling mechanized units (albeit there are virtually none in existence at this point) as they would have the high explosives and demolition skills unique to the commando profession. Their high explosives also should have area blast attacks that are fairly potent - they be veryeffective in area effect damage.
How could/should they interact with other professions?
Commandos will need to interact with multiple professions on varying levels. They will need to see medics, doctors, and combat medics for healing, entertainer professions to heal mind wounds and battle fatigue, and artisans of varying types to craft their weapons and armor. An idea I had that would allow further interdependencies would be if Combat Medics were given the ability to modify standard grenades and make them 'dirty bombs' that would have some sort of minor diseasing effect, since both professions use grenades of sorts.
What interaction / dependencies should exist with other combatants?
A commando should be a fairly independent unit on the battlefield and able to hold their own in a battle; although, not to an overpowering degree. Their specialized training helps keep them alive longer as they would have more skills than a stand-alone pistoleer, smuggler, carbineer, or rifleman. This discrepency in character skills should be reflected in the professions abilities.
What should be their unique role in the Galactic Civil War?
The commando profession should represent a strong asset in the Galactic Civil War, posessing most other general combat abilities and being able to perform special tasks unique to the class as well, usually involving the use of demolitions tools in the taking of an installation, destruction of an obstsacle, or destruction of armored opposition. Being able to thin out clustered infantry with heavy weaponry would also act as one of their advantages.
It may sound like I'm wanting to re-write the profession, and in a way, I am. The current skills posessed by commandos nead a serious overhaul, and I'm personally of the belief that the flamethrower should not have been the standard weapon for commandos anyways - I would much rather see an emphasis on assault weaponry such as repeating blasters and explsives with the flamethrower being more of a situational weapon used on the side. This profession has the potential to be really cool, but we need to flesh out ideas now if it's ever to have any hope of achieving its full potential.
Commandos should be anti-vehicle,structure buster, and short range anti personel(using a flame thrower is not accurate so it puts own team members at risk). There Weapons Should poses AOE. Flame dot needs to be lowered on Vehicles. Heavy weapons should have low accuracy with high damage.If the commando is tweaked like the other post have suggested to make it the elite of the elite combatants then it should require both Master Brawler and Master Marksman so the skill pt cost match thier effectiveness.
What defines theCommando role in combat?
I don'tknow if I am the only one who feels this way, but does it seem like the Commando profession is a little schizophrenic? On the one hand, you have profession requirements and abilities that would make you think "This guy is like almost a master of all forms of combat - not master of all of them, but close", and then you have skill lines that make you think "This guy is the Heavy Weapons/Support guy - the one that brings on the heavy firepower in the battle".
It seems to me like this should have been two professions -
- Commando being somebody with skill lines to improve exising weapon skills, improve exising melee skills, add grenade and explosive skills, and a combat line with lots of interesting and unique combat and stealth abilities.
- Heavy Weapons Specialist with skill lines in three types of heavy weapons and a combat support line to bring on the major heat in battle with special moves and bonuses.
I experiemented with Commando briefly, hoping it would be like the first profession I described, but I moved on when it turned out to be more like the second one I described. Now, I think BOTH professions would be fun, but I dont think they necessarily should be the SAME profession.
What basic combat elements should they possess?
If Commando is a Commando: The Commando should be able to have personal stealth abilities similar to those for a Ranger, but usable only in PvP and PvNPC. He should also be able to sense and ferret out enemies that are being camoed by a Ranger. He should have a Commando-specific version of a Pistol, a Rifle, a Carbine, a one-hand melee weapon and a two-hand meleeavailable to him, and his skill tree should advance these skills. He should get some special moves with these weapons that are better than those available to a Master Marksman or a 1st/2nd-tier weapon specialist, but not as good as those available to a 3rd/4th-tier or Master weapon specialist.
If Commando is the Heavy Weapons Specialist: The Commando should have access to several kinds of Heavy Weapons, and most of these should be unique to the Commando. He should have a very bad defense penalty when using these weapons, but the weapons should be able to dispense devastating damage, generally in an AoE manner. He should effectively be like a weapon specialist, but with Heavy Weapons instead of a Pistol, Carbine or Rifle.
What interaction / dependencies should exist with other combatants?
