Commando Archive
Thread: unarmed/brawler stuff for commando
just a brainstorm here...
FYI:we cant ask for any DAMAGE unarmed attacks. we are not teras kasi.
things unarmed/brawler that would help commando without overpowering it:
1) Extended range of Intimidate1 (from 30m to 50m). - To balance out our weapons having no on-the-move accuracy and us having no dizzy/kd/etc defenses.
2) Reduced ham cost of intimidate (at master box only, a 50% reduction). to make this very useful at master.
3) +100 unarmed speed (+50 at novice +50 at master). - not damage, but speed. any commando punching for 60pnt every second has to be out of his mind. this is just so that we can use our unarmed blind/stun attacks fast. Note: tkasi/commando does not receive any bonus from this, as the tkasi at box4 of speed already swings once a second.
4) grapple: unarmed attack that immobilizes both commando and target for 15 seconds, breaks when timer is out or commando equips a weapon. 5m range. -basically a 'support' type of special, useful for crowd control. note the commando cannot attack while grappling but target being grappled can attack him.
The firsttwo sound great.
I'm not sure if number three would really benefit us unless we take up some TKA.
And as for four... Interesting. I'm not sure what I think. It would definitely make a commando useful in the sense of a Kamikaze to delay an opponent while the rest of the group kills him.
What do you think of a heavyWeaponMeleeDefense? Basically, if we have the Flamethrower or HAR equipped, we could use either one of them to knock down our opponent (similar to the pistolMeleeDefense). I just want to be able to knock a guy down with the butt of my Flamethrower and then set him on fire while he's on the ground.
Since we have Unarmed IV, it makes sense that we would be able to perform such a move. Also, Pistoleers have a pistol whip. Why not us?
tacwraith wrote:
just a brainstorm here...
FYI:we cant ask for any DAMAGE unarmed attacks. we are not teras kasi.
Awwwwpoooo!
things unarmed/brawler that would help commando without overpowering it:
1) Extended range of Intimidate1 (from 30m to 50m). - To balance out our weapons having no on-the-move accuracy and us having no dizzy/kd/etc defenses.
2) Reduced ham cost of intimidate (at master box only, a 50% reduction). to make this very useful at master.
For Intimidate, Warcry, and Taunt! Can we get mods for these at Master too?
3) +100 unarmed speed (+50 at novice +50 at master). - not damage, but speed. any commando punching for 60pnt every second has to be out of his mind. this is just so that we can use our unarmed blind/stun attacks fast. Note: tkasi/commando does not receive any bonus from this, as the tkasi at box4 of speed already swings once a second.
I dunno. WithTK 0004 (none of the speed line)trained in conjunction with a speed sliced VK, I can stun / blind / lunge people pretty fast. I'd see a use for unarmed accuracy, but not speed.
4) grapple: unarmed attack that immobilizes both commando and target for 15 seconds, breaks when timer is out or commando equips a weapon. 5m range. -basically a 'support' type of special, useful for crowd control. note the commando cannot attack while grappling but target being grappled can attack him.
I love this idea, but I fail to see how the victim would be able to attack if you successfully tie him up via grappling techniques. I think that it shouldlast for5 seconds andprohibit both the Commando and the victim fromeither moving or attacking for as long the Commando can successfully refresh the grapple on him.
Also, being that the Commando is a hybrid class that requires melee training, I think a justifiable request for melee mitigation can be made here...
An intimidated target does only 1.3 of its normal damage to you, soIntimidate isa useful skill.
Warcry, if it works,causes your target to pause for 10 seconds. so that's also awesome.
Blind reduces your target's accuracy for 50 seconds
Stun reduces the speed of your target's attacks for 50 seconds.
The brawler skills are all useful.
Intimidation does the following:
- Reduces target's damage output.
- Makes target easier to hit.
- Cancels out target's reactive defenses (dodge, block, and counterattack).
You can get BE'd clothing to help boost your skills too. Using it is VERY helpful when fighting mod stackers.
man if youve never used intimidate you're going to love it.
it works out to 30m.
it cuts the target's damage in half (melee and ranged), it cuts the enemy defenses in half (makes them much easier to hit), it cuts their accuracy in half (they dont hit you as much).
and something I just heard today, which im going to test, it apparently also prevents secondary defense mods like dodge/block from working.
I have my flamespecial macros doing 2 intimidates before the flame special, its sweeeet.
You guys say itworks out to 30 meters? is this like an AOE? everything within 30 meters of me gets hit? Or does it only work on one target?
The FAQ's stickied on the TKA forumdon't mention any defensive bonus based on intimidate, only the damage reduction...
The FAQs are here:
http://www.flakshack.com/TerasKasiFAQ.html
Jeren_Sehn wrote:
The FAQ's stickied on the TKA forumdon't mention any defensive bonus based on intimidate, only the damage reduction...
The FAQs are here:
http://www.flakshack.com/TerasKasiFAQ.html
Them FAQs need an update....
Intimidate indeed makes a person a little easier to hit and also cancels out dodge, block, and counterattack. I've tested it rather extensively in-game using a variety of weapons and against a variety of targets / guinea pigs.The results are prettyconsistent.
its not a defensive bonus, it cuts into the other guy's accuracy, sort of like blind does.
and no, intimidate is not aoe. its single target. only warcry is AOE, with same cone limits as flamecone attack, range is like 20m.