Commando Archive

Thread: Commando Focus Thread #2 I love the smell Napalm: Template Testing

StarNick
Tue Apr 12, 2005 1:55 pm
#1

Ok folks, the second focus thread to follow in a three part series. The first dealing with novice commando experience, the third dealing with elite commando experience, and the second dealing with template testings. To supplement, there is a weapons and abilities bug thread, if you discover bugs pertaining to your template testing or any commando related testing...please post there! Likewise with experience feedback, please post in the other two focus threads!

We're dealing with pure feedback on how well these templates work well. Best defenses for a defensive commando template, best specials for a rambo commando, best mix for the balanced commando. Hell shalth be re-unleashed within a new commando guide based off of this data.

Many thanks to Kav for setting up a thread with a list of names doing testing on specific. Please sign up on his list on his thread if you haven't already.

The initial testing will be based off of dual combat templates with our mastery paired with another mastery. Then, a dabbling to make the "250-point Commando".

Please leave feedback on this thread only, also please minimize discussion on this thread . You can discuss templates in the Commando Template Thread

Following format topics would be appreciated in your reports. You don't have to address all points at once, but when you do please label them as such:

Give your Template:

and then include the following...

Total Specials you have access to:
Total General Ranged/Melee Defenses:
Total " " with Heavy Weapon Defenses:
Total General Speed/Accuracy:
Total " " with heavy WEapon Speed/Accuracy:
Strengths of the template:
Weaknesses of the template:
Role of the Template in terms of Commando:
Various strategical techniques that can be performed/should be performed:
PvP Strategy:
PvE Strategy:
Experiences with how our weapons work within the template:
Opinions and misc:

Message Edited by StarNick on 04-12-2005 05:00 PM

Message Edited by StarNick on 04-16-2005 12:32 AM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

StarNick
Sat Apr 16, 2005 1:51 am
#2

I got to test out a template I've been thinking out today...so Ill go first

Template: Master Carbineer/Master Commando/4-0-0-4 Pistoleer (246 SP build)

Range Defense (holding a Hvy weapon): 210
Melee Defense (holding a Hvy weapon): 240
Speed: 95
Accuracy: 240
Role of Template: High-damage Capable Commando with Suppression

Strengths of the template:
  • Powerful attacks, best DPS weapon (Plasma FT) clocked in at about 429.7 DPS. Usually hit between 1.1k-1.5k damage on my damage-capable specials.

  • Powerful damage & KD Special (charge shot in carbineer), which can be applied to the most damaging weapons (to make a KD inducing energy, rather kinetic RL)

  • Supression attacks, warning shot, stopping shot, cripple shot - impends movements, allow for strategy using AoE

  • Pistoleer/Carbineer compliment quite nicely with an all AoE profession

  • High Defenses/Accurcy/Speed

  • Full Battle Armour cert, partial recon armour cert

  • Has all state recoveries


  • Weaknesses of the template:
  • Not as many defenses compared to TKA/BH templates

  • Leaves 4 SP left over, can't pick up supplementary skills (ie Hunting)

  • Redundant Specials - theres a few specials, ie Fanshot/Full Auto Single, that do the same damage and same purpose but the box where you recieve Fanshot also gives +10 melee/range defenses.

  • May be missing out on specialized skills


  • Opinions and misc:
  • Front-Line Soldier Template

  • Very Commando-y

  • Potential for an entire tree of FS mods to enhance speed (DPS), add defenses (melee or ranged), or increase accuracy



  • --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    jRaylianholy
    Sat Apr 16, 2005 2:26 am
    #3


    welli went with a tkm/master commando template just like before jedi


    Well its pretty nice. hardly took any damage except for when i couldnt switch between hevy weapons on the fly like live, had to unequip to equipe something else also the rifle at master commando didnt do anything i couldnt get that thing to fire for crizap.


    with my commando armor cert i was able to the armor and use tkm with out restriction like i thought they said tk couldnt wear armor. i guess they ment they jsut dont get a cert to wear it. So maybe jedi padawans can wear it as along as they have a cert in some normal profession. any ways getting off topic it think.