No matter which version of the Commando is the way you go, I think he cannot operate without assistance. The Commando as Commando is great at one-on-one like a Bounty Hunter, but probably in a world of hurt if he gets cornered by four white-con enemies. The Heavy Weapon Commando can eat up dozens of white-con enemies, as long as their attention is occupied by somebody else; as soon as they start to fire on or hack at the Heavy Weapons guy, the party is over.
What should be their unique role in the Galactic Civil War?
I dont think they are unqie to the GCW - they should be unique to paramilitary or combat groups in that they either provide massive fire support, or they can use their stealth skills to find and assault hidden foes.
Bonus Comment - Weakening the Flamethrower is not the right approach
There are a lot of folks unhappy with the Commando flamethrower and its power. Honestly, a flamethrower is a horribly powerful weapon in real life. However, you dont have many folks equipped with them, as they are a danger to the user. I think the whole flame resistance thing could be dropped if there was a danger to the user from a flamethrower; a slight chance from each hit from an enemy that an EQUIPPED flamethrower would explode and innundate the Commando in flames (like a very powerful special attack with no chance of miss). If the attacker who did this was in melee contact, the explosion would get him as well - perhaps the explosion should be an AoE that effects all (friend or foe) within 5 meters.
Alyc Voleslayer of Kauri
Not a Commando, though I did try it for awhile...
What defines theCommando role in combat?
Speaking as a Master Commando, I feel that the commando should bea group support profession. Typically in battle, there will be many combat professions that will be shooting it out. Pistoleer, Carbineer, TKM, etc... The commando should differ from these traditional combat types in that they should take a lot more damage, deal a lot more damage, but be limited in the number of shots.
The last point is already done with the rocket launcher and other heavy weapons, but currently they are horrible for accuracy, the commando doesn't take a lot of damage, and it is too expensive to keep heavy weapons meaning we rely on the flamethrower as a crutch.
What basic combat elements should they possess?
With there flamethrower, acid rifle and launcher pistol, they should be able to dish out regular combat damage, and have a few neat specials. These weapons should not be overly powerful but should be on par with the other combat professions
The heavy weapons and grenades should make up the true power of the commando. They should be very high damage and fairly acurate. With these weapons, they will be able to target personel or tanks from a distance and do serious damage to them. Only when close should the flamethrower other weapons be needed.
What offensive abilities?
Well, I think what I said above covers this. We need to be able to handle our own at close range but still have powerful (not so expensive) weapons at long range.
What defensive abilities?
I have always wanted to see commandos being rocks when it comes to damage that can be taken. They should have skill modifiers that reduce the encumbrance of armor so they can wear a full suit of armor and not be nearly as affected by the encumbrance (at master, all armor has 50% encumbrance). Commandos should be virtually immune to dizzy, stun, and knockdown attacks. I always picture a commando as being a tough jock type roll. It would take a whole lot more to knock down a commando then most other combat professions.
Now what I have suggested has made a commando pretty tough. No dizzy knockdown. Lots of armor. It seems impossible to kill one now. Well, a commando, when armored, should be slow. Lets say a running speed of 75% regular speed. That means that commandos won't be able to chase a player down to use flamesingle or flamecone because the player can just kite the commando. The commando can take more hits and does have heavy weapons/LP to help so that should be pretty balanced.
What unique abilities?The ability to use heavy weapons, grenades and the reduction in armor encumbrance.
Should add what advantage or asset in group combat?In group combat, the commando would be responsible for doing damage to multiple targets, and plow down any tough opponent (such as an AT-ST, a turret or a tough creature) using his heavy weapons. In an upclose battle, the commando can attack multiple targets effectively improving the odds that his group will win.
How could/should they interact with other professions?
A commando should be weak on his own. He needs other professions as much as they need him. I personally believe that medics should not be able to self heal. With that being said, a commando needs a medic. Since the commando can be kited, he will need to have assistance from other combat professions to distract the enemy while he dishes out his high damage.
What should be their unique role in the Galactic Civil War?Commandos are the anti tank/personel. They are designed to be the most powerful profession in the game, as they do use the most skill points in combat skills (even more then BH). They should be required during any GCW event that requires the destruction of large scale NPCs/vehicles such as AT-STs and turrets. It should be next to impossible to take one out but with a commando, the odds should be much better.
With there FT/HAR/FP they should be equivalent to other combat classes. Things like the fire DOT are a plus but should be reduced by 75% just like PvP damage. They need to have FT/HAR specials that work at 30m and it would be nice to have a few LP skills.
