Background: Recently ThunderHeart gave us Correspondents an Assignment. He asked this week that we put together a Summary of our Profession. Basically he wanted a Skill Point Summary, Our Purpose (Solo and Group) and what is Fun/UnFun about our Profession...Here is what I've come up with so far...I'm going to submit this to TH probably tommorow night or Friday morning, but would really appreciate any feedback you might have...
Profession title: Commando
Overall For Master Commando: 4219550 XP / 1240 AP / 169 Skill Points
77 Skill points / 620 AP / Master Masksman
- 15 Skill Points Novice Marksman
- 14 Skill Points / 91,000 Carbine XP
- 14 Skill Points / 30,550 Combat XP
- 14 Skill Points / 91,000 Pistol XP
- 14 Skill Points / 91,000 Rifle XP
- 6 Skill Points / 620 Apprentice Points for Master Marksman
29 Skill Points / 91,000 Unarmed XP - Unarmed 4
- 15 Skill Points - Novice Brawler
- 14 Skill Points / 91,000 Unarmed XP
63 Skill Points / 3,425,000 Heavy Weapon XP, 400,000 Combat XP / 620 AP / Master Commando
- 6 Skill points / 40,000 Combat XP for Novice Commando
- 14 Skill Points / 360,000 Combat XP for Field Tactics Tree
- 14 Skill Points / 1,000,000 Heavy Weapon XP for Heavy Support Weapons Tree
- 14 Skill Points / 1,200,000 Heavy Weapon XP for Flamethrower Specialization Tree
- 14 Skill Points / 1,225,000 Heavy Weapon XP for Acid Rifle Specialization Tree
- 1 Skill Point / 620 Apprentice Points for Master Commando
List of Abilities/ Certifications
Novice Commando:
- Certifications:
- Fragmentation Grenade
- Heavy Acid Rifle
- Rocket Launcher
- Launcher Pistol
- Flame Thrower
- Skill Mods:
- Flame Thrower Accuracy +10
- Thrown Weapon accuracy +15
- Heavy Acid Rifle Accuracy +10
Field Tactics I: Ranged Mitigation 1
- Certification:
- SkillMods:
- Thrown Weapon Accuracy +10
- Thrown Weapon Speed +10
Field Tactics II:
- Certification:
- SkillMods:
- Thrown Weapon Accuracy +10
- Defense Vs. Knockdown +5
Field Tactics III: Ranged Mitigation 2
- Certification:
- SkillMods:
- Thrown Weapon Accuracy +10
- Thrown Weapon Speed +10
- Ranged Defense +5
Field Tactics IV:
- Certification:
- SkillMods:
- Thrown Weapon Accuracy +10
- Thrown Weapon Speed +10
- Melee Defense +5
Heavy Support Weapons I:
- Certification:
- Heavy Particle Beam Cannon
- SkillMods:
- Heavy Rocket Launcher Speed +20
- Heavy Rocket Launcher Accuracy +20
- Heavy Particle Beam Speed +10
Heavy Support Weapons II:
- Certification:
- SkillMods:
- Heavy Rocket Launcher Speed +20
- Heavy Rocket Launcher Accuracy +20
- Heavy Particle Beam Speed +20
- Heavy Particle Beam Accuracy +20
- Heavy Acid Beam Speed +10
- Heavy Acid Beam Accuracy +10
Heavy Support Weapons III:
- Certification:
- SkillMods:
- Heavy Rocket Launcher Speed +20
- Heavy Rocket Launcher Accuracy +20
- Heavy Particle Beam Speed +20
- Heavy Particle Beam Accuracy +20
- Heavy Acid Beam Speed +20
- Heavy Acid Beam Accuracy +20
- Heavy Lightning Beam Speed +10
- Heavy Lightning Beam Accuracy +10
Heavy Support Weapons IV:
- SkillMods:
- Heavy Particle Beam Speed +20
- Heavy Particle Beam Accuracy +20
- Heavy Acid Beam Speed +20
- Heavy Acid Beam Accuracy +20
- Heavy Lightning Beam Speed +30
- Heavy Lightning Beam Accuracy +30
Flamethrower Specialization I:
- SkillMods:
- Flamethrower Accuracy +15
- Flamethrower Speed +10
- Specials:
Flamethrower Specialization II:
- SkillMods:
- Flamethrower Accuracy +15
- Flamethrower Speed +10
- Specials:
