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My ideas on how to better this profession based on its description. Please read post here:
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=11252
Additionally,
Problem with Commandos as they are now is that they aren't made as Commandos, they are Heavy Weapons Specialists that can't even get Heavy Weapons b/c of resource spawns. Also, the Hvy Wpns they do have suck in comparison to the basic weapons of other professions... and this is supposed to be for one the highest skill point costing professions in the game... and an elite fighting profession at that! There is only one other Elite Hybrid Fighting profession in the game, and toe-to-toe, Commando's get owned by BH's. Additionally, the Commando has to have UA4 to be a Commando, and then there is no support for having those skills within the Commando tree. Personally, I call that broken.
1- Lack of Weapons (resource problems and cost from amount of res's required...most weaponsmiths don't want to bother b/c the weapons suck and it is too high in res cost to make.)
2- Weapons that they have certs for suck, due to opt range (0.0 ?!?) and min/max dmg in comparison to far 'lesser costing' professions. Also weapons are limited use; they fall apart after x number of uses... a low number, can't be recharged.
3- No follow up for the UA prereq., unless you call using HEAVY weapons at 0.0m range melee... which is ludicrous since if you shot a rocket at someone 0.0m from you, you'd die. (Yes, I know its a game, but there can be and should be some realism in its design, particularly of weapon use ofweaponsthat we have in real life. Even in-game this is an AOE wpn and why would anyone skilled in it's use shoot it where it could affect the user?)
4- No intrusion/ infiltration / stealth skills that a RL Commando would have.
That about sums it up. Says broken to me.Two out of 4 of those are weapon related. But the other 2 show what the problem with the so called place of the Commando is right now.
wow, thats a lot of interestingideas.Nice job.
I would like to second that idea that when I selected the commando profession, I was thinking of more of a marine or a NavySeal type of class. Sadly this, isn't so.
On the two supportweapons, The HAR and the Flame Thower. I really think both of these weapons should really merge into one colum. The dmg is really comparible and in reality ur just picking ur poison, acid or heat. Anotherideas i would propose is to redo the specials for both weapons.I think we, the community andswgdevs are really on different pages here. First itscalled a heavy acid rifle, yet its idea range is 16m. Secondly,the projectile is acid. I would hope "basic training" would teach the young grunt to aim for theeyes.
For the Flame Thrower, I would like SWGdevs to bring back the psycological warfareaspect of this weapon.On the battlefield,nosoldierwould wanta slow and painful death; being on flame I m sure would be one of them. To give the aspect of this type of warfare,why not introduceAOE wherethe victim would be stun and incapible of using anyspecials movesor healing for a time. The longer the person is in range the more dmgthey take.Anyone nearby would be stun by the horror of seeing a comrad burning to deathinfront of them. The longer they stay within this range, the longer it takes for them to excute their next actions maybe a little Dot to them too.If it were possible (with graphics and lag-wise)I hope all flame attacks would be constant and do more dmg over time. Maybe keep those single burst to longer range attacks.
The last colum should be reserve for our primary weapon. I really like the launcher pistol and all the special bonus with pistoleer, but there is something inside of me saying its just wrong that acommando's primary weapon is a pistol. Do realcommando's assualtwith pistols? orsomething bigger? I remember someone posting a link once to lucus art's new game called "Republic Commandos (?)" That the vision that I would like commando to be. Hope this has been helpful.
I like all those ideas. I have been a commando for about a week now and at first after reading all these posts I decided to lvl up in the rifleman skill tree which I did. Then last night for *( and giggles I decided to get some heavy weapon exp. Mind you all I had in it was 2k exp. Decided to try some giant sand beetles on Tatooine(they were giving me over3k exp a pop when i was lvling for rifleman btw). So after spending about 6 hours killing them with my launcher pistol I would like to add to your list:
Launcher Pistol: This needs to be Ar1, after all it shoots mini missles. Of course it needs its range mods fixed. It also needs its own special moves. Perhaps Healthshot2 instead of having to learn the pistoleer skill tree, nothing fancy just an extra special move other than relying on the pistol special moves and ranged special moves.
Heavy Weapons: I havn't lvled enough to play with the heavy weapons but after looking at the weapons at the vendors the AR on them need to be AR3. These should be extreme weapons and used only in extreme circumstances, ie., base raids and what not. Of course the range mods need changing.I actually see nothing wrong with the damage these weapons can do if they are AR3.
Flamethower, Acid Rifle: Havn't tried any of these out either but same as above. After looking at them at the vendor the AR on the Flamethrower is ok I think but the speed on it and its range mods need tweaked. The Acid Rifle needs an AR2. Of course its range mods need to be tweaked as well.
I like everyone's ideas and thought I should give mine even though some have probably already been mentioned.
How about the class that requires the most combat training be the most powerful combatant?
Yes even more than Bounty Hunter cause Scout Xp isn't about combat.
Just thought of something
They should make rocket launchers mega long range, I mean double the max range of any other weapon in the game, since it is a self propelled explosive device, and you normally catch bazookas being fired from quite a good distance. To be able to fire a bazooka once or twice, let the person charge at you, switch quickly to an acid rifle for medium range, and when they get close, give them a face full of fire to do mega damage would rock. And Commandos clearly arnt just for anti heavy machinery or else the flamethrower wouldnt exist, flamethrowers are anti personel. This class costs a lot of points, we have no sorce of income other then killing, so give us the strength we deserve.
"I think the commando could be the "wizard" class of swg"
Actually thats what it seems they are making us out to be. High damage but in slow intervals. Too freakin bad there arent any MOBs with the Problems that Everquest had (I.E CH themselves, summoning, ect)
I also think its funny Q mentions communication and friendship being key here... as of now THERE IS NO REASON TO BE IN A GROUP. Just buy yerself a pet and your set... feh
I think the commando could be the "wizard" class of swg
Im not good at making alot of the huge posts with what everything should do so i hope someone supports my idea with one ![]()
a few more skill points making it possible to master both weaponsmith and commando? My main profession is weaponsmith but I want to be able to have fun with combat and it would really make my experience alot better to be able to master both
I have to quit unfortunately.
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=3056155828&category=4596&rd=1
Don't delete your character!
They stay on the servers data base for at least three months if not more.
Who knows you might get lucky and by that time we will have swoopbikes and speeders.
Just wondering because my first holo told me to master chef. I'd rather not start on Chef at the moment, being a PA leader I have no plot space available for harvesters/extractors which would make my trip much easier. So I was hoping to take a shot at another hopefully non crafting profession, until I have time to convince somebody else to plant the PA hall.
Anyways so does anybody know if I got another holocron if it'd tell me to master chef or present me a new profession.