I am a master commando, and plan to be for some time. My views are biased, and while they do make commandos look like gods, I expect that all other professions will be saying the same about there classes, and in the end things will work out. My views are based mainly on PvP, not PvE as class balance is not as important in PvE, IMHO.
What defines theCommando role in combat?
The Commando of SWG is a Ranged Profession that does it's fighting in Melee Range. It's a profession with it's roots in both Melee and Ranged. Because of that it should be considered an inbetween profession with elements of both sides...Ranged Attacks with Melee Defenses.
The Commando's role is that of the first line of attack, or rather the first wave of heavy damage attack. The Commando is alse a grizzled vetern of many wars. He is as tough as his weapons are heavy. To the Commando it's all about that big explosion, that fire ball, that pile of debris that was a building, that smoldering melted pile that was an ATST...
The Commando should also be the expert on all Large Weapons.
What basic combat elements should they possess?
Ranged Specials with Melee Defenses. They should be able to large amounts of damage in quick initial bursts with some down time for recharge and reload.
What offensive abilities?
Powerful heavy weapons. Range restricted DoT with no restriction on other Ranged Attacks. All attacks should do heavy damage when connecting.
What defensive abilities?
Ranged Mitigation and high Melee Defenses in the form of Melee Def and Def Vs. KD/Dizzy. A Vetern Commando has seen a lot of action and therefore should be able to take a lot of punishment. Commando's have slower attacks then many other professions, but should be able to withstand a lot more then most.
What unique abilities?
Commandos should take battle fatigue at a slower pace then other professions. Commandos are use to battle, it's second nature to them...they are not relaxed unless in combat. Commandos should be Masters of their weapons, with the ability to repair or enhance.
Should add what advantage or asset in group combat?
Commandos should be able to be utilized to take out the big game (ATST, ATAT, etc)while other professions worry about the ground units.
How could/should they interact with other professions?
Commandos should play the role the big gun. They run directly into fire to take out the heavy fire power. In the war this will be a major necessity for professions weak on defense but strong on ranged attacks. It's another reason we need good Melee Defenses.
What interaction / dependencies should exist with other combatants?
Obviously our weapons and armor will come from Smiths. Our buffs from the crafters. Healing from the medics. We are just a soldier with a great big gun. Point, shoot, blow it up, burn it down...
What should be their unique role in the Galactic Civil War?
Commandos should be the profession that specializes in the bigger targets (ATSTs, ATATs, Turrents, Bases, etc...Other professions should focus on the ground units...
Changes need to be made to make the Master Commando something worthwhile and worthy of working too. Currently someone with just Flame 4 is as powerful as a Master Commando...with that in mind what's the point? Give us a reason to be Master Commando and give us a purpose to being. Stop taking from us and start giving...
Commando: A highly trained combat soldier w/ knowledge of: 1. a wide variety of weapons, and exceptional skill in special weapons and explosives. 2. an infiltrator who can penetrate enemy lines without being detected using skill, stealth, and disguise. 3. Who is tougher than nails and used to operating without support.
Role: The toughest guy in the group with the baddest weapons.
Basic Elements: Must be lethal in hand-to-hand and ranged weapons, special weapons/explosives knowledge. Highly knowledgeable of enemy tactics and weapons.
Offensively: Special weapons such as flamethrower, acid rifle and explosives (as is, is pretty good except...MORE ACCURACY). They can't hit the broad side of a barn if they are not 5 meters away and kneeling.
Defensively: Able to resist attacks well from all. Not uber. just well.
Unique: infiltration - Stealth mode: non-detection by scanners and temporary ability to hide overt faction status. Ability to do a "paradrop" behind enemy lines (or some appoximation to that).
Group add: none thought of due to lack of exp in this area.
Interact: They are a small unit type character. Add stealth to up to 'x' number of players depending on skill level. (as described above).
Dependencies: they are an independent operation type unit. Their dependence should be on equipment only. (but not a 30,000 credit launcher that only fires 30 times.)
Galactic civil war role: Destruction of hard or highly protected targets. kidnapping/rescue of whomever behind enemy lines. Vital missions (think British commandoes in WWII and the hugely disproportionate contribution they made to the success of the war far beyond their numbers. Also, the German commando/paratroops that took portions of the Magino (sic) Line. (can't remember how to spell Magino).
Given the basic considerations listed above, please answer the following questions:
What defines theCommando role in combat?
