Commando Archive
Thread: Master WS offering more than just a flamethrower...
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OrionSeven
Fri Aug 20, 2004 7:37 pm
#1
Heya Commandos!!
Here you are! The heavy-hitters of the combat professions! pound for pound, you guys dish out more damage than anyone. I'd like to improve on that.
I just hit master weaponsmith, and I'm specializing in ranged weapons (heavy weapons fall under that catagory). I also have a sick fetish with crafting explosives as well.
I know PvP can be rough for you guys. But I'd like to ease that up a bit, and make you fella's more terrifying than 50 jedi!
Perhaps, with your blessing, you would give me a little feedback on the weapons you've used. Improvements that can be made. How I can best incorporate those delicious explosives into your standard weapons of choice. What you look for in a weapon. What problems you've run into when using the heavy weapons and the thrown weapons.
Basically, any info at all would be greatley appreciated!
Thanks for your input!! (ducks under incoming fire)
Rimau
Fri Aug 20, 2004 8:21 pm
#2
You hit the nail on the head with the HIGH damage output. The thing to remember tho, is that accuracy is everything with HIGH damage weapons. Especially grenades, they are no use to us if the accuracy sucks. Speed on the flamethrower is always a good thing. If the base damage stays around 800ish and the speed could be in the mid to low 4.X range, we'd be really happy. Same thing with the heave acid rifle, only I for one don't use it. I think I would use it more if it were A LOT faster, the lack of a DOT limits is usage for me, but with more speed would be really nice.
With the launcher pistol, speed and a higher MIN damage would be nice. If the max damage stays around 200ish and the min could get closer to 100's I'd be grinning. As we have to dabble in pistoleer to get more speed with the weapon having one that fires quickly and hits fairly well would be nice.
Since commandos have so much damage speed is my main concern. I may not think as the other do, tho.
With the launcher pistol, speed and a higher MIN damage would be nice. If the max damage stays around 200ish and the min could get closer to 100's I'd be grinning. As we have to dabble in pistoleer to get more speed with the weapon having one that fires quickly and hits fairly well would be nice.
Since commandos have so much damage speed is my main concern. I may not think as the other do, tho.
OrionSeven
Fri Aug 20, 2004 8:27 pm
#3
Hey, thanks for the input!
Let's keep it coming!!
I'll see what I can't come up with on those thrown weapons. maybe I can drop some ideas on the WS boards if I stumble upon something new!!
I'm hoping to open up a whole new world for you guys!!!
Salco
Fri Aug 20, 2004 8:33 pm
#4
I'd have to agree with the above. Speed is a prime concern, especially with rocket launchers and 'nades. Those things are slow as heck, which severely limits their damage potential.
Raptor2k1
Fri Aug 20, 2004 9:39 pm
#5
As far as grenades are concerned, you definately don't want to skimp on the range, dare I say, you should invest as much a possible into it. The high damage, low accuracy grenades are decieving, since they rarely hit. In terms of other condumables, I'd go with accuracy as the prime value as well, since it really plays a prominent role in the weapons efficency (especially in PvP.)
As far as the non-consumables go, I'd recomend making to different types, one variety where speed is more important than damage, and another where damage is more important than speed (I like to carry one of each type on me at all times.)
Brilyn
Sat Aug 21, 2004 8:44 am
#6
Orionseven:
You'll find Grenades are a little different. Range experimentation also *increases* the Ideal Range itself, not just the accuracy Mod.
Check out my other thread on this topic. I've gotten nothing but positive feedback on my 18-20m Ideal Ranged Protons.
HyperDice
Sat Aug 21, 2004 9:17 am
#7
OrionSeven wrote:Heya Commandos!!Here you are! The heavy-hitters of the combat professions! pound for pound, you guys dish out more damage than anyone. I'd like to improve on that.I just hit master weaponsmith, and I'm specializing in ranged weapons (heavy weapons fall under that catagory). I also have a sick fetish with crafting explosives as well.I know PvP can be rough for you guys. But I'd like to ease that up a bit, and make you fella's more terrifying than 50 jedi!Perhaps, with your blessing, you would give me a little feedback on the weapons you've used. Improvements that can be made. How I can best incorporate those delicious explosives into your standard weapons of choice. What you look for in a weapon. What problems you've run into when using the heavy weapons and the thrown weapons.Basically, any info at all would be greatley appreciated!Thanks for your input!! (ducks under incoming fire)
I would hardly call us the heavy hitters right now. We suck at total damage over the course of a battle and constantly get our buts kicked by opponents with their non-Jedi melee powers and Conan tactics.
That said I look primarily for speed when looking for a new weapon. I think its wrong and Weapon Smiths are getting screwed on this but I have a crate of food that raises my accuracy a lot. It doesn’t help though because even though I hit everyone is always buffed and armored and I just can’t dish out damage fast enough to compete.
Here is a quote form the illustrious TKA forums
By PA: DarkStar
Server: Chilastra
Community Leader
Posts: 1988
Registered: 07-02-2003
You guys should give this a try if you're interested in PvP. One of the bugs currently effecting commado is that the flame thrower is considered a melee weapon, with a good suit of armor, and our unarmed toughness attribute, we take very little damage from a direct hit from a flamethrower special. And the Commando has to be within 16m to use it. Usually they're within 10 m. Plenty of time for a KD and Dizzy. Even better news, Commandos take the same 3X damage that riflemen take from melee, so even in excellent armor, they die quite quickly.
I'm a commando as well, but when I come across another commando, I put my FT away and take out my VKs
Just remember to bring a couple of Tat Sunburns along to bring the HAM costs in armor down.
Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
HyperDice
Sat Aug 21, 2004 9:21 am
#8
p.s. if you want to see the forum I referred to its titled
TKA - The Commando Killer
But there are many more interesting tidbits in the other class sections
TKA - The Commando Killer
But there are many more interesting tidbits in the other class sections
RazerWolf
Sat Aug 21, 2004 2:30 pm
#9
You can tell how old that post is when he's talking about drinking Tatooine Sunburns. Which we all did back in the days when Doc Buffs were rare.
hopdog
Sun Aug 22, 2004 12:31 am
#11
Is what DarkStar said true about our flamer counting against their melee defense? If so it would explain a lot but with everything else against us that would suck.
I look for speed first too.
I look for speed first too.
Raptor2k1
Sun Aug 22, 2004 12:46 am
#12
We're 2.5x easier to hit while holding the FT or the HAR.
It used to be the modifier ment we took 2.5x nomral damage with it equiped, but that changed.
Message Edited by Raptor2k1 on 08-21-2004 12:47 PM
Cuality
Sun Aug 22, 2004 3:11 am
#13
Of course, back then since we were labeled as a melee weapon we also did insane amounts of damage to ranged professions especially riflemen.
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