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State of the Commando Address (December 2003)
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LordSeckmoth
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LordSeckmoth
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STATE OF THE COMMANDO ADDRESS

Okay now I want to keep where we are currently, and some ideas of where we want to head here, so the post is going to be split farther down. This way we can send one post over to the Dev's and see what we can get fixed. *They love to have it organized; must be the programming blood. * So as you all have been waiting for, and I'm sure the Dev's need, the post.

 

CURRENT BUGS:

- HAR accuracy bonus does not stack

*Basically even as a Master, when in normal fighting situations, we hit 2-3/10 shots*

- HAR speed bonus does not stack

*Not only is it a problem hitting, we have a long wait between misses. The special moves have a varied, but EXTREMELY long wait time, so again the HAR becomes useless*

Now this is something that has to be fixed ASAP. It's almost the same as having a weapon without a working cert, sound familiar? From what I've tested around on and read about, these seem to be the only bugs we have, that are actually bugs. Though I haven't had a chance to actually test the blast radius personally, I get conflicting reports on it from in-game people I have asked. Some say they see it work, some say no . . . could I get an overall confirmation on this one?

GAME PLAY ISSUES:

- HAR

*The HAR, as the overall Commando consensus goes, is the FT's weaker younger brother. It's only plus is, that it works against creatures that have low Acid resists, when the target has high heat resist. But with the Flamethrower being able to cause normal burn damage no matter the resist, it is still a secondary weapon, no matter how people try and look at it. I have more ideas on how to make Commando's an overall damaging Profession; as I feel we are supposed to be with the range of damage types we have at our disposal, but that will be later. What I want to discuss on the HAR, is how to make its overall usability better, a few ideas here:

> HAR's own type of burn attack, some sort of Acid/Chemical burn, to make it more unique.

> Special Ranged Attacks for the HAR. This would make it the Rifle it's supposed to be, not another FT knock off.

> Combine this with the FT tree if above will not happen, freeing up a tree for another use, maybe a Rapid Fire Weapon.

> AP 2 for the Acid Rifle. It's a Heavy version of the others that all have AP1, but we don't need competition with our own Heavy Weapons Tree. There is a reason for it to exist.

Add more as you feel for the HAR; your input is key to the process.

-Heavy Weapons

* Right now our heavy weapons are well . . . I'd say decent to be optimistic about it. The thing is they seem to lack the punch they are made to do, we have to stop and kneel to fire them, so we become vulnerable each shot. Besides they are way too expensive per shot, to make them viable in many situations, making it hard for Commando's to gain access or afford them. Ideas for the HW's we have:*

> Increase damage of the HW's we have. I personally wouldn't mind a speed hit, more than we have now, for a greater punch than we have. But the speed thing is me.

> Change the requirements to create the weapons. Right now it is still hard for people to collect the right resources to create a decent amount of these weapons.

> Increase the number of shots to each weapon, or make ammo kits, so that it is not so expensive to use. Also running out mid combat, with limited inventory to carry another weapon or five is not a good situation. A crate of ammo might help with this.

> Make all the HW's AP3, they are Heavy after all.

Right now I'm keeping myself limited to a few select of my ideas, but again your input is a great asset. Go with what you feel here; I am here to help us all make Commando better, and I am your voice.

-Grenades

* Versatile with damage types? Yes. Useable in actual situations? No. The grenades need an overhaul to become something viable within the game. Issues from range, expenses, number of grenades in a stack, etc. run it dead. So let's go for ideas again here:*

> Increase range for the grenades to be accurate. We blow ourselves up more than the enemy.

> Increase the actual accuracy of the grenades. We're the experts’ we these things, and miss way too often, especially since it's just a big explosion of some type . . . not many can dodge an explosion right on top of them.

> See tacwraith's post http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=35240 on some side effects that could be added. I wanna read the description of the grenades to stay true to them, but it seems to be right on target. Let's discuss side effects that could be added.