Flamethrower Specialization III:
- SkillMods:
- Flamethrower Accuracy +25
- Flamethrower Speed +15
Flamethrower Specialization IV:
- SkillMods:
- Flamethrower Accuracy +15
- Flamethrower Speed +10
- Specials:
Acid Rifle Specialization I:
- SkillMods:
- Heavy Acid Rifle Accuracy +15
- Heavy Acid Rifle Speed +10
- Specials:
Acid Rifle Specialization II:
- SkillMods:
- Heavy Acid Rifle Accuracy +15
- Heavy Acid Rifle Speed +10
- Specials:
Acid Rifle Specialization III:
- SkillMods:
- Heavy Acid Rifle Accuracy +25
- Heavy Acid Rifle Speed +15
Acid Rifle Specialization IV:
- SkillMods:
- Heavy Acid Rifle Accuracy +15
- Heavy Acid Rifle Speed +10
- Specials:
Master Commando: Ranged Mitigation 3
- Certification:
- SkillMods:
- Flamethrower Accuracy +30
- Heavy Acid Rifle Accuracy +30
- Heavy Rocket Launcher Accuracy +40
- Melee Defense +25
- Ranged Defense +25
- Specials:
Regarding Specials:
- 8 Specials (4 Flame, 4 Acid)
- Restrictions: 16m Range
- Penalties: 6 to 10 second play delay per special
Defense Abilities/Capabilities
At Master Commando a Commando has:
- Defense Vs. Knockdown +5
- Melee Defense +34
- Ranged Defense +45
Fun / Not Fun
Flamethrower:
- Fun: Does high initial damage via it's Specials
- Not Fun: Weak Flame Dot. Due to speed, accuracy and range restrictions, damage over time is more important then initial damage as getting a second shot to connect can be difficult.
- Not Fun: 6-10 second play delay post specials. Due to Accuracy issues, delay on a missed shot often leads to loss making Commando a non-PvP profession.
- Not Fun: Most high end game content has 85% or higher Heat Resistence making Commandos especially not useful in group play.
- Not Fun: Flame Cone Specials do not damage non-aggro'd targets. [Added per suggestion]
- Not Fun: No Armor Piercing [Added per suggestion]
Heavy Acid Rifle:
- Not Fun: Weaker Clone of the Flamethrower but has no DoT
- Not Fun: Shares all the same penalties and restrictions as the Flamethrower.
- Not Fun: Has a higher HAM cost to use then the Flamethrower
- Not Fun: Acid Cone Specials do not damage non-aggro'd targets. [Added per suggestion]
- Not Fun: No Armor Piercing [Added per suggestion]
Note: The HAR is rarely used due to is "not fun" factor when it comes up lacking next to the Flamethrower yet has higher costs.
Rocket Launcher:
- Fun: Relatively High Blast Damage
- Not Fun: Consumable Weapon (Averages 30 shots, of which 18 typical connect due to accuracy issues at Master Commando Level, virtually making accuracy for Dabblers non-existent)
- Not Fun: Very Poor Accuracy and Speed (compared to Bomb Droids ability to /follow target for perfect accuracy)
- Not Fun: So hard to craft that Weaponsmiths rarely make it available
- Not Fun: Causes the user to stop and kneel to use (Other similar ingame items allow the user to move and shoot)
- Not Fun: Blast radius is only 10m (compared to the 17m Blast Radius of a Bomb Droid)
- Not Fun: Considerably high HAM cost
Grenades:
- Not Fun: Extremely High HAM Cost
- Not Fun: Will damage user if caught in blast radius
- Not Fun: Ideal range often within blast radius
- Not Fun: No Status Effects
- Not Fun: Very limited throwing range
- Not Fun: Only available in 5 packs. Packs need to be increased to 25 to 30 to be more useful in battle [Added]
Note: Due to high HAM cost and damage done to user, using often leads the user to being incapped by their own weapon.
