Commando Archive
Thread: New CU Doc Up (With New Commando Pre-Reqs)
JacobHiggins wrote:
I'm upset because as a Bounty Hunter, I feel like were getting shafted. I know people are saying now there's gonna be a whole bunch of different types of bounty hunters. But people need to realize with the population boom, there goes the uniqueness. Commandos, Pistoleers, Carbiners are still going to have there Unique Weapons and such, Bounty Hunters looks like they aren't, they are going to have to realy on other professions for weapons and possibly combat skills.That's the only reason why i'm upset over this. You may not agree with me, but do you understand where i'm coming from?
Message Edited by JacobHiggins on 03-20-2005 07:33 AM
Message Edited by JacobHiggins on 03-20-2005 07:34 AM
Remember that scene in ESB where DV is with many different Bounty Hunters...each one was different, and if you read the books, comics, etc, you'll see even more difference...FINALLY we'll be able to achieve that difference in SWG...seriously, how much difference do we see in BH template ingame currently (more since they dropped the pre-reqs awhile back)...
BH and Commando SHOULD be no different then any other profession...We have made the mistake of thinking of every profession as being it's OWN entity...I'm a BH...I'm a Commando...I'm a Rifleman...etc...We need to stop thinking of them as being This or That...they are aspects to be combined with other aspects...In otherwords...If I want my template to do Heavy Damage, then I'll add the Commando aspect to it...If I want my Heavy Damage doing profession to hunt Jedi, then I'll add the BH aspect to it...If I want my Heavy Damage Doing Jedi Hunting template to be able to do some sniping, then I'll see how many points I can squeeze into Rifleman....and so on...
Remember also that I've said the more you put into the trees, the better you will be...A MasterCommando will be a betterCommando then aCommando dabbler...Same goes for BH...Tanks, when more info get's revealed, will be able to explain that much better and likely, in a way you all will be excited about.
Put it to you this way...If I don't care to hunt Jedi, I'll likely put my points elsewhere...not because BH will only be good for hunting Jedi, but because there are other aspects in other professions that interest me more personally...We won't see professions lessoned by dabblers, we are going to see more strategy go into template building with the purpose of creating a template that fits your personal play style...
chessdemon wrote:
Axzl wrote:
Is it just me or is anyone else laughing their butts off at all these peeps on the CU Update thread whining about having swords pre-reqs for TKM, etc....
Flatlinedmemory wrote: "I think its stupid that the master elite professions have to pick a line brawler that they most likely will not use at all. IE for TKM you have to get the twohanded line that is BS."
Haven't we been arguing this for a long time and no one seemed to care until now?
This just made my day! Let em WHINE!!! HAHAHAHAHAHAHA
COMMANDOS RULE!!!! JEDI, TKMs, Riflemen, WATCH YOUR BUTTS!!!!!
*chuckle* Well, not really whining here...I would like to know the reason behind it--2H for an unarmed class seems silly, wanna make something appropriate, 1h seems better. But that's just me.
That's EXACTLY what I said when I first saw the pre-reqs...they use a bladed weapon in one of their hands...so 1H seems to make sense if they HAVE TO have an extra tree pre-req...
I do want to know if my present template of TKM/Master Commando will be possibleAnd if it'll be viable. Whining, forget it, whatever the CU brings us we'll have to live with, or else cancel accounts--and I'm too stubborn for the latter!
Yes...it will be possible...And actually, it will still be a popular choice thanks to the "special" characteristic of TK (you'll have to wait to hear that one)...and this is coming from someone who is a M.Commando/TKM as well...Garvin will be staying that way...but I will also be making a M.Commando/MBH, M.Commando/M.Smuggler and at the very least M.Commando/M.Rifleman...beyond that I'm going to be trying out a few different mixtures....
Hm. Started to say that I was a little perturbed at having ground up to Master Marksman to get to Commando before this change...but on second thought, no I'm not. It gave me valuable experience as a player, showed me what different weapons could do...I'm kewl with it.
The good news is since you've spent those points in Master Marksman you'll be able to respec those points spent (so they aren't wasted...you won't have to regrind to get more)...basically think of it this way, as a TKM/M.Commando you GAINtwo tree worth of skill points that you can spend elsewhere (removing3 trees from marksman and adding one tree to Brawler)...that's 42 skill points the Devs just freed up for you (14x3)...and since you already spent those points, that's 42 points you'll get to respend without any additional grinding...still perturbed?
Message Edited by JacobHiggins on 03-20-2005 03:30 PM
garvin wrote:
*chuckle* Well, not really whining here...I would like to know the reason behind it--2H for an unarmed class seems silly, wanna make something appropriate, 1h seems better. But that's just me.That's EXACTLY what I said when I first saw the pre-reqs...they use a bladed weapon in one of their hands...so 1H seems to make sense if they HAVE TO have an extra tree pre-req...
I do want to know if my present template of TKM/Master Commando will be possibleAnd if it'll be viable. Whining, forget it, whatever the CU brings us we'll have to live with, or else cancel accounts--and I'm too stubborn for the latter!