> Add more uses per stack of grenades. They are too hard to come by, well good ones anyway, to be used five per stack. Especially when we have a chance of that entire stack not hitting anything, or worse just us.

Add more as you feel, I want input, lots of it . . . working with everyone is what I am here to do.

-Unarmed Requirement

*Now I don't really see the reason for this, outside of a Skill Point burn, and a very weak way out of the 2.5x damage multiplier. We would either be effective with a change of the tree requirement (though this would slam many with their current skills set JUST right) or I favor an addition of some Unarmed abilities to Commando*

> Add Special Abilities for Commandos. Something like military style Unarmed hits, brutish, slow, but damaging and debilitating.

This I haven't seen as much as many other issues, but I think with added Unarmed abilities with nice side effects, we would be happier with it. Things like gouging out an opponent’s eyes *dirty and brutish, but effective; Effect :Blind* and throat hits to stun and cause posture change *nothing brings you to your knees like a shot to your trachea*. What does everyone think of this, and anything to add here?

-Launcher Pistol

*The LP isn't bad overall, but it lacks our own finesse, something that makes it our very own. They only way to make it actually effective, is to become a Pistoleer too, so why make it a Commando Weapon at all? Yes we have Master Marksman, but that doesn't do a ton for it.*

> Add LP to one of the Tree's; it's own special moves, something that makes it a Commando Weapon.

If I forgot anything up here, just add it, I am trying not to miss any points at all, but again if I do just add it.

Okay now on to our future:

WISH LIST:

Okay here I am going to kind of combine ideas and a WISH LIST for the future. These can be additions, changes, or definition to our profession to make it feel right. Sort of the hodgepodge group of the Address.

-Rapid Fire Weapon

*Now if we can get something like the E-Web, it would be amazing, and add definition to the Profession. We can discuss logistics on this weapon, implementation of it, and find what is viable and what is not from a Development standpoint.*

-Damage Types

*Okay here comes the Devil's Advocate portion (equips Flame Retardant Suit incase) and I know it will either be hated or welcomed. But hear me out, it's just and idea hehe. Now we know it's a possibility that in the future, DoT's (Burns, Bleeds, etc.) will be reduced by the resistance to that type of damage. Now I can understand this and would not mind it . . . but here's why. Commandos’ have the ability to equip weapons with many different damage types, making them effective against a variety. Now if we had access to some sort of DoT, even if reduced in overall damage vs. 0% resist; that could be used by each weapon. Acid burns for the HAR, Blast Damage from our LP and RL, Burn from the FT, Nerve Damage from our Cryoban, etc. Now the Commando has a reason to spread out our weapon use, and still remain effective in Combat.*

-New Title Changes/Special Attack Titles/etc.

*Now I don't know about you, but what does, being good with a FT have to do with being a Grenadier? I would think this would be the grenades title . . . or similar hehe. Also Flame Single 1 just sounds boring, spice it up a bit, I'm sure we can all think of some good new names for all of the titles, moves, etc all.*

-HAR Graphics

*Nothing causes fear greater than that little puff of smoke and small, "tink" sound the HAR makes when firing. I know this is a wish, but I would think it could look a little cooler, any ideas on how to make it look? This is one I think should be changed, but not always great at the "cool look" aspect.*

-Field Repairs

*A Commando, I feel, is the overall field fighter. These are the guys, besides a BH, who can go into the wilds and come out the other side just as "pretty" as when they began. Now some sort of field repair could help this: It would be a temporary fix to armor or weapons, but at a higher risk and worse fix than a Master Armorsmith/Weaponsmith could do. But in a pinch if that armor is gonna bust the next shot you take, you can squeeze out an extra few hits from it.