    I wish i would of had more time but im leaveing for a few weeks and wont be able to play till the 10th of may im glad i got to test a little bit of the templet.


    Although with the lack of any real specials i feel tkm/commando kinda contradic each other. I think commando will be better suited with a ranged profession. Since we are already close combat the need for a melee profession with out weapons doest fit us well so i think ill be going ranged/commando when it hits live. Carbineer if the undersling goes to them for sure.

    Message Edited by jRaylianholy on 04-16-2005 05:30 AM



    Holy-Rayl
    I am not a Jedi. I am not a Sith. I am simply, one with the Force.
    -Guild of Decendents-
    Emilie
    Chemical Warfare Commando
    -Evolution-
    Doktor Olop
    Imperial MaD Scientist
    -im lost-
    djkav
    Sat Apr 16, 2005 1:02 pm
    #4





    Template: Master Commando // Master Bounty Hunter // Carbineer o4oo (247 SP build)

    Range Defense (holding a Hvy weapon):225
    Melee Defense (holding a Hvy weapon):240
    Speed:105
    Accuracy:205
    Role of Template: High-damage Capable Commando with Hunter, Mercenary and Soilder

    Strengths of the template:

    • Powerful attacks, best DPS weapon (Plasma FT) clocked in at about 440.7 DPS. Usually hit between 1.1k-1.5k damage on my damage-capable specials.

    • Powerful damage & All state (KD, Blind, Dizzy and Stun) giving specials, and hinderance specials on movement, accuracy and bleeding.

    • Improved Leg shot (Accuracy), Improved Cripple shot (Movement), Advance Rapid Fire (Damage), Improved Duel tance (Tank), Advance Critical shot (Damage), Improved Spray shot (AoE), Improved Underhand shot (KD), Improved Confusion shot (Stun+Dizzy), Improved Eye shot (Blind), Torso shot (Bleed), allow for strategy using AoE

    • Bounty Hunter // Partial Carbineer compliment quite nicely with an all AoE profession

    • High Defences/Accurcy/Speed

    • Full Assult Armour cert, basic Battle armour cert

    • Great ranged defence tank and excellent ranged 1 on 1 attack.

    • Bounty Hunter skill cert weapons, Scatter Pistol, Czerka Dart Carbine, LLC, Proton Carbine give more non AoE weapon variation.
    Weaknesses of the template:

    • Not as many defences compared to TKA.

    • Leaves 3 SP left over, can't pick up supplementary skills (ie Hunting)

    • Weak melee offence skills, lacks crowd control skills.

    • No state recoveries other than KD recovery from marskman.

    • Low Battle armor mitigation and no Recon armor certs.

    • May be missing out on specialized skills
    Opinions and misc:

    • Hunter, Hired Mercenary, second row soilder, ranged backup.

    • Probably a very common template, especially for Jedi Hunters

    • Can use the 3 skill points on FS mods.

    Message Edited by djkav on 04-16-2005 09:28 PM




    Kav - Former -TC- Overlord [ Elder Jedi MDef / LS oo44 / Heal 41oo / Enh 4oo2 ]
    Cartman - Former -TC- Overlord [ Elder MBH / MCarb / CM 4ooo ]

    "Wot did you think was in ya mouse. A load of fiber-opticials, and megachips... Nah, just a load of me, Mr Mouse!"

    Cancelled simply because SWG aint no fun for me any more.


    StarNick
    Sat Apr 16, 2005 1:05 pm
    #5

    Hmm....you have +10 more speed that my template, but same DPS on the PFT. Looks like around 95 or 100 speed, it reaches a cap



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    djkav
    Sat Apr 16, 2005 1:07 pm
    #6






    StarNick wrote:
    Hmm....you have +10 more speed that my template, but same DPS on the PFT. Looks like around 95 or 100 speed, it reaches a cap





    Sorry starnick, I copied that off yours lol. I will check it once the server comes back up.




