Commando Archive

Thread: Commando CU Template Discussion

pyromonkey89
Wed Apr 13, 2005 7:00 pm
#14



StarNick wrote:
"Hey folks...expect something of a radical change coming with weapon certs in the next TC build...will undoudetdly have a big impact on templates

And potentially...a very positive one too."

TC-Ep3 is coming down...could be it for the next big publish. And it seems, what I hinted above is definately going to be positive..




good to hear



Message Edited by Virrago on 09-14-2006 02:33 PM
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Rathask
Wed Apr 13, 2005 10:48 pm
#15


With the Master Commando/MBH, I would actually suggest taking one full line in a prof that will grant dizzy, stun, and blind recovery. Without this, you will be very vulnerable to those state attacks. Personally, my choice is going to be Pistoleer 0/0/4/0 - this is because, in addition to getting the state removal abilities, it also gives an ability called "improved quickdraw" which sounds like it will increase your rate of fire; even better, it grants "intimidate shot". This will be a RANGED intimidate, which should combine VERY well with assault armor and the "improved duelist stance" ability from MBH. I would think this would make you an uber tank, all things considered.

Message Edited by Rathask on 04-13-2005 10:50 PM



- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire

- Raythen: Master Commando/MBH/Pistoleer TC-Ep3
RankorCity
Wed Apr 13, 2005 11:01 pm
#16

This just in:


No longer do you need ANY Commando to use Commando weapons.


Why worry about ANY template to include Commando now?



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Wolfmann31
Wed Apr 13, 2005 11:05 pm
#17

Guess we are free to be jedi now..Jedi with flamethrowers




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Thatguyfubu
Thu Apr 14, 2005 12:01 am
#18






RunningRoutes wrote:
I just started a new character for roleplay as a paramilitary type. Judging by the CURB notes, I was thinking about going:

Master Squad Leader/Master Commando

And then going into the Pistoleer profession with what i had left.

I'm wondering if this template can be successful. I plan on grouping quite a bit and even if I'm solo, I can always bust out a pet to enable me to use my squad leader abilities, since that's how I'm going to be dealing with states that hit me.

My main concern is the lack of specials I'm going to have and the fact that I will have to depend on my SL abilities to remove states from myself.

So, would this template be decent (doesn't have to be awesome, just decent) or am I barking up the wrong tree?






I am thinking of doing the same thing and getting the defense line from pistoleer. This will put you defenses way up there. However you will only get a few specials but lots of good weapons. However I am not sure if you will be able to clear your own stats. You might get a message that says you can not perform that will under XXX status. This will need to be tested.




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Rathask
Thu Apr 14, 2005 12:04 am
#19

The problem with the MSquad/MCommando is that, unless squadleader gives you weapon specials, you won't really have any to use. Commando does not have its own weapon specials - heavy weapons use specials from other professions.



- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire

- Raythen: Master Commando/MBH/Pistoleer TC-Ep3
Nadev
Thu Apr 14, 2005 12:05 am
#20

For me, Master Commando, Master Riflemen, 4040 Carbineer



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DragonSnack
Thu Apr 14, 2005 1:10 pm
#21







StarNick wrote:
"Hey folks...expect something of a radical change coming with weapon certs in the next TC build...will undoudetdly have a big impact on templates

And potentially...a very positive one too."

TC-Ep3 is coming down...could be it for the next big publish. And it seems, what I hinted above is definately going to be positive..




This is fromWednesday night. I certainly hope the patch count inthe note is wrong and he really meant the one after tonights.



Anyway I see a lot of templates being tossed around. I think I threw mine in at least thread.


All of the combat profs have been given roles.

How about including what you are planning as your "role"


My Template is Master Commando/Master Smuggler with Pistoleer (Stances) 0004 and TK (balancing) 0300 to add additional melee defenses.


In combat initially I am planning on using myCommando skllsto destry or significanly weaken the enemy's defenses and if possible the enemy forces. RLs and such from long range. I haven't eseen the figures yet but Iexpect the RL to work from 64m.

After that task has been copmpleted I will move in and use my medium range weapons to further weaken or destroy yhr ememy.

Then I weill move in even closer asnd use my smuggler skills to watch the tanks back and to assit the tanks in destroyingthe remaining enemy. If necessaary I'll fall back on the extra melee defense and skill to defend myself while I get the heck outta there.

I don't plan on standing toe-to-toe with an enemy tank.Not unless i get to stick a grenade in his armor shorts.


What do you see as your role in combat?




Ordo-Malleus
Thu Apr 14, 2005 1:14 pm
#22

Role, good question


Master commando master carbineer with 0404 pistoleer for defence mods


role is fast massive damage to a single target while trying to provide crowd control, ideally.

however after testing im not sure what my end template will be i still have much testing to do to fully understand each proffession better in combat so that way i can match in what i want and what fits my game play style. In the end it may not be commando saddly, but time will only tell.



