Commando Archive

Thread: Finally THE COMMANDO GUIDE version 1.0

Ivoni
Mon Sep 01, 2003 5:10 pm
#1

FROM NOVICE TO MASTER - HOW TO BECOME A MASTER COMMANDO

by

Ivoni the Bunny Slayer
Master Commando

INTRODUCTION

Let’s just say that after making Master Commando I’ve had a little free time. I also like to be helpful and felt that the Commando’s were missing their guide. Well, here it is. I hope that the tips, tricks and hints that I've provided here help you as much as they helped me.

As I write this guide, the Commando profession is, for the most part, useless. The developers have changes to our weapons on test which will change things drastically. However, please note - as of the writing of this guide (September 1, 2003) none of the changes have been implemented nor has any word been given as to when we can expect to receive it.

Also, if you are reading this because you want to create a commando and wondering what the best class is, there really isn’t one best. There are those that have disadvantages.

Wookies have great stats, but can not wear any armor except a shield generator which gets eaten faster than candy on Halloween. This hurts later on.

Trandoshan do get bonuses for TKA but cannot wear gloves or boots. . The regeneration skill can only be used once an hour and really does little to save you when needed. However nice the Melee Defense +10 is, the other bonuses are not used by Commando (at this time) nor do they make earning the unarmed noticeably easier than anyone else.

Then there’s the ones with the advantages.

Zabrak. Their stats are good and Equalize is an amazing skill used in PvP and when needed. Also Commando gets few defenses. Defense Vs. Dizzy +10, Defense Vs. Stun +10, and Defense Vs. Intimidate +10 and Anti-shock +5 are very welcome.

Human. No faction penalties playing Imp.

Rodian. Lots of action to spam specials with the Launcher Pistol. The Defense Vs. Blind +15 is nice as well.

In the end, play what makes you happy.

Now that the disclaimer is out of the way, let's get to it.

THE BASICS - GETTING NOVICE COMMANDO

Commando is a hybrid profession. It's going to take more time to master than any other combat class, and lots of hard work to become useful. Know this going in - while you may have made Master Marksman and Master Unarmed in two weeks, unless you have no job, no life or never sleep, it will take you much longer to hit Master Commando. At max grinding you can obtain it in 80 hours.

Now that you've decided to take the plunge and become a commando, the first thing that you need to do is to visit a Commando trainer. Like any "novice" profession, you cannot be trained as a novice Ranger by another player. You will need to visit a Ranger trainer and pay the 5000 credit fee.

The unfortunate thing is that Commando trainers are rare. I have located trainers in the following locations:

Corellia - Kor Vella (-3344, 3292)
Rori - Narmle (-5180, -2350)
Rori - Restuss (5436, 5811)
Rori - Rebel Military Outpost (3695, -6485)
Tatooine - Mos Entha (1552, 3335)
Tatooine - Wayfar (-5038, -6609)

Once you are trained in novice, you can be trained by other players for all other levels, including Master Commando.

ASSUMPTIONS

First, I'm going to assume that you've made Master Marksman and Master Unarmed and are working on that 40k combat xp. If not, you're in the wrong spot. Go to those forums if you want a guide on how to obtain those, best place to hunt, etc.

As our only means of gaining XP, we needed to kill everything that moves. How much? A LOT. 3.6 million heavy weapons xp to be exact. With which weapon? The launcher pistol.

I’m also going to assume you have trained Novice Pistoleer. To compliment your skills for killing with the Launcher Pistol many choose Pistoleer to gain its specials. You can also choose Smuggler if you like. I recommend Novice Pistoleer for healthshot2 at a minimum.

If you have not done this, your path to Master Commando will be much slower as we have no specials with the Launcher Pistol. This is why we recommend you use the pistol to earn the combat xp to train Novice Commando.

I'm also going to assume that you have a good weapon. If you don't, get out and make some money and get one. Read the galaxy forums and learn who the best weaponsmiths are and get out to their shops. Once you get that good weapon, find a trustworthy Master Smuggler and get it sliced. The harder you hit, the faster you can kill and harvest your prey, and the faster you'll go through the trees.

A BRIEF OVERVIEW OF THE COMMANDO TREES

There are four trees in the Commando profession. Sadly, two of them are carbon copies. I will outline them here to make it easier:

NOVICE COMMANDO
Field Tactics (Artilleryman)
Heavy Weapons Support (Expert Commando)
Flamethrower Specialization (Grenadeer)
Acid Rifle Specialization (Ordnance Manufacturer)

All but the Field Tactics require heavy weapons xp. Field tactics is combat xp.

