Commando Archive

Thread: Master TKA versus Master Commando

TechnoHic
Mon Jan 19, 2004 6:33 am
#14

I burned a TKA today as a request by them. Sadly, I cant say I got a good judge because they took off the VKs for one, 2 they didnt have a title over their head, so I dont know what level they wereI just saw them meditating when I got there, 3 I didnt see any red streaks to indicate they were using specials cause they werent looking to fight me but rather wanted the burn to build medic. I obliged cause I like seeing my work.


All I know is they missed me every swing they made and I hit them, but they had to be low level, and I myself am also TKA warior meaning I got all their defenses along with now novice fencer. I gues I should ubdate my sig.


Anyway, what really needs fixed, is our accuracy and range. We are forced to go toe to toe like I said since we got only 16m for our one special, and they can lunge 21m, we need at least 32 IMO. Another thing I noticed is since they wanted the wounds, they had no armor on whatsoever yet I didnt one-shot kill, and they got 4 swings in on me auto, which they missed, but still, the point is where is this overpowering burn and damage this FT supposedly does? If I fight a TKA MASTER in the range Im forced to, they could kil me in the time it took this TKA to swing 4 times. I know this one had to be low level cause I just got Power tech 1 and I swing faster than that so I know a master TKA could woop me befor my DOT does them in and with being able to put fire out, the DOT goes by-by as soon as I'm down, not to mention that if they where some high heat resist armor, its going to go even slower. So how does nerfing our FT balance things exactly?


Befor I go, I want to say one very important thing. I dont think TKAs should be nerfed, I like em where they are. They gotta deal with kiting from the other ranged professions, and the other melee professions need to be brought up to their level and dominate toe to toe. The real problem for us is the DEVS got to figure out if they want us to have the ranged of a ranged profession and increase our range, or give us the power to go toe to toe with melee professions, but instead, they give us the weaknesses of both worlds.


Lets try to set an example for the rest of the community and not cry nerf when we lose, but rather look at why we lost, and if its fault of our profession being screwed or if it was just due time. You cant win em all so the way in which you lose really is what defines the man. I'm sure their are people in every profession somewhere that will back us or at least not cry nerf on us if we treat them with the respect we would like.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Phlebus
Mon Jan 19, 2004 10:59 pm
#15

You can only wear one bandolier. The mod will stack. The belt cannot be bioengineered. I suggest getting camo pants and spec-ops duster unless you are looking to wear armour.

Willforce
Tue Jan 20, 2004 2:28 am
#16

sure it can shoot 64m but good luck getting any hits at that range



__________________________________________
Ronalds Seabreeze---- Bloodfin
Master Tailor - Master Merchant - Master Armorsmith

RIS certified
shutout
Tue Jan 20, 2004 2:57 am
#17

i'm both a tkm and a master commando. i've lost to both classes, and i've beaten both classes. honestly, tkm's are not that hard to beat. remember, the flamer is not your only weapon. you do have rocket launchers and the launcher pistol to use. yes, rocket launchers are expensive. then again, so is item decay. and before you say that RL's are too inaccurate, i can nail a fencer/pistoleer template with CoB on pretty constant. also, if you're a master smuggler, use your launcher pistol and spam last ditch. use intimidate, use panic shot. the flame thrower is not our only weapon.


tka (on the other hand) are not overly powerful. get yourself some ubese armor with high kinetic resists and watch them hit for 20 points of damage. also, tka's can only kd from 20m if they also have master brawler. unarmedlunge2 is a master brawler move that works from that range. is it fair? kinda. it does make them harder to kite. is it fair to commandos? not really, but again, you don't have to be within 16m all the time. i get kited all the time when fighting tka. it is then that i bust out my LP or RL. or use regular shots with my flamer. its still pretty strong with its normal attack.




--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
Baalthazar
Tue Jan 20, 2004 2:58 am
#18

I hit fine from 60M..have the weaponsmith up the accuracy.
Skragbait
Tue Jan 20, 2004 5:34 am
#19

Yes I found out tonight I can only wear one bandolier and belts can't have bio mods. Oh well, I said I was a noob still.



------------------------------------------
Skragbait - Bria
Master Commando/Smuggler, Pistoleer 0003
"Trying is the first step towards failure."
"Hey, just because I don't care doesn't mean I don't understand!"
Baalthazar
Tue Jan 20, 2004 1:58 pm
#20

"Our only non consumable weapon has a range of 16M"



What the heck is that? The flame thrower can shoot 64M, just can't use specials..and the launcher pistol is the same as any other pistol!LOL

MarksPerson
Tue Jan 20, 2004 8:31 pm
#21

How do TKA lunge for 21m? Are they Stretch Armstrong?



I suck at PvP it makes me cry on my pillow at night.




m00
\
ò
Bubbl
Tue Jan 20, 2004 11:03 pm
#22

Even if a player dodges the initial hit of the flamethrower2 attack, he still catches on fire. Therefore you still do damage, and give wounds to him, even if you dont actually hit him once. The same thing goes for bleeds... I hope it's a bug.
Cuality
Wed Jan 21, 2004 2:22 am
#23

/aim.... its your friend.




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