Yes...it will be possible...And actually, it will still be a popular choice thanks to the "special" characteristic of TK (you'll have to wait to hear that one)...and this is coming from someone who is a M.Commando/TKM as well...Garvin will be staying that way...but I will also be making a M.Commando/MBH, M.Commando/M.Smuggler and at the very least M.Commando/M.Rifleman...beyond that I'm going to be trying out a few different mixtures....
Hm. Started to say that I was a little perturbed at having ground up to Master Marksman to get to Commando before this change...but on second thought, no I'm not. It gave me valuable experience as a player, showed me what different weapons could do...I'm kewl with it.The good news is since you've spent those points in Master Marksman you'll be able to respec those points spent (so they aren't wasted...you won't have to regrind to get more)...basically think of it this way, as a TKM/M.Commando you GAIN two tree worth of skill points that you can spend elsewhere (removing 3 trees from marksman and adding one tree to Brawler)...that's 42 skill points the Devs just freed up for you (14x3)...and since you already spent those points, that's 42 points you'll get to respend without any additional grinding...still perturbed?
Pah, too busy today to try to put my responses in text, just have to do it here. That's my hope, actually, that I'll be able to put those points to good use. I may keep the pistols tree in Marksman, since later I may yet try smuggler (smuggler does still require pistols, correct?), and I'd rather not grind pistols all over again if I can possibly avoid it. That's all still up in the air, when I grind Force Sensitive, staying Commando/TKM 'til I go Jedi (if I do) may be the best thing for me.
Still, it would be good to use a few points and get back Medic, while keeping the minimal Scout I've retained. I want to still be able to harvest hides/meat/bone as well as fish (yes I'm addicted to fishing, I may yet find out if force-enhanced fishing is possible), plus be able to heal myself with something other than meditation.
And nope, not perturbed, like I said. Actually, I'm rather glad I did grind the different weapons, it gave me an understanding of them, as well as other tactics--the time when, unbuffed and unarmored, not Flame 3 or 4 yet so I couldn't use the flamethrower effectively enough to even bother with it, I kited a critter that had incapped a friend and would've DB'ed him, managed to kill it with my launcher pistol and save both our lives while firing at it on the run, I'd have had no clue how to do that without firearms practice. No knowledge is ever truly wasted.
A 250 pt Commando would only work if you could use what you get from dabbling WITH your Commando options...Guess we'll have to wait and see what Tiggs or TH posts next to find out what Garvin meant
Ravenspite wrote:
So when do we get to find out in detail about something Garvin alluded to during his reign as Cmmando Correspondent (or even just a few more hints) - I don't remember his exact words, but he said something about being able to become a 250 point Master Commando.
Druce Bayne
TK-132 wrote:
I believe a person's core and fisrt combat skills will be most important and probably provide the best special abilities. Advancing will just enhance the basic things you leanred to become better in a certain area of your core skills.
All professions are now becoming more like specializations, not elite, not hybrid, not basic.
You will build you character more to how you wish to fight like your style. There will be no ultimate professions or best templates. Everyone will be better at something but then weaker at something. Not in the sense of PvE or PvP, but more likely certain situations.
EXACTLY....
You can be a Commando who "specializes" in the extra abilities that suit you best. Some folks will take the opposite outlook and take their combat profession to the "next level" be combining with Commando. It's all in how you look at it.
Also since there is one HAM pool I imagine maybe the Rifleman ability Headshot can be used as a Pistoleer if they want. I can only imagine though. Perhaps the Acid Rifle or whatever weapon we have will be able to have Headshot to if you take Rifles in Marksman...
Cross weapon specials...interesting...I seem to recall we had a pretty good discussion going on that subject awhile back...
And don't forget that while only one HAM pool is attackable, we'll still have 3 Pools...but Mind and Action will be drained by doing specials and such. These other non-attackable bars will prevent spamming, but basically, over-doing your specials at too fast a ratewon't incapp you...Over-doing it will leave a player without being able to do anything (but run) while your mind/action regenerates...so use up those bars wisely...The problem with having 3 seperate attackable HAM bars is that (1) things get to complicated knowing which bar to target to prevent which ability (2) some people will just focus on the specific bar they know a certain profession needs and remove their ability to attack back (that's a hard one to balance to keep things fun).
"Looks like I picked the wrong week to give up sniffing glue."- Lloyd Bridges, Airplane.
I have a ton of reading to do!
Message Edited by Latenighter on 03-21-2005 03:52 PM
RancorSlayerOfMany wrote:I have one thing and one thing only to say about this...............Duel Weilding might be the reason
but then that is just a Theory of mine![]()
That'd be cool
chessdemon wrote:
RancorSlayerOfMany wrote:
I have one thing and one thing only to say about this...............
Duel Weilding might be the reason![]()
but then that is just a Theory of mine![]()
That'd be coolI've got two hands, why not a knuckler in each? I don't know if I see it happening--honestly, at least right now, a TKM is pretty lethal with just one of the things, not so much so as a Commando, one of the reasons I tried this template. I haven't had much chance to do so yet, but it's great to have the capability of switching between tank and damage-dealer--maybe I can't solo Krayts, but at least I can help take them down in either capacity.
Message Edited by RancorSlayerOfMany on 03-22-2005 12:06 PM