Okay these are all things I have seen, read, or heard of that would fix/make better/make cooler; the overall look of the Commando. As I said above, I wanted to leave room for full expansion from all of you out there . . . because not any one of us can think of all scenarios and every idea floating around. That is why we work together; I am just another Commando out there, but I happen to have the loudest voice to scream . . . err . . . talk to the Devs with

Let us all get together, and get cracking on Commando's overall aspects, I have a feeling that no matter how tough it gets; we will pull through. After all we are Commando's HOO-RAH!

12-03-2003 10:01 PM  

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Re: State of the Commando Address (December 2003)
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JohboBocal
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Well its a good start. I'm going to have to print it out, go over it and make some suggestions, as I am sure many others will.

 

But thanks for this effort. Hope to work together to make our profession the best it can be.

 

 


Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
12-03-2003 10:34 PM  

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Re: State of the Commando Address (December 2003)
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Raptor2k1
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"-Rapid Fire Weapon

*Now if we can get something like the E-Web, it would be amazing, and add definition to the Profession. We can discuss logistics on this weapon, implementation of it, and find what is viable and what is not from a Development standpoint.*"

You are now officially my hero!

Anyways, for the HAR firing animation/sound I'd personally recomend making it shoot something that's kind of like a green version of the HPBS projectile. It conjures up the image of slinging a bunch of acid at something anyways. For sound, maybe give it something like what the other acid weapons use. Not sure what to do about the AE attacks though, maybe they'll be removed in the HAR revamp? If they're not though, I suppose you could just have it fire a bunch of shots wildly kind of like the point-blank area attack we get at novice marksman.

My suggestion for the LP would be to add a special or two (and maybe some accuracy/speed mods) to the Field Tactics line.

For the unarmed attack ideas, I'm not to sure where to put them actually, placing them in Field Tactics seems like a bit much when combined with the LP skills, so maybe we should just ask that the unarmed requirement be dropped instead, seeing as we already have close-range weaponry (and it seems that other classes like TKA are more focussed on melee KD's/Blinds.)

Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum

12-03-2003 11:38 PM  

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Re: State of the Commando Address (December 2003)
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maddogs
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ok first we have to  define what are profesion is sapos to be

what are we

anti-infatry or anti-vehicler 

personly i think both

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=35059&highlight=my#M35059

but  if we are anti-infatry  

then we  need thees fixes

1 flame thrower rang specials up to 35 m (if unarmed lunge will be abel to reach 20m then this is a must)

HAR specials uped to 35m and fixed  its not only buged  but out classed  the wep is the slowets wep in game when useing specials  is the only rifel that cant use rifel specials  hase the worst acrucy out of any profesion at master and the lowest dam out put for any profesion at master

needs to be mad a carboin copy of the LLC but does acid dam and has AP 2

and the LP needs  kd attack and delay attack  and dizzy attack  and a lock on attack  and a high power attack

we need back are turits and are eweb-blasters

but the HW ovoiusly tell us were not ment to be only anti-infatry and the flame thrower proves we are partly sapos to be anti-infatry

but if were only sapose to be anti-vehicler

(vehicls have 40k life weps need a mager up in dam )

the flame throw rang needs to be up to 20m and  have ap 1

the HAR needs replaced by the BEAM RIfle and i needs to be a carben copy of the LLC but does blast dam and haveing ap 2

the RL needs to have + vers big mobs and - vers small mobs and have 40kmin 50kmax dam and 25m radious

the HPBC needs to have + vers big mobs and - vers small mobs and have 20kmin 40kmax dam and 25m radious

the gernads need to have all dam and acrucy way UPED  and the proton needs to have one use pere a set but 40kmin 45k max  and radious 45m

all in all the dam needs to be way uped but remaber this only if we made to be anti-vehicler

but i would rather they just fix are trees the way they should be

like so

(NUMBER 1 THING TO DO FIRST)

FIX AP and AOE

and remove being abel to do ocs2 and sapresion fire from the HAR and FT

make gernades and are hws useable in biuldings

Fix Accuracies Prone should be better than Kneeling!!!

(HEAVY ACID RIFLE)

make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2

The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.

