Commando Archive
Thread: pros and cons. mater commando with tkm or rifleman.
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FoulSmell
Thu Feb 17, 2005 8:14 am
#1
kinda up in the air about which way to go.. leaning more towards tkm. what are your opinions?
JoKen_Jash
Thu Feb 17, 2005 8:17 am
#2
Well, TKM is definately more useful when using the flamer, because of it's melee defenses and the fact that all of our specials have a range of 16m. Rifleman... well, I haven't really had a lot of experience with this profession, but you could use the flamethrower to compliment it (snipe em from afar, if they get up close, flame em).
It's really your choice though.
burf
Thu Feb 17, 2005 9:09 am
#3
I am tkm and flamer (4x4x) and work well
I am also going for rifleman x4xx
I am also going for rifleman x4xx
Kryxal
Thu Feb 17, 2005 9:19 am
#4
TKM has melee mitigation, a definite bonus. I prefer Rifleman, but that's just because I like it.
Knightcrest
Thu Feb 17, 2005 10:07 am
#5
Well with "mater commando" I would say go chef. You would be as effective throwing tomatoes as we are with 'nades
Not picking on ya, just found the typo to be kinda funny.
Personally if you solo a lot, you may be better of with TKM as the melee mitigation will help a lot and give you toughness for when you need to switch to melee to hold your own. I myself am a rifleman until carbines get much needed speed (how a carbineer is slower than a sniper still baffles me). I prefer to do the destruction while my friends tank, set some flame burns... and switch to a rifle and proceed with the dmg dealing. Reapplying dots when needed and throwing a grenade or using a disposable when appropriate.
Haylon_Sholin
Thu Feb 17, 2005 11:36 am
#7
I'm currently Master TK and working up the commando line and I like it quite a bit. I'll use the launcher to piss something off at a long distance and then switch to FT at close range knowing that if I get in over my head or miss too many shots with my FT, I can always fall back on my trusty VK and pummle the crap out of whats attacking me. With Master Rifles (I have a master rifle alt) you still miss a good amount at close range combat and that would be a definit negative to having that skill with commando as you can't fall back onto anything that will be any more accurate becides your launcher pistol.
The creed I follow with my Rifleman is if I can't get the object I'm killing down to at least 50% before its less than 25m away, I need to start worrying or have at least novice med to back me up as you just miss way too often at close range to be real effective.
Thats just my take on the idea though plus a huge bonus to TKM as opposed to rifleman is that you can meditate all of your wounds and bleed, poison and disease states way 
Elan_Nossirah
Thu Feb 17, 2005 11:52 am
#8
I've been shuffling my template around for the last few weeks. I've ended up with 4040 Commando/TKM/0040 Pistols/2100 Medic. I still have 5 SP left and will probably use them on fs melee acc/spd once I grind the xp.
I really hated to give up the Master Commando title butI wanted to try out this template for both pvp and solo pve. I am not now, nor do I forsee myself in the near future, grinding out jedi. I'm am really looking forward to the CU and hopefully it will bring a reason to re-master commando.
RankorCity
Thu Feb 17, 2005 12:08 pm
#9
Depends....What is your game goal?
Master Rifleman/Commando: Rifleman is a proven PvP and PvE profession. Outside of Jedi, it is the highest damage dealing profession in the game, especially speedcapped with some good damage sliced weaps...Just about every damage type is available (stun, energy, heat, acid) in the Riflemans repetoir of guns. No melee mitigation is a negative. But you dont receive any melee mitigation whilst holding a ranged weapon anyway. Plus, the DXR6-b rifle is arguable the most accurate weapon in the game.
Master TK/Commando: TKM has great defenses, and its other benefits are major pluses (force of will, selfheal wounds, selfcure poisons and diseases). The problem with TK is its limitations in damage type (kinetic), and it gets shut down by your average def stacker templates (then again, what doesnt). Add in 90 percent kinetic armor (or if you are on ahazi, the 80 elect/36 stun, 90 base comp), thakitillo, etc and it makes a TKM's life that much more difficult.
Message Edited by RankorCity on 02-17-2005 04:22 PM
Tlk
Thu Feb 17, 2005 12:30 pm
#10
Master Pistols, Master Commando (and through in dirty fighting 3 from smuggler).
Great ranged profession. Not as much range and melee defense as TKM, but states much better. And the things you could do with a launcher.
glorydragon
Thu Feb 17, 2005 12:55 pm
#11
If you go rifleman you'll never use your commando weapons... you do about 3 times as much damage with the T21s or DXRs then with the FT (our only good weapon atm). As for not being able to hit stuff at close range as a rifleman, get a WS to make you a DXR6b with 100+ at ideal and you'll never miss again. TKM is good with Commando because you can useualydo more damagewhile useing Commando insted of TKA, so you won't find yourself neglecting your FT in favor of your other combat skills. plus the defs of rifleman are very low, and any meele enemy will tear you appart. not to mention, with TKA you can DKD your opponet long enough to get FS2 and FC2 stuck on him/her.
Narf9900
Thu Feb 17, 2005 2:02 pm
#12
HEY fellas
I've master Comm, and TKM twice now. very good combo, comm all offence, and tk meditation, and defence bonuses.
BUT! my friend is a master comm 2, although insted of MTK he has capped out on ranged and melee defences. (125 each) and he takes a lot less dmh than i do with MTK. fo now i'm Master comm, tk 4-0-0-4, and fencer 4-0-0-0. (yess i'm almost a "stacker" so sure me) and i take a lot less dmg this way.
o ya and your rifelman thing?
after being a comm solid for over a year, i got novice rifelman, got my nice new shiny t-21 rifel, got back 64m from my target, took cover, and shot. yes after that one shot i said "no way on dantooine am i doing this".
rife sounds good on paper, but it just dosn't blend with the commando very well. well i think so any way.
I've master Comm, and TKM twice now. very good combo, comm all offence, and tk meditation, and defence bonuses.
BUT! my friend is a master comm 2, although insted of MTK he has capped out on ranged and melee defences. (125 each) and he takes a lot less dmh than i do with MTK. fo now i'm Master comm, tk 4-0-0-4, and fencer 4-0-0-0. (yess i'm almost a "stacker" so sure me) and i take a lot less dmg this way.
o ya and your rifelman thing?
after being a comm solid for over a year, i got novice rifelman, got my nice new shiny t-21 rifel, got back 64m from my target, took cover, and shot. yes after that one shot i said "no way on dantooine am i doing this".
rife sounds good on paper, but it just dosn't blend with the commando very well. well i think so any way.
Warmaker01
Thu Feb 17, 2005 2:06 pm
#13
Master Commando
w/ TKM: Versatile, IMO the most common profession combined with Master Commando. I was using this template for ages until I decided change was in order. I liked it mainly for Meditation, considering there's a big lack of true healers out there (Buff only Doctors don't count).
w/ Rifleman: Rifleman is quite powerful and the only ranged profession that actually puts fear into some people. It will work but you'll find that you'll be using your DXR6b, Laser Rifle, and T21 more and more instead of any of your Commando skills.
w/ TKM: Versatile, IMO the most common profession combined with Master Commando. I was using this template for ages until I decided change was in order. I liked it mainly for Meditation, considering there's a big lack of true healers out there (Buff only Doctors don't count).
w/ Rifleman: Rifleman is quite powerful and the only ranged profession that actually puts fear into some people. It will work but you'll find that you'll be using your DXR6b, Laser Rifle, and T21 more and more instead of any of your Commando skills.
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