Commando Archive
Thread: Commandos, your still in trouble!!!!
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heapum
Thu Apr 21, 2005 10:57 am
#1
Ok id did a litle bit of template mixing on TC-EP3 last night. Mainly looking for good combos with commando. What I discovered was very depressing IMO. Commando as a profession didn't offer as much as the other combat prof combinations. I tested Commando/BH, Commando/pistoleer, Commando/carbines, Commando/rifles, and then BH/pistoleer. All of those templates had master marksman in them for the weapon speed and accuracy and the rifles sniping line up to three. Thats all I could fit into it.
First Commando Rifles showed itself to be a very poor combination with commando weaponery. you had all the accuracy in the world (about 300 or so). But having to go prone to use the mayority of the riflemans specials combined with commando' weaponery really crippled this template effectiveness. The the varied ranges on the commandos weaponery limited what you could use with rifleman.
Commando Carbineer is a decent DPS template. the carbineer special attacks now pack a decent punch. Throw in charge shot for KD, cripple shot for slowing the target down, and advanced rapid fire for a high damage special, with the variaty of cammando weapons and this combo will tear up the batle field. If offers enough specials to somewaht control the fight while preserving DPS.
Commando Pistoleer has proven itself as THE croud controller. with stopping shot available to literally stop a target in its tracks KD, dizzy has been made obsolete. Stopping shot has become the croud controlling move of the day and a must have to avoid melee confrontations. Intimidate shot is another must for dropping a players DPS. The only downfall of this combo is its lack of damaging specials to use.
Now for the sad truth. The Bountyhunter pistoleer template out did the three previous templates in over all combat effectiveness. Why? the pistoleers abilities to "mezz" the target combined with the BHes high damaging special attacks and the riflemans head shot made a very well rounded combo. My mrange accuracy was 250, ranged defense was 245, and my speed was 120. It had everything you could want in a template.
I dueled another player four times in a row, both of us using this exact same template. I won all four times due to a well placed KD from an underhand shot, the intimidate shot, and jumping back and forth between headshot and critical shot. I forgot to test the BHes damage reflection ability in the duels, but tested it on the two local stormie guards. They died twice as fast with it on as without due to damaging themselves. Since the NPCs are sopposed to play by the same rules I can assume that this will also affact a player the same way. Any BH combo will be very deadlyto deal with.
Now to the point. Commando was sopposed meant to be the powerup profession for special attacks. Since Weapon damage has been normalized accross the board; every weapon type has a weapon damage equavilent. The damage modifiers of all the special attacks are practically non existent or only noticable if the special is a heavy damager. The lack of special attacks in commando combined with all the weaponery doing less dmaage then a little ole DE-10 commando is still showing itself to be under par with all the other ranged combat profs.
It simply doesn't offer enough. The state effects of the weapons don't connect consistently enoughfor you tocount on. All their weapons DPS needs to be raised to compensate for the lack of special attacks. The nuker profession riflemansimply can't compensate since you have to be prone to access all the high damaging specials and the commando weaponery ranges are to short cept the proton rifle. and Rifleman alone has better guns then the proton.
On a side note, the grenade damage must be raised significantly. Every one can use most of the grenades now so it wouldn't be unbalancing. Right now a grenade does about the same damage as any reguler ole weapon default attack and I haven't seen a single state effect result from a tossed grenade yet. Its one of cammoado's iconic weapons. it needs to be very effective.
Jocephus
Thu Apr 21, 2005 11:11 am
#2
Well, bounty hunters are the 1 on 1 specialist, so you would expect that they would be the most effective 1 on 1. Nothing you said is that suprising. That doesn't mean that it is the best profession in the game though.
garvin
Thu Apr 21, 2005 11:54 am
#3
Actually...I had a lot of fun with my Commando/BH/Medic template...I found that the specials complimented our commando weapons quite well...
Maybe you should try NOT mastering Marksman and instead, invest in other areas to better "balance" out your template.
Ohetie
Thu Apr 21, 2005 1:32 pm
#4
i was testing out MS/MC/carbs 0440
that gives you advanced legshot and charge shot.
that gives you advanced legshot and charge shot.
WolfGuy
Thu Apr 21, 2005 8:08 pm
#5
I tested a Commando/BH/Pistoleer combo and it was dangerously good. I lost my first duel and that was it.
heapum
Thu Apr 21, 2005 9:26 pm
#6
garvin wrote:
Actually...I had a lot of fun with my Commando/BH/Medic template...I found that the specials complimented our commando weapons quite well...
Maybe you should try NOT mastering Marksman and instead, invest in other areas to better "balance" out your template.
I tired using the templates without master marksman and went nuts with how slow the weapon speed was, with any weapon. I will be trying out dabbler templates tonight to see what comes up. I think commando is still in the same boat as before. other combat profs must augment commando to make it viable
Message Edited by heapum on 04-21-2005 09:28 PM
StarNick
Thu Apr 21, 2005 9:58 pm
#7
I gotta admit...after looking at a few templates, I really prefer MC/MC/0404 Pistoleer. Although less speed than BH, and without duelist stance (it seems to help, as your opponent misses more...but doesn't reflect damage), it compliments our lack of specials better in both damage, roots, states, and accuracy. It looked as if a MC/BH/0400 Pistoleer and the above template were roughly the same on damage. A MC/Rifleman template had a whole lot more damage (up to 2k in PvP! Opposed to 1300-1500), but it doesn't entirely fit the role of our weapons unfortunately.
