Open - Hybrid - Melee Capable Smuggler and Commando | SWG Restoration

Open Hybrid Melee Capable Smuggler and Commando

This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
May 28, 2021
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This change can only increase build diversity by making ranged/melee builds more viable and also potentially allowing melee focused templates to dip into either Smuggler or Commando.
Many players see Smuggler and Commando's Brawler Unarmed pre-requisite as a hindrance or a limitation, and this is one way of solving it that doesn't involve change pre-reqs. It is also nonsensical for the two classes to have a significant amount of Melee/Unarmed skill mods in their trees but being unable to take advantage of that (Smuggler in fact has higher base Unarmed mods compared to Pistol mods).
Smuggler and Commando abilities should be changed to be usable with melee weapons (see below for details).
All abilities should be usable with melee. All of them would still make thematic sense when used with a melee weapon and some of them even make more sense. Examples: Concussion Shot = bonking the target on the head, Restraining Shot = breaking their knees.

This one is a bit trickier since a lot of Commando's identity revolves around heavy weapons. However, I think a good compromise would be to allow It Burns and Burn it Down to be usable with melee. This would give Commandos the option of using a knuckler weapon to stack DoTs even faster than a flamethrower, at the cost of range.