(FLAMETHROWER)

needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m

needs dot wounds removed or lowerd but keep same dam

The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.

needs a cure for it besides watter suggestion

a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so you couldnt get it cured other wise )

 

(LAUNCHER PISTOL)

give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a

-rang kd-

-rang dizzy attack-

-lock on attack- (that would give us +100% ac for a bit on one target) ,

-high powered attack that hits random pools-

and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )

 

(HEAVY WEAPONS)

take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m

make all hw have atlest 50 charges

make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m

make the HPBC and the RL have + ac and +4.5x dam vers big mobs -ac vers small mobs

make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs

The LC needs more dam the LLC does more dam then it does

Lower HAMs (heinously high)Since the weapon is consumed the costs are out of balance.

make ALL have AP3

and up the dam on each by atlest 1k

(GERNADES)

need a few more charges maybe 20..... 5 is just to littel

make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect

(hey plzs give us a phouspherious gernads to )

theres been alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot

the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be

ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32

Max Range should be 48m (at least equal to what a combat medic/ranger can toss)

make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)

make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif)

make speed on gernades 2.0 (this should be on all gernades there is no diff in throwing a rock even if its alittel biger or shaped dif) You are tossing a grenade. It doesn't take that long.

make all gernades have ap 3

make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m

make it so u dont hit ur shelf with ur own gernades

add a command to role instead of only toss/throw and this would make them do more dam .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode giveing ppl time to move

 

this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them

and the gernades be worth useing becous there fast accurat and aoe with not to high of ham

 

this gives you about 4 diffrent ways for you to shoot for  

but plzs do remaber thees new vehicles in TC have 40k life  and thees are not player made i was tould that player made  ones in tc are allrady rangeing around 50k life and have weps mounted on them  wich meens we will have to be abel to kill thees things fast we wont have 5 minets to stand around shooting at this thing like we do with the 40k life buildings

===============================================================


Daniel' Judson-Leonheart

12-04-2003 12:10 AM  

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Re: State of the Commando Address (December 2003)
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LordSeckmoth
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Now these are the things I'm talking about Mad; ideas.... and yes I did undertand what he said

I knew I forgot something, with the Grenade Launcher, I wanted to add that to the Wish List. That would be quite fun, and make the things great ranged. Not sure about AP3 on all Grenades, Goo and Cold don't break through armor quite like a Minor Thermal-Nuclear Explosion But AP3 on Proton at the least.

FT range for specials I doubt is going to go beyond the range a Melee can strike us, though it would be nice to see, we have to move one step at a time. The HAR though should defiently have Specials outside the range they are, speed increased, etc.

The LP as said above definetly needs it's own overhaul. Ranged KD and Ranged Dizzy would be nice; but remember we do have to watch what we ask for. We stick someone in that loop then set them on fire; things won't be pretty. Now if they fix the KD/Dizzy being down for 3-5 minutes *haven't seen if that's fixed yet on TC, gonna have to grab the TKA Correspondant to beat me up a bit* it would be a nice addition.

Now the HW damage: I wasn't even thinking of vehicles when I posted it. I was thinking about things like Turrets with 100k HAM and me doing only a minor dent with my RL. The thing is vulnerable to Blast and I run out of shots before the damed thing drops, and they kill me in one shot..... try being a Rebel with no possibility of taking a base there. The + Dam vs Large targets *Krayts, Turrets, Vehicles, etc.* and - vs Little Things *People, Bugs, etc* is a good balance. Pretty to land a rocket directly on and through those things, but not so easy on a Person.

Still trying to find hard numbers on blast radius; but it seems to be out-of-commission at the current time. Another bug to add to the list. My RL would only hit the designated target, though I seem to hit more often than 5/10 times, closer to 7/10. More research here to bring to Dev's.

