Commando Archive
Thread: What Is a Good Damage Ranged Special to Couple with Commando?
ShufIrathe wrote:I've been playin around with different templates matched with M-Commando quite a bit here's what I've found:master commando/smuggler:1) Concussion shot is way cool. Very useful if you get group agro 'cause you can root a bunch of stuff at once.2) Other specials including last ditch didn't work very well for me. Panic shot and improved panic was ok.3) I was more effective using a pistol with smuggler than using my commando weapons.4) Overall I'm keeping novice smuggler for concussion shot and dropping the rest.master commando/pistoleer1) Body shot gives a nice multiplier. This allowed me to do the most damage out of any other special I tried.2) Other shots don't seem to do much. They all seem to be either lesser versions of concussion, or I failed to see a difference in the amount of damage I did or the mob did to me.3) Overall I'm keeping novice pistoleer for body shot.Master Commando/BH1) Crtical shot, eye shot, underhand shot, etc. I was not impressed with these specials. Keep in mind this is using commando weapons. Underhand did about the same as my rocket launcher in both damage and kd. Critical and improved crit didn't increase the damage all that much. With a 400dps plasma flamer I was getting about 600 pts a hitor so with improved crit and 800+ with body shot from pistoleer.2) Duelist stance and improved duelist stance are very nice for damage mitigation.3) Overall dropped BHMaster commando/Doc1) This worked out well grouped, sucked solo. I could use concussion from smuggler to root things while the group beat on them, and I could heal and buff the group. I drew less agro healing than I did using AOE commando weapons. Go figure...2) Rez is nice when ppl die, ppl don't die all that much so overall...eh.Master commando/CM1) Works well when grouped. DOTs stack so you can put some massive DOT hurt on something, but it seems to me that DOTs are borked because if you get incapped the DOTs stop. Also you get the night of the living dead effect if a DOT kills something.My final template is most likely gonna be:Master Commando/Master CM/Novice smuggler/novice pistoleer. I get concussion shot and body shot along with the roots and DOTS from CM, the ability to heal and rez, and of course....my flamethrower....On a side note. I've seen various threads talking about how defense mods and mitigation don't seem to work and I must agree. Compared to level variations these skills are so weak as to be meaningless.
You forgot Commando/Carbineer
For damage the legshot line is the best consistent damage I have seen from any proffesion. That might change if the rifle specials start working more often.
My template is master command, master carbineer and BH 1003. Torsoshot from BH is another good solid hitter and places a bleed on the target. I have noticed that their is an increase in the chance to get the Flamethrower DoT to stick when using Torsoshot then any of the other shots I use. It seems to be about 3/8 with thorsoshot and about 1/8 with any other shot.
The other crowd control shots from Carbineer and the high damage from the other carbines makes this a good group and solo template if you know how to use it.
Message Edited by Yalton on 05-11-2005 07:11 AM
I'm looking to mainly be a commando and using another prof for specials. I'm not committed to BH as the supporting prof for Commando but it worked well in the Sith attack at the Village last night. Was using LBC with DPS around 400. Underhand shot stuck often enough and I could take out most their health with an Adv. Critical mixed with confusion/spray/whatever.
If the Carbineer specials are equal or better, I wouldn't mind being able to use an E11 with my Stormy armor.
ShufIrathe wrote:
Last ditch seems a bit wonky. I was at 30% health witha decent amount of action left and I fired off last ditch with my plasma flamer. This is soon after firing improved panic shot. It did a whopping 200pts. I don't know if it's bugged because of the special sequence I used, or if I just used it at the wrong time. I tried it a couple more times once at full health and the most damage I got out of it was like 700pts.
Last Ditch is a special you have to use right before your gonna die, and that is much under 25% Health. This is why it will never get nerfed, it has a very limited window of oppertunity (Also Heavy Consequences for firing it early).
Message Edited by PyscoJuggalo on 05-12-2005 12:27 AM
Here's a template I plan on trying out tomorrow to see how effective it might be.
Master Commando
Carbineer 0300 (for Imp Leg Shot and some ranged accuracy)
Novice Smuggler (for Concussion Shot)
Combat Medic 4400 (for good healing ability and more DOTs)
This will leave 14 pts left, still debating on where to put those. Depending on how my testing goes it may go into Smuggler 0400 for Imp Overwhelming Shot, and of course being able to slice your own stuff on demand. ![]()
Don_T_Shoot wrote:
Are there any hard numbers on commando weapons using BH Adv. Critical Shot vs the Carbineer Leg Shot attacks?
I'm looking to mainly be a commando and using another prof for specials. I'm not committed to BH as the supporting prof for Commando but it worked well in the Sith attack at the Village last night. Was using LBC with DPS around 400. Underhand shot stuck often enough and I could take out most their health with an Adv. Critical mixed with confusion/spray/whatever.
If the Carbineer specials are equal or better, I wouldn't mind being able to use an E11 with my Stormy armor.
Carbineer has two things: AOE and target(s) movement control.
The AOEs may seem redundant for Commando. But the Full Auto Areas have a very wide cone of fire. Then there's the movement control of Suppression Fire as an AOE windup attack.
Movement control from Carbineer is available through:
Charging Shots (Improved avail.)- A fairly reliable single target KD move. Has a "charge" animation where your character moves towards the target. Looks cool but may be dangerous for you. However, it can be used in the Prone position, which wasn't possible in Pre-CU SWG. Bounty Hunter's Underhand Shots feel just as effective but don't have the animation of Charging Shots.
Crippling Shots (Improved avail.) - Status effect to really slow down a single target. Looks much more noticeable than Rifleman's Knee-Cap Shots. Also, it lasts much, much longer if it sticks.
Suppression Fires (Adv. avail.) - Mentioned already. Slows movement of a group through a very wide AOE attack. Has a windup.
I've been doing some quests with carbineers in the group and their specials do seem to be very useful. I'll have to look over the affect on heavy weapon speed and accuracy next with BH vs Carbineer. As much as I want to use an E11, this G36, er, Proton Carbine is working out pretty well.
/contemplate
Hehehehe, i am Master Commando, Master Carbineer, and 4400 smuggler,
Me and some buddies were messing around , i dueled someone and got incapped, immedietly my friend dueled me (he is master commnado, master bh, with some misc, at comabt lvl 80) well
i hit last ditch assault with around 20-40 health,
i did around 6571 damage in 1 hit
and get this, i did not incapp my self ihad 1 hp ![]()
Billium
Badbacca