If AoE is fixed, and grenade damage increase...we have a potent ability to turn the tide of a conflict during a battle! Imagine throwing an imperial detatonor...KDing everyone, then doing a disarming shot + PFT to DoT AND make everyone lose their next attack turn? Or go for damage with legshot, along with the DoT?
It should be interesting, but grenades and AoE damage are our two (and quite possibly only...aside from being on par with damage in relation to other professions) CU issues currently.
If AoE is fixed, and grenade damage increase...we have a potent ability to turn the tide of a conflict during a battle! Imagine throwing an imperial detatonor...KDing everyone, then doing a disarming shot + PFT to DoT AND make everyone lose their next attack turn? Or go for damage with legshot, along with the DoT?
It should be interesting, but grenades and AoE damage are our two (and quite possibly only...aside from being on par with damage in relation to other professions) CU issues currently.
Raptor2k1
Fri Apr 22, 2005 12:16 am
#8
Yeah, smuggler is a better alternative to marksman IMO, as it gives general mods as well, in addition to special attacks and recoveries.
JoKen_Jash
Fri Apr 22, 2005 12:40 am
#9
Man, I can beat practically ANYONE in a fair fight with my template: MasterCommando/Master Smuggler/Carbineer 0/4/4/0. You should experiment some more, forget mastering marksman, and grab a third elite profession. You'll find we are quite powerful.
Message Edited by JoKen_Jash on 04-21-2005 03:40 PM
nerfherder321
Fri Apr 22, 2005 12:55 am
#10
JoKen_Jash wrote:
Man, I can beat practically ANYONE in a fair fight with my template: MasterCommando/Master Smuggler/Carbineer 0/4/4/0. You should experiment some more, forget mastering marksman, and grab a third elite profession. You'll find we are quite powerful.
Message Edited by JoKen_Jash on 04-21-2005 03:40 PM
wait shouldnt i go Mast Smug/Commando/carbine 4-4-0-0?
Gawzeera
Fri Apr 22, 2005 1:31 am
#11
I been playing MC/MBH/smuggler 0/4/0/0
and last night i had the most fun in this game ever!! even though i died every couple of minutes.
there were massed imp raids on moena and a fairly big reb raid on the imp bases near AH on tat. it was loads of fun.
like i said i died quite a bit but i think thats more to do with my ping and lack of PvP experiance than my template.
using my rocket launcher(which now has proper particle effects woohoo!!) i was knocking out AT-ST's quite easily I was also able to use concusion shot to root players and because it was a hit from a rocket launcher i got 2 effects for the price of 1(KD being the second) from there it was simply a matter of staying alive long enough to DB the person i was attacking.
this was made very difficult by the very large turrets that seem to be able to incap and DB in 3 hits and at a very long range.
so in true cowardly imp fashion all the imps were doing was staying with the turrets range and sending their AT-ST's after us.
Rathask
Fri Apr 22, 2005 2:11 am
#12
You shoulda seen the action even later that night and into the morning.I got a big group together and we stormed Bestine - and held it for over an hour! We shacked up in an alleyway with two groups -and the Imperials kept charging in and to their deaths. They'd usually send 2 or 3 AT-STs in first to draw our fire (they even sent a kimogila at one point),and then attack themselves -but it didn't help them much. It took us 45 minutes before we even lost anyone. It was freakin' awesome.
During that time, I got to do a lot of PvP testing on the commando weapons. What I discovered was that the proton rifle, while it has good damage, is difficult to use in PvP because you can never tell when it's done firing (the toolbar doesn't always update correctly). Also, it seems to fire rather slowly. The rocket launcher's knockdown was excellent at stoppinginjured Imperials from fleeing out of range, especially when combined with Improved Stopping Shot (i.e. Root). The plasma flamethrower was great at close range, but I didn't get much opportunity to use it because they usually didn't get that close. What I got the most use out of, my bread-and-butter weapon if you will, was the Lightning Beam Cannon. Its damage is good, thoughnot spectacular, but, in a crowded alleyway, the AoE attack was incredible. Since the Imperials were forced to come at us clustered together, it allowed me to spam area state effects like mad. I'd usually open up with Improved Underhand Shot to KD, then Improved Stopping Shot to root, then either apply more state effects or go directly into high-damage specials as the situation warranted. The AoE damage wasn't impressive (still bugged), but the state effects truly made the LBC an effective weapon.
Message Edited by Rathask on 04-22-2005 03:01 AM
StarNick
Fri Apr 22, 2005 6:49 am
#13
On the upper level weapons that were on the frogs (not the average ones you get now....which Im trying to correct! - Crafting an empire now
), the Proton Rifle could fire off improved legshot every 3.6 seconds about.
Our other weapons are around 2-3 seconds Ive noticed...so we get a great rate of fire
Our other weapons are around 2-3 seconds Ive noticed...so we get a great rate of fire
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