Oddly I was getting a + accuracy bonus when prone; buta nother wasn't and another friend was. I'm either an oddity or it fluxuates on which group it works for. Looks like more checking into this one, if everyone can give me exact numbers they're getting Prone vs Kneeling vs Standing.

Keep it coming all, keep it coming.... time to get Commando back in business

12-04-2003 01:19 AM  

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Re: State of the Commando Address (December 2003)
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maddogs
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______________________________________________________

lordseckmoth sed

After all we are Commando's HOO-RAH!

____________________________________________________

hoo-rah hum

did you go to a military collage by the name of ALERT

or any othere military ties

and if you did tell me if this sounds familer

drop

recover HOO-RAH

drop

recover HOO-RAH

drop

recover HOO-RAH

montain climbers

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3

flater kicks

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3

push ups

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3

recover HOO-RAH

thos were the good times well sort of some of thos thrashings left you almost dead

===============================================================


Daniel' Judson-Leonheart

12-04-2003 01:20 AM  

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Re: State of the Commando Address (December 2003)
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LordSeckmoth
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A friend is a U.S. Marine, and got me saying it in-game. Now I can't stop lol. *shudder's at thrashings*

Okay now we don't wanna get off topic already

12-04-2003 01:24 AM  

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Re: State of the Commando Address (December 2003)
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Ajo79
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Nice list. I agree with the points made.

I have one thought about the Commando I'd like to say:

One thing I find a little dull about the Commando skill is the lack of Blaster weapons. Blasters, or laser weapons, is what makes Star Wars Star Wars and not some ordinary sci fi. Commandos should get the high powered blaster weapons, not some Acid weapons and grenades. Sure the LP is cool, but does it feel Star Wars? No, far from. The Flame thrower? Hardly, though some Bounty Hunters got wrist mounted ones.

Also, too bad the Rifleman gets the T21... this would be the ideal Commando heavy weapon (It's a HUGE weapon to carry around). I think the devs made a big mistake here

My dream would be to replace the FT and the HAR with some high powered Blasters. Give the T21 to us and give the rifleman some other blaster rifle.

Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel
12-04-2003 03:22 AM  

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Re: State of the Commando Address (December 2003)
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wolfgang74
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Congratulations on being the new Correspondent Lordsec

I would like to see the HAR removed totally and have the repeating blaster or E-web cannon instead. The HAR just doesn't seem like a weapon that would be used in star wars. I think you covered just about everything in your address, I don't see the E-web happening though, the nerfhearders will be all over that bantha poodoo Anyway good luck and get your  goody's headache powder ready hehe.

 

12-04-2003 03:58 AM  

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Re: State of the Commando Address (December 2003)
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xxNaftxx
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Make your font bigger, welcome aboard and congrats, and was your post taken from the 10 pages of issues at this url posted by TH?

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=33459

12-04-2003 04:40 AM  

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Re: State of the Commando Address (December 2003)
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Ryubushi
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I'm still for ditching the HAR altogether in favor of some sort of rapid fire machine-o'-death, like a chain-fed minigun.

Get the devs to give us that grenade launcher no matter what, please. If you have to strap them to a chair and beat them with hammers to get us that launcher, do it. I'll help you.

Talking about the commando in the field brings me back to something I've said since I started being a commando: field tactics needs to include a few minor hunting bonuses (variations of scout skills, not as good as what a scout gets, though), to help us when we examine a target (does it deathblow, is it a pack animal, etc). Mostly, though, to survive in the field, we need our own special breed of wilderness survival training mixed in with the field tactics. A commando-issue camp kit, for example. Razor-wire and small trenches, sandbags or piled rocks, whatever. Something that makes the camp look like a crazed veteran is residing there.

More ammo for our disposable weapons, like the rocket launcher and heavy particle cannon. At 30k or more a pop, we need to get more than 30 or less shots out of it. I say no less than 50.