    Kav - Former -TC- Overlord [ Elder Jedi MDef / LS oo44 / Heal 41oo / Enh 4oo2 ]
    Cartman - Former -TC- Overlord [ Elder MBH / MCarb / CM 4ooo ]

    "Wot did you think was in ya mouse. A load of fiber-opticials, and megachips... Nah, just a load of me, Mr Mouse!"

    Cancelled simply because SWG aint no fun for me any more.


    StarNick
    Sat Apr 16, 2005 1:11 pm
    #7

    Yeah I was noticing...

    /bonk Get me some accurate feedback!



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    djkav
    Sat Apr 16, 2005 1:14 pm
    #8






    StarNick wrote:
    Yeah I was noticing...

    /bonk Get me some accurate feedback!






    Actually if you did notice, I kept your template but I put in my template data! I also corrected some of your american spellings to real english


    haha





    Kav - Former -TC- Overlord [ Elder Jedi MDef / LS oo44 / Heal 41oo / Enh 4oo2 ]
    Cartman - Former -TC- Overlord [ Elder MBH / MCarb / CM 4ooo ]

    "Wot did you think was in ya mouse. A load of fiber-opticials, and megachips... Nah, just a load of me, Mr Mouse!"

    Cancelled simply because SWG aint no fun for me any more.


    StarNick
    Sat Apr 16, 2005 2:12 pm
    #9

    Like armour? Thats actually more British spelling than American...old habit of mine...



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    KnightHawk420
    Sat Apr 16, 2005 7:12 pm
    #10






    jRaylianholy wrote:


    welli went with a tkm/master commando template just like before jedi


    Well its pretty nice. hardly took any damage except for when i couldnt switch between hevy weapons on the fly like live, had to unequip to equipe something else also the rifle at master commando didnt do anything i couldnt get that thing to fire for crizap.


    with my commando armor cert i was able to the armor and use tkm with out restriction like i thought they said tk couldnt wear armor. i guess they ment they jsut dont get a cert to wear it. So maybe jedi padawans can wear it as along as they have a cert in some normal profession. any ways getting off topic it think.


    I wish i would of had more time but im leaveing for a few weeks and wont be able to play till the 10th of may im glad i got to test a little bit of the templet.


    Although with the lack of any real specials i feel tkm/commando kinda contradic each other. I think commando will be better suited with a ranged profession. Since we are already close combat the need for a melee profession with out weapons doest fit us well so i think ill be going ranged/commando when it hits live. Carbineer if the undersling goes to them for sure.

    Message Edited by jRaylianholy on 04-16-2005 05:30 AM






    I'm not sure but I almost have the hunch the TKM innate armor works better than the armor I was using as a commando. I too tried this template


    TKM / Commando / 0/0/0/4 BH


    Quite frankly I think the CU removed the magic from the tkm/commando combo. They don't seem to benefit each other in any way really, andto some degree detract from one another.Considering commando needs the specials from other ranged classes, and it seems to be a armorless TKM is better than a armored TKM. Its just entirely too middle of the road to be anything terribly special. Found myself doing more TKM than commando while fighting.




    Cheylin Mena - R.I.P.
    Menon Mena - R.I.P.
    Hunglo Bavmador - R.I.P.
    IdrisTycho
    Sun Apr 17, 2005 11:48 am
    #11


    I dedicate this template to Garvin, since he is the one who campaigned so hard for the Commando hybrid role. What follows is a template whose main goal is to win 1 on 1 duels by the very nature of its being hybrid.


    Thanks Garvin!


    Template: Master Commando // Teras Kasi Master // Pistoleer 0004 // Smuggler 0003 (250 SP used)

    Holdinga Heavy Weapon:


    Ranged Defense: 240
    Melee Defense: 275


    Accuracy: 190
    Speed: 75


    Unarmed:


    Ranged Defense: 265
    Melee Defense: 300 <--- UBER!