Please note – yes the titles are off. This class had abilities in beta that have since been removed. The Devs are aware of it and we have no word on what and when the changes will occur.

END PART 1 ...



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Ivoni
Mon Sep 01, 2003 5:11 pm
#2

... BEGIN PART 2

TACTICS - WHAT SHOULD I DO DIFFERENTLY FROM MARKSMAN?

This will be the absolute hardest part to accept. You get to start all over.

Other than the Launcher Pistol which uses the 60 accuracy/30 speed you have earned as a Master Marksman (this is assumed mind you), your accuracy with all heavy weapons is worse than a Novice Marksman. With a Flamethrower at Novice Commando you will miss 9 times out of 10. Seriously. It isn’t until you master the tree that you will actually be able to hit commonly with the weapon.

Fortunately it isn’t all bad. There are tactics and tips to be used to make life easier.

1. When Soloing, ALWAYS have a bot (any bot) grouped with you and parked in town for safety. Why? They give an xp bonus. Which sounds better 1497 xp or 1871 xp? Same mob, just grouped or ungrouped.

2. Healthshot 1 and Healthshot 2 stack. Put both on a target and run away. They will help greatly.

3. Have Novice Scout Exploration 1 at a minimum. Be sure to harvest your solo kills and sell them for cash.

4. If you are soloing a lot, get novice medic and buy good stims. Stop buy and buy buffs from Doctors. They last up to two hours.

5. Buy crates of powerups. They really help. They only work on launcher pistol.

6. Make friends with a master weaponsmith and get crates of grenades. Use them exclusively on lairs as you can get full combat xp off a lair. 2k of combat xp is very nice.

7. Find a Master Smuggler you trust. All commando weapons, including the grenades, can be sliced. 40% is the max.

WHAT PLANETS SHOULD I HUNT ON?

The starting planets remain good choices for soloing since we are weak. Search out the "elite" level creatures that give good XP, like Leviasqualls on Rori. These will be your fallbacks when you can't find a group to go off planet.

If you like a more challenging solo experience there are Snorbals on Lok and the Baz Nitches on Dathomir. You will also find the higher level missions on these planets, and the payouts are outstanding - generally 10k - 20k credits per destroy mission.

I have grown fond of the Torturs on Rori and the Snorbals on Lok. Both are large creatures that give good XP, are slow enough that you can generally outrun them. If you trained in the scouting trapping skill then Adhesive Mesh or Phen Dart that will slow them down, which makes them solo capable. With a mix of traps, warning shot, stopping shot, or surprise shot (if you have them), you'll be able to solo these critters if need be. Always keep in mind the XP over time rule, but if you want a challenge with a good reward (and some good harvests) these are the way to go.

END PART 2 ...



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Ivoni
Mon Sep 01, 2003 5:12 pm
#3

... BEGIN PART 4

WHICH DO I TRAIN FIRST?

Not a lot of advice to give here since the weapons really don’t do anything amazing at the moment.

When the do get fixed I advocate getting the hardest xp out of the way. I went Flame > Acid > Heavy Weapons.

After the ordeal of getting the xp for the Flame column, the others seemed to zip by.

WEAPONS AND ARMOR - WHAT SHOULD I GET?

Weaponry is simple at the moment: get the best launcher pistol you can use, and get it sliced. Keep an eye on the min/max damage, the ham costs, and the speed.

Other than that, just wait till the patch unless you just have to have it.

For armor, this depends upon your combat tactics.

Generally stick with Mabari (for kinetic damage) or go to a higher end set like Composite, but only if it has good encumbrances (the lower the better) and can protect well against kinetic damage - animals don't shoot at you.

Always keep in mind that just because it's "Composite" or "Ubese" doesn't mean that it's better than a lesser armor. Always look at the attributes. A very well made set of Mabari is significantly more useful than a poorly made set of Composite.

I’ll throw in here the stat modifications. Currently they are broken. Yes you can wear them, but they don’t affect anything. When it works I will be able to use Stim D’s as a novice medic. Also, there is no way in game to use the ones for armor. That said,

Get some decent clothing. Did you know each piece of clothing can have 4 sockets? Look on the bazaar under misc > general items and notice the tape looking stat enhancing tape (not the disks). Also, Master tailors can imbue certain cloths with buffs on top of that. For example, I have a jacket, pants, hat, and shirt. Each give +12 medicine use, injury treatment, and wound treatment. Thats +48 in medical skills.

