Commando Archive

Thread: got it handed to me by a commando :P

StarNick
Mon Dec 06, 2004 2:03 pm
#14

Exactly true Bloodmonk, you can still PvP a bit with commando...but would have to approach it much differently. Usually an expensive alternate however...thats why the majority of us feel simply lacking and incomplete.


We have far fewer options than the PvPing templates out there, ironic for a class that has the most weapon certs and suppoused to be the most versitile...



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Stupmster
Wed Dec 08, 2004 6:06 pm
#15






ValcynChiana wrote:

It was an unbuffed, unarmored duel




that would be why... commando's kick serious ass in unbuffed, unarmoured duels... as long as we can hit you with the first shot....



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tacwraith
Wed Dec 08, 2004 7:43 pm
#16

actually your friend has it wrong.

Flamethrowers dont own jedi. GRENADES do.

Jedi can saber-block a flamethrower. But jedi cannot saber block grenades.

Lob a good grenade (damage experimented+damage sliced+poweredup) thermal or proton grenade at an unbuffed jedi and he will die instantly. My thermals do around 800 damage, ive seen protons do 1200 damage to an unarmed oppponent (not jedi so number may be lower due to LS / Jedi toughness).

Rocket launchers/HPBC's also work better than the flamer..they work from 45m+ and hit for about the same damage..bad thing is they too can be saber blocked (dont ask me how a rocket is blocked by a saber).




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BloodMonk
Thu Dec 09, 2004 9:27 am
#17

on grenades: best bet are akclay enhanced Glops


DO NOT have them experimented for damage, make sure ideal range is at 15-20m before putting points in damage!!!!!


My glops with appr. +2000 venom, damage sliced and pupped have 7k max damage, more than any thermal imp or proton can ever have....PLUS in grouppvp you won't hurt you're armoured friends on top of the jedi...as glops are ap0 (no ap bonus vs. jedi so no problem) and only have a 2m radius



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