Commando Archive
Thread: post CU
Message Edited by Cpl_Fisher on 01-13-2005 08:08 PM
Message Edited by Cpl_Fisher on 01-13-2005 09:08 PM
Dizzy as much as you want, but no kd/posturechange
blind and stun, but no intimidate
That's what I hope
Cpl_Fisher wrote:
any chance we could get a +20 melee toughness that works when we have a commando weapon equiped? gives a great reason for keeping our unarmed 4 prereq. In my opionion anyway, a commando should be any non Jedi melee fighters worst nightmare, but be relatively weak to ranged professions.
Message Edited by Cpl_Fisher on 01-13-2005 08:08 PM
Better question: Post-CU, will there even be +20 Melee Toughness? Just because its currently in the game, doesn't mean it will be Post-CU...there are other ways that can represent our UA IV likewise...many many things will be different...some, not so different...its a new system. Unlearn what you have learned ![]()
Questions...questions that need answering... *Rides off to Minas Tirith until CURB Beta comes*
Atychewobus wrote:
but what about us using other proffessions skills? will we still be effective?
Well, here is what dabbling other professions will get us Post CU:
- More speed and accuracy
- More specials that can be used with any weapon (ranged with ranged, melee with melee)
- More defenses
- More weapons
- More armor certs (or if you go TK, an ability to compete without armor equiped)
- etc.
Currently in game (Pre-CU) dabbling tends to give us:
- More defenses
- Specials we can use with "like" weapons
- More weapons
- More speed and accuracy for only "like" weapons
So, no matter what, I think we'll all be better off and more effective, especially a profession like Commando where we are going from having low speed and accuracy, low defenses, and only 2 unique specials to having much more...
CyberData4 wrote:
I'm just concerned if commando will be viable without stacking with other combat professions. I know the current CU system encourages the use of skills form other professions, and I'm all for it. But it might pose a problem with players that have only one combat professions and one non-combat profession.
Commando/Doctor for example.
I truly hope commandos can compete with just marksman specials. However, garvin is right....we need to actually get our hands on the full commando skillset and weapons before we can say.
Here is the thing you should think about...a half combat template SHOULD get it's butt kicked by a full combat template...So if someone who is Master Commando / Master Non-Combat faces someone who is Master Commando / Master Some other Combat profession, who do you think should win? Commando/Doctor will have ranged specials and melee specials via our pre-reqs that will work with our weapons BUT they won't be as strong (and shouldn't be) as a Commando All Combat profession...so when you say "viable", you have to compare apples to apples...that's how things will work in the Post CU environement...no more will we see someone able to take one profession and compete with double combat masters on the same playing field...
Like I've said for the last 6 months...Template building is much more strategic now...for everything you want in your template, you have to ask "what am I giving up?"