Of note, just how many clothes can you wear? Well boots, pants, shirt, jacket, belt, hat, gloves, and either a backpack (broke at the moment) or a sash. That's EIGHT pieces. Unless Trandoshan, then 6. Or wookie and I'm not sure (sorry).

So do some decent shopping. Get Heavy Weapons Accuracy / Speed, and Thrown Weapons Accuracy / Speed. That fills your 4 sockets with skills for Commandos. I've found +1 to +5 stat items, so bide your time and you'll have +40 to all skills commando when it gets fixed. Or hold out for the +15 and +25. I’ve seen them.

END PART 4…



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
InquisitorPayne
Mon Sep 01, 2003 6:34 pm
#4

very, very fine job, ivony!


I raise my hat!


dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


ArjunThakur
Mon Sep 01, 2003 7:28 pm
#5

Being a trando is a huge boost to unarmed actually, you can walk right out and start killing mites and lesser womp rats right after creation no problem. We might have lower action, but that's easily compensated by the very, very quick healing ability. I don't mean regen, I just mean the naturally high constitution.


Toofan




-=BLUE GLOWIE=-
KannonFoddOr
Mon Sep 01, 2003 7:37 pm
#6

Follow this guide and then memorize my commando motto..also vote Ivoni for commando correspondent.


-K.F.




___________________________________________________________________

«»)(Kannon FoddOr)(«» Giving Imps the opportunity to die for their faction since 8-03 Bloodfin


Basherboy
Mon Sep 01, 2003 7:43 pm
#7

Here is all that rolled into a smaller guide.


To get Novice Commando - Crazed Durni's


To get Master Commando - Snorbals on Lok.


Done and done



Nice job though on the big write up.

Ivoni
Mon Sep 01, 2003 8:05 pm
#8

While Trandoshan does have an easier time in the beginning, in the end, for commando purposes, these perks are not used.

Throw in the lack of gloves or boots and there is where it really hurts. That's 8 stat enhancing sockets lost.

Possibly more, but I'm not positive if stat buffs can be used by tailors/armorsmiths for those slots off the top of my head.

Stats are okay, but throw in buffs and no one is really greater than anyone else. So, I remain putting the Trandoshan as a race with a disadvantage.

I should know. I am one.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
JediSpam
Mon Sep 01, 2003 8:42 pm
#9

Wonderful job, Ivoni!


Very INFORMATIVE... No complaints or nags, just solid facts...


I think you are definitelyan asset to the Commando community.





Hormel Spam

Whether you're rich or poor, it's nice to have money.

Drist
Mon Sep 01, 2003 8:54 pm
#10

One thing. I thougth the ideal range was changes on the the Test Server to be improved. Am I wrong on that one?
Deadbeat99
Mon Sep 01, 2003 8:58 pm
#11

Great job! I hope you get the correspondant postition.


BTW,i've seen a master smuggler on my server that slices up to45%...

Ivoni
Mon Sep 01, 2003 9:16 pm
#12

Ok. The Ideal ranges on most of the guns on test in general don't make sense. I didn't put them in the guide since it's all on the test server. I just summed them up.

The Details.

Launcher pistol 0@0m/+1@0m/+0@64m. So IDEAL range for the LP is where? Gun works everywhere?

Flamethrower +11@0m/-55@50m/+0@65m. Uhm Ideal is what? -55 at 50m? Err. Specials work at 16m or less. Gun works fine at max range?

Heavy Acid Rifle +16@0m/-12@35m/-115@65m. Same story as flamethrower.

Acid Stream Launcher +1@0m/+29@16m/-120@64m. See. This makes sense. Don't use it at max range. Try to be at 16m or less.

Heavy Particle Beam Cannon -120@0m/+24@48/-120@64m. So, don't be at min and don't be at max? Just at ideal. Err.

Lightning Beam Cannon -44@0m/+9@32m/-120@64m. Again, definetly don't be anywhere but 32m.

Rocket Launcher -115@0m/+7@48m/+25@64m. This one at least makes sense. Point Blank is a bad Idea. Try to be at least 48m away ideally at a minimum or at max range.

These ranges are supposed to be a guide of where to be to use the gun. As illustrated only the Rocket Launcher actually indicates what to do.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
MackValcyn
Mon Sep 01, 2003 9:32 pm
#13

/salute


excellent work..nicely written, and you can tell you know what you're talking about..




www.geocities.com/nickmack47/index.html
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