***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
***Eclipse - Ryushidosha, freelancer; Scaley Master Carbineer, ranger, merc for hire, and general sociopath...that despises the NGE.
***StarSider - Ja'ahn Woo [PYRO] of the Alliance - The Galaxy's first Jawa commando/carbineer...who also hates the NGE.

People like me...because I force them to...with violence!
12-04-2003 05:24 AM  

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Ajo79
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Chain-fed minigun... a Big No Thanks. No more Non-Star Wars weapons I say. Give me a rapid firing heavy blaster instead

Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel
12-04-2003 05:40 AM  

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Ryubushi
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Well, the afore-mentioned chain-fed minigun can be made into a power-cable fed heavy repeating blaster of doom. I can live with that, as long as it'll still turn things and people into swiss cheese.



***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
***Eclipse - Ryushidosha, freelancer; Scaley Master Carbineer, ranger, merc for hire, and general sociopath...that despises the NGE.
***StarSider - Ja'ahn Woo [PYRO] of the Alliance - The Galaxy's first Jawa commando/carbineer...who also hates the NGE.

People like me...because I force them to...with violence!
01-26-2007 05:47 AM  

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Re: State of the Commando Address (December 2003)
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TechnoHic
Jedi
Posts: 3197
Registered: 09-12-2003


TechnoHic
PA: Im my own guild
Server: Lowca

Reply 14 of 131

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I got an idea for our skill tree.  Ill try to organize it as rational thought here.

Field tactics: Grenades and heavy weapons.  If they get made to work right they really could be a very tactical line.  We get charged HAM for special move cost without having any specials for em.  I dont know what but maybe at Field 4 a fly-by-wire with the RLs or maybe not.  I can dream.

LP skill line: With heavy weapons and grenades together they could make a LP skill line.  LP is our pistol.   Make it to where you can still use pistol4/pistoleer skills but as said befor also have our own signature commando specials.

Flame Thrower:  I personally love it and would hate to ask for more and get the nerf-herders riled.  Perhaps as maddog said, reduce the wounding from DOT it isnt needed and just pisses people off.

Acid Rifle:  Fix it, and I could even go for that blaster feel as mentioned befor instead of acid but thats not my main point.  This should be our rifle.  Do like I suggest for LP.  We can use rifle4/rifleman specials but also have our own signature moves,  not the current ones but a long range special.  We could really use a 64m non-disposable weapon.

 

I to would like to see a rapid fire type heavy weapon but thats my base ideas and I think we should look at this as a start to make more than just the FT usefull.  Add on to this as it is only a rough draft.

And yes maddog, I think we should be both anti-personel and anti-vehicular.  Ever hear a real commando say that he can blow up a tank but cant kill an enemy soldier?

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                                    Elder Commando                                     
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                         Nobunoga Oda - Bounty Hunter                            >
12-04-2003 06:35 AM  

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Re: State of the Commando Address (December 2003)
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Varashan
SWG Chief Petty Officer
Posts: 85
Registered: 07-13-2003



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Server: Sunrunner

Reply 15 of 131

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I'd say move the HAR to the Flame tree, let the specials get shared (basically the same concept) - also change it to be an acid launcher/thrower as it should basically be a flamer for acid damage.

This frees up the HAR tree to have Launcher specials and put the machine gun type weapon mentioned earlier here - make this a continuation of suppression type specials i.e crowd management.

Grenades are rubbish IMO except for blowing lairs for combat xp, I really like the idea of a launcher for them though, this would make them worth using - or, you could use stacks of grenades to power you rocket launcher - they require proton grenades to craft currently (which makes them a real pain to make - you should drag stacks of grenades onto you RL in a similar way to powerups - this would make it a much more versatile weapon.

Change the graphic for HAR (/Acidthrower) - also, i'd like to point out that when I group, I feel a bit embarrased to use my launcher - It is basically graphical spam. The explosions are way out of line  - they completely block all view for melee and cause the FPS to lower as a result.

Apart from that, pretty much what everyone else said...

12-04-2003 06:52 AM  

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