Launcher Pistol: [Added]
- Fun: Works well with outside pistol Skill Mods and Specials
- Fun: Only Blast Damage pistol in game
- Not Fun: No pistol SkillMods in any Commando Tree (nothing beyond Master Marksman)
- Not Fun: No Commando specials granted for the LP
- Not Fun: No Armor Piecering
- Not Fun: Novice Pistoleer better with LP then Master Commando
Other Consumable Weapons:
- Not Fun: All Consumable with poor Speed and Accuracy…not worth the price to custom order.
Master Commando: [Added]
- Fun: The title of being a Master Commando (a sense of accomplishment)
- Fun: Boost to Melee and Ranged Defenses (still low though)
- Not Fun: No noticable difference between Flame 4 Commando Vs. Master Commando using the Flamethrower via Speed or Accuracy (same with HAR, RL and other weapons).
- Not Fun: No new Non-Consumable Weapon Cert at Master Commando Level
Other Not Fun Aspects: [Added]
- Not Fun: Having unarmed 4 and not having any unarmed skills or toughness stemming.
- Not Fun: Having specials in melee range and having low melee defenese despite the unarmed pre-req
- Not Fun: Lack of a need for any tactical deployment or maneuvers given the lack of static objectives in the game world and the removal of battlefields
- Not Fun: Lack of any inherent commando specials other than resticted 16m range specials via Flame and Acid trees.
Combat Role Summary
How Commandos Are:
Demolitionists - High Damage Vs. Low Speed, Accuracy & Defenses. Commandos general purpose to is to do the high initial damage, but not much of a role beyond that.
How Commandos Would Like To Be:
A group of soldiers trained to specialize in guerilla warfare. Should focus on four qualities; assault troops trained for vehicle combat and artillery; soldiers who were experts at sabotage, demolitions and stealth; and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.
Note: This was taken from a Star Wars site regarding the Commandos in various books and games.
Grouping Summary
How Commandos Are:
High Level of initial damage on low to med heat resistant targets. Capable of high blast damage (good for Turrets and ATSTs) but recently replaced by higher blast damage done by Bounty Hunters/Smugglers via Bomb Droids.
How we would like to be:
Planting charges/explosives; Highest ranged blast damage capability in game; Disarm bonus on Mines/Explosives.
Mainly Commandos should be the frontline attackers. For this purpose Commandos would need to be comparable to Tanks. They would need high front end damage with high defenses, but be balanced by being slow, high cost as well as other penalties.
Some things we would like to see added to Commando (in no particular order):
- Unarmed Specials resulting from Unarmed Pre-Req
- Melee Mitigation resulting from Unarmed Pre-Req
- Higher Melee Defenses to include Melee Defense and Def Vs. Knockdown, Dizzy.
- Pistol Specials and SkillMods for our Launcher Pistol
- Removal of HAR or complete Revamp (Useless when compared to Flamethrower…just a weaker clone with no DoT and higher costs).
- Addition of Assault Rifle with ranged specials (even if it meant it was damage comparable to Riflemen weapons…note: damage is stated and not accuracy of riflemen).
- Grenades with Status Effects (Dizzy, Stun, Bleed, Blind, & Knockdown)
- Grenades not to damage user if caught in blast radius (like Bomb Droids)
- Joint E-Web weapon with Squad Leaders
- A Tank like vehicle or vehicle with built in weapons
- Consumable Launcher Weapons replaced with one Launcher Weapon with consumable easier to craft ammo packs (Blast, Acid, Heat, etc).
- Currently lootable Heavy Weapon SkillMods of Heavy Weapon Speed & Heavy Weapon Accuracy to once again work in game (like they did in Beta).
- Commando Shock Trooper Armor (like in Republic Commando game recently released)
- Melee skills in the form of point-blank attacks we can use with our weapons, much like pistol whip (except being something like Riflebutt, Bayonette, overhand weapon slam, etc.) [Added]
So anything you would add, change, remove, etc?
Message Edited by garvin on 06-09-200411:14 AM
Message Edited by garvin on 06-09-2004 11:29 AM
Message Edited by garvin on 06-09-2004 11:41 AM
Message Edited by garvin on 06-09-2004 11:52 AM Message Edited by garvin on 06-10-2004 11:21 AM
Garvin Lansdowne Retired Commando Correspondent - Current Blue Glowie Master Commando / TKM || Architect / Shipwright / Master Droidsmith ShadowStyrkeGuild.com: A WoW Guild Website
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