    Accuracy: 190
    Speed: 105


    Role of Template: Tank, Duelist

    Strengths of the template:



    • Huge defense scores as unarmed 265 ranged and 300 melee defense unbuffed! Improved Center of Being.

    • All state recoveries

    • TKA Meditate and Powerboost

    • Crowd Control: Stopping shot, Concussion Shot, and Restraining shot for slowing and rooting opponents.

    • Area attack: Improved Fanshot: For laying down the hurt with your heavy weapons.

    • Closer Quarters Damage Dealing: Combo Attack provides good damage dealing, particularly in duels.

    • Ranged Damage Dealing: Reckless Shot, provides good damage and extra mobility.

    • Full Assult Armour cert

    • Full Arsenel of Commando heavy weapons and grenades.

    • Used all skill points

    Weaknesses of the template:



    • Generally not real fast, unarmed speed is decent but the heavy weaponsare slow firing

    • No huge damage skills.

    • Lacks a wide variety of melee attacks.

    • Low Recon armor mitigation and no Battle armor certs.

    Dueling Strategies:


    The basic idea behind this template was to find a way to get very high defenses as a melee character, while at the same time providing options to use ranged attacks when needed. When dueling the goal is to rootwithStopping Shotand slow your opponent with Restraining Shot so that you can close the distance and use powerful melee attacks on him. Since your attacks will come fast and furious, he will be anxious to root you back and get away. If he successfully times a root/escape manouver, you in turn will switch to your plasma flamethrower and begin chucking grenades while hosing him with flames. Once you come unrooted, you root him back, switch to unarmed and move in for more up close and personal damage dealing.


    If your opponent is ranged and cannot root you, then you will alternate between rooting and slowing him so that you can close the distance with your melee attacks. This is somewhat complex in that it involves lots of weapon switching. This is not a dueling template for button-masher types Although, you may be able to come up with some sophisticated macros to aid in these switches, since in the heat of the fight it can be easy to misclick or lose track of the weapon you are using.


    If your opponent is pure melee and has no ranged abilities, you willroothim in place while you flame him up and grenade him. Then you will use restraining shot to slow him down and kite him, and use reckless shot to increase your own speed and maintain your distance. Since he is pure melee it's probably not wise to stay close for too long. Sure your TKM armor and high melee defenses will help you, but you are unlikely to win the duel upclose like that since his skills will be superior. Once he is clearly losing the fight, it is probably a good idea to finish him off with your TKA skills since he should go down faster that way.


    This is a pure-hybrid (oxymoron?) in that you are neither great at melee nor stellar at ranged. But your advantages of being ranged vs. melee and being melee vs. ranged are amplified by your crowd control. This crowd control must be used to its fullest effect to win fights. Good luck to you Commando/TKMs, this template is going to be a tough one for most duelists to come to terms with.

    StarNick
    Sun Apr 17, 2005 1:06 pm
    #12

    Btw folks...some things to be aware of during testing:

  • How does a Commando Template rate compared to our fellow hvy damager, Riflemen, or our melee counterpart Swordsman? How do we compare with non-hvy damagers?

  • So far does it seem thar roots are necessary for our templates?

  • How powerful are we without ranged specials, opposed to a ranged profession? (Pure Commando vs a Pure Carbineer for instance, or Melee-Commando vs Non-Commando Randge)


  • Interested in seeing how these play out...so far roots seem to be a very big must in PvP...maybe even a bit unbalanced. Same with our damage capability (remember a MC is rated a 5).



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    StarNick
    Sun Apr 17, 2005 1:12 pm
    #13

    Forgot one more thing, VERY important as well...

    Guys, I also want you to check out if melee/range defenses really matter in the face of CL...if you get, lets say a Doc-Commando template, and get a lvl 80 template with only commando defenses, do you take same damage or more damage compared to a full combat template? Since a lot of damage (in PvE) is based on CL because of the damage modifiers...I want to see if this happens or not. If it happens, we have a problem...if not, then the level may be there for the purpose of damage modifiers...



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

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