Indur' Dawndeath
StarNick
Thu Apr 14, 2005 1:57 pm
#23

"This is from Wednesday night. I certainly hope the patch count inthe note is wrong and he really meant the one after tonights."

Well...the devs got me good last night. I wasn't counting on a big chunk of the new cert system to be not turned on/working...

The next publish (today) I think will be correcting that...



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JerecKatarn
Thu Apr 14, 2005 3:34 pm
#24

Rathask, while I can see the benefits of those pistoleer boxes, I don't really build templates that are "uber" just ones that are fun to play. I will be honest, part of my reasons for that template I described was formed from playing Boss in Republic Commando. Thats the kind of character I want to portray, a leader who is still able to blow things up well. Nevertheless, I do want to pick the line that works best for a group, so my question still stands, which line of Squal Leader is that?
tacwraith
Tue Apr 19, 2005 9:08 pm
#25

Template: Force Commando
Commando 4000
Jedi Lightsaber 0404
Jedi Defender 4004 -ranged
Jedi Healer 2000
Jedi Enchancer 0400

Mods:

Total General Ranged/Melee Defenses: (adding Jedi stuff to it)
melee defense 130
force melee defense 25
ranged defense 100
force ranged defense 115
General Melee acc 82
2H Saber melee acc 115
General Melee Speed 22
2H saber speed 75
Innate Jedi Armor:42
Force Armor: 45
Jedi State Defenses: 50
Saber Block: 20
Total Force: 3725
Thrown Accuracy (grenades): 40

Total Specials you have access to: 14

Non-Jedi: Recover from KD (priceless!)

Saber Default attack (200 damage no cost)
Saber Head Hit (2k damage)
Saber Power attack (2.4k damage)
Saber Armor Break (lowers armor defenses on target for a little while)
Saber Sweep (300 damage melee KD)
Saber Swipe (300 damage, dizzy)
Saber Throw (1.8k damage, ranged KD)
Improved Force Heal (Heals for 1000)
Force Infusion: Heal over Time for 250 a tick.
Force Absorb
Force Feedback
Forcec Armor 2 (absorbs about 60% damage received, lasts 30 minutes)
Force Valor (adds +25 to saber block. Tests show they make the enemy miss 4 out of 6 shots average)


Strengths of the template: While mainly a Jedi template, the Commando grenades allow the player to surprise the heck out of everyone by lobbing a 1.2k damage (or more, i was using crappy thermal grenades with no powerups) that DOES hit everything red and yellow within a 20m radius).

Weaknesses of the template: Strong vs ranged attackers, strong vs melee, competitive with other jedi. Biggest weakness is the limited force pool.

Role of the Template in terms of Commando: Excellent skirmisher solo, very good for being the vanguard of your group.

Various strategical techniques that can be performed/should be performed:

Throwing a grenade as you rush is an excellent tactic, the explosion confuses the heck out of people (who werent expecting it), damages 1/3rd of their life bar.. and your saber takes the other 2/rds in 1 or 2 hits.

PvP Strategy: Using force infusion DOT heal, ALLOW yourself to be KD'd at start of fight..do NOT KD first. Once you are KD'd the force infusion will keep you alive long enough to forcee heal and recover from KD..then you protected by KD timer and you can kill anyone within 30 seconds.

PvE Strategy: Jedi for PVE. Grenades for emergencies.

Experiences with how our weapons work within the template:

Grenades are very useful thanks to their status effects and damage and yes, the explosion effects which create a tremendous fog-of-war which combined with a jedi's damage and healing capability turns this template into one nasty opponent.

Opinions and misc: You can defeat full Knights if you play smart. Spamming high damage attacks no longer works. In TC Bria I took down several knights 1-1 and still had half my little force bar left..all because they didnt use their specials right (see the KD timer comment). On a few occassions i had the knight force run away and back a lot... too bad for him a saber throw KD followed by a thermal grenade=big OUCH and fire dot.

This commando grenade+jedi template can have many variations.. and all in all the grenades are a very usefull tool PLUS the template grants KD recovery which is a real boon for a jedi.




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JoKen_Jash
Wed Apr 20, 2005 7:19 am
#26


Well, that's an interesting template. Don't know if using nades are worth it, however... you could grab the beam weapons tree and use the lightning beam cannon, keep a commando title out, and then wait for them to close in and switch to your saber. For some reason I see a lightsaber weilding commando more scary than a nade chucking jedi. If I ever go jedi, I've gotta try that. But something tells me the jedi grind is about to get much harder...


Anyway, I believe I have effectively discovered the fotm, I can beat practically anybody now that they fixed the kd bug. The template:


Master Commando;

Master Smuggler;

Carbineer 0,4,4,0.


I can almost definately beat any melee template, possibly even jedi if they don't have an anti-root healing special. I can beat most ranged templates too through stims, pixie, kd, and root. Then I just spam legshot.

Message Edited by JoKen_Jash on 04-20-2005 10:20 AM



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