Commando=Damage Dealer. Whether it be PVP, PVE, PVV(ehicle), PVS(tructure). These folks blow stuff up. They are a jack of all trades in combat (read pre-reqs of marksman and unarmed). You had this in mind originally, BUT, tremendously failed in the unarmed arena.
What basic combat elements should they possess?
Basic elements, as exisits it is close, but lacking in key areas. Keeping in mind that we are combat specialists, we need to be professient in all types of attacks, Long, SHort, and Medium Ranged, and Hand to Hand.First, where you have failed... A "modern" SWG commando has no use of Unarmed, no defense from it, it is 100% WORTHLESS to the Commando profession. We should have some unarmed certs somewhere, give us a knuckler cert at the very least. Next, the Flame Thrower, perfect. Don't change a thing with the end result at Master COmmando. HOWEVER, make it a touch less effective at the lower tiers, for instance. Flame1 at tier 2, Cone1 at tier 4, accuraccy for the other 2 tiers, and BOTH flame 2 and cone 2 at MASTER. Next, the HAR... common how lazy can you be... its the Flame Thrower spewing green goo (but NO DOT and lousy overall use). As the name implies make it a RIFLE. 3rd, the Launcher Pistol, give it specials, PLEASE. there is no use for this gun except to Lag out your opponent. This could be one of the coooolest in game. It fires tiny rockets after all... give it a cone of some sort... 1 of each rocket flying out in a spray. and a homing may be cool too. Grenades are great, but the HAM costs suck (hopefully that will be fixed). As for the big guns. no problem there. leave em as is.
What offensive abilities?
As outlined above. HAR=Long Range, Flamer=Short Range, Launcher Pistol=Mid Range, and We need an unarmed.
What defensive abilities?
Defensive abilities need to be brought in line with unarmed and increased do to pre-req and maybe.... a tree for unarmed is needed.
What unique abilities?
Again. Massive damage quickly. the delay on our specials is adequate.
Should add what advantage or asset in group combat?
Add the ability to bring something down quicker. Again, you're already really close. Just fix up some problems that have been painfully outlined by MANY people on MANY occations.
How could/should they interact with other professions?
As they do now. as a support role. We dole damage and are looked for to that end.
What interaction / dependencies should exist with other combatants?
Due to high cost of skill points. We need tanks. And docs. Our vulnerability should lie with having the wrong weapon equiped. Give us defenses based on the gun model for which we are wielding. Defencive Mods should go like... Launcher Pistol = Pistoleer, Flame Thrower = Carbine, HAR = RIfelman, Unarmed = TKA. THat is NOT to say we should get their full defensive range.. but something near to par.
What should be their unique role in the Galactic Civil War?
SUpport and Destory.
Given the basic considerations listed above, please answer the following questions:
What defines theCommando role in combat?
From www.dictionary.com : A small fighting force specially trained for making quick destructive raids against enemy-held areas.
bassically a commando should be a specialty ranged fighter, using specialty weapons with great skill.
What basic combat elements should they possess?
They need to be able to use explosives; and other higher specialized weapons. commandos need a weapon for every situation and have it be elite and usefull. for example: close quater melee weapon, high damage long range weapon, a anti-infantry weapon.
What offensive abilities?
Plant explosive charges, close quarter combat, area damage long ranged. A proverbial swiss army knife of combat skills
What defensive abilities?
None special, this is an offensive strike proffession designed to deal lots of damage. One generic defensive ability should be some terrain negotiation mod and melee defense
What unique abilities?
Ability to use highly specialized weaponry, ability to plant explosives and take down a wall. Ability to come out of no where, strike then disapear back into the enviroment.
Should add what advantage or asset in group combat?
The first strike team, the first group member to go in and weaken the target so its safer for the rest of the group to go in. whether this be by taking out a turret, making an alternat entrance by blowing a whole in a wall, taking out patrols or causing a MOB to have some status effect put on them making them more susseptable to the rest of the groups strike.
How could/should they interact with other professions?
Commando should be the escortclass of choice. If you need protection in a dangerous enviroment the commando should be your muscle.
What interaction / dependencies should exist with other combatants?
While the commando can tank in melee combat rather well, he is very suseptable to other ranged classes that spot him. so as long as fire is drawn away from the commando he should be able to perform to the best of his abilities. unless the target runs up and trys to get personal then the commando uses his weapon as a melee weapon or whips out his trusty combat dagger
What should be their unique role in the Galactic Civil War?
Take out bases. Vital to taking down a base. basically to punch a whole in defense