Commando Archive

Thread: The PvP'ing commando... 2 down more to come :)

Kaj
Thu Oct 21, 2004 8:27 am
#14

Aye... the flamer commands great respect. I hardly ever turn down a duel... and I have had peeps refuse to fight when I arm my flamer. My template is Master TKA, Shock Trooper, Medic and I'm climbing to BH Inv III to find the Jedi.


I am very successful in PVP and its due to many things. Mainly having had my butt handed to me in the past, when I had no idea what I was doing. But leading off with the flamer then arming the knuckler and paying attention to my opponents stats and using TKA attacks accordingly... I am successful... not perfect... but successful.


TKA specials are not much againstcertain armored opponents (fencer, swordsman, pikeman), but that flamer with the high speed slice is a stalemate breaker. Commandos can be highly successful in PVP. I was a Master Commando for quite sometime and hated to carve into it... but I had to do something about melee players... so I invested a little into melee.



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*** If You Keep Looking At Me.... You'll See Me Kill You ***
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Zade_Taerin
Thu Oct 21, 2004 9:43 am
#15

I'm working on a scheme of Master Commando, Bounty Hunter (0 4 4 0 - Pistols and Carbines) and Medic 1 0 0 0. The Bounty Hunter Carbines are for initiating the State changes, the Bounty Hunter Pistols are for the Launcher Pistol (Torsoshot and LP work well together, Eye shot is good for the blinding state) while Scout Exploration IVgives me Terrain Negotiation and Mask Scent.


A typically opening will be using a Low HAM-Highly accurate Carbine to stick in some states (KnockDown Fire and Confusion Shot). After the states areset depending upon distance I'll cue up either a Scatter or LP for the Torsoshot burn and at Melee distance start putting on the burn with the FT. I haven't test it much but in theory it offers a number of options... and should keep people guessing.




ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Vilein
Thu Oct 21, 2004 9:46 am
#16

My template is currently MC/TKM

If I'm going to use the FT in PvP, should I open with it, or use it after dizzy/kd?

If you open with it how do you deal with the 9 second delay after FS/FC before you can equip the vk, or even go bare handed?


Thanks for any help you guys can offer



-----------------------------
Seeker of the following information: (a reward for good answers pm'd)
1) how does someone with a 2' long stick hit you at 60'
2) how does someone with a 2' long stick "BLOCK" a rocket
3) how does someone with a flashlight Block a cone of fire
BloodMonk
Thu Oct 21, 2004 7:33 pm
#17

two more


-pure TKM: lasted less then 2 minutes....I got KD from his opening move lol (so he wasn't a very good TK I guess), put one flamedot on him, switched to carbs, dizzy/ post down and byebye mr. TK


-fencer/doc: lost the match when he had only 300 health left due to not having a spare psg ( HUGE difference)

I got him tied up half the time because (I think) he had cure intimidate and fireblanket macro's running....all the time he's doing that he can't damage me....and I just went /intimidate /intimidate /single2 /int /int /cone2.......when you got him burning well, warcry him, peace out or unequip weapons, after nine seconds flame2, and 3 intimidate (as he'll cure it right after warcry goes, so you stick it right back at him lol)



Sly

Insane PvP'ing Commando



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
ivossk
Thu Oct 21, 2004 11:20 pm
#18

I have a question, can jedi block flame single 2? Also, can they block flame cone if it wasn't originally targeted at them. I am thinking about adding some SL to commando. i heard on the sl boards that when a rally is stacked with a steady aim you rarely miss with the flame thrower, so my next concern is the jedi blocking ability.
BloodMonk
Fri Oct 22, 2004 12:02 am
#19

flaming someone KD gives much bigger dot...it's also a good idea to warcry your opponent just before you change weapons.


In short this seems pretty nice:


/intimidate

/intimidate (you can stack em in pairs)

/flamesingle2

/flamecone2

/warcry (untill you stick one)

switch to VK

apply all states, then KD or lunge

once KD warcry, then change to FT and put a BIG dot on



To the other guy: I tried commando wth marksman carbines for stating and some pistoleer/smuggler for KD and delay but dropped it as 3 weapons REALLY are to much to handle.


Carbineer 2002 gives you FAS1/2+FAA1 (apply states), actionshot 1/2, surpression fire (all posture down attacks), chargeshot (KD)


I only use 1 carbine atm, a scoped/stocked DH17, with a speedslice and pup it's 1.7s, accuracy at ideal range is +116@30m



Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
BloodMonk
Fri Oct 22, 2004 5:13 am
#20

yes, sadly enough FT attacks can be saberblocked


iso going SL, did you now you can stack 3 /aim ? give mad accuracy for the next three shots.



I don't miss all that often though once I have my opponents intimidated....I think I missed the fencer 1or 2 simes out of ten....now if he's not intimidated it's a whoel lot more. I am ALWAYS on citrus snow cake



Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
ivossk
Fri Oct 22, 2004 8:49 am
#21

great thx! one more thing, what is HPBC? Keep up the good work adding diversity to the SWG community!
BloodMonk
Fri Oct 22, 2004 9:15 am
#22

The heavy particle beam cannon. IMO THE ebst consumable for PvP.


The latest batch I got from my WS had +86 accuracy@ideal(vs. 20-ish normal) with max damage still over 3k unsliced and speed just above 5 seconds.


The rocketlaunchers he made are +44, which seems to be the max on those


Now all of you get off your hiney, get a WS to cook up some similar weapons and go out to PvP



I've been in two big battles last week (25 vs 25 or so), and if you keep some distance you can really cut down the enemy....I try to stay appr. 50 from the melee'rs...tab around till I find someone on his back and then take him out in a few shots.


Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
SkinRudenko
Fri Oct 22, 2004 5:54 pm
#23

I rarely use consumables in daily (squad based) PvP for a few reasons:

1. they're slow, leaving you vulnerable

2. they have low accuracy in melee range

3. they target a random HAM pool

4. you cannot clear them from combat queue


I do, however, use many many consumables in large GCW battles. Since it would be crazy to run into flamespecial range with 20+ enemies fighting you, I like to sit back and spamrockets at the highest density of targets. I've always used rockets because at Master Commando they have the best accuracy mod of all heavy weapons, but I'll definately be talking to my WS about some HPBC.


I often have this problem when using rockets:

I'll be on snow cake, have a positive accuracy mod, using about 1.5k min dmg rockets, but when I hit the target, the combat log says I hit soandso forabout650 dmg? I thought the numbers that show up in combat logs are before armor/food? I don't expect mitigation to take awayso much from the damage.



Colonel Skin Rudenko
~ai'runi dralshye'raii~

Imperial Military Police - White Cell Squadron
"If the enemy leaves a door open, you must rush in." - Sun Tzu
www.whitecellsquadron.com
SkinRudenko
Sat Oct 23, 2004 6:23 am
#24

Oh yeah... the 75% pvp nerf... how could I forget that? lol


I guess my point is, after armor/psg/synthsteak, is the DPS still worth using them?


"also keep in mind melee toughness on melee opponents"

are they still considered melee weapons? lol


I spend most of my time fighting within 16m, and since psg's are acid vuln, maybe those are worth trying.



Colonel Skin Rudenko
~ai'runi dralshye'raii~

Imperial Military Police - White Cell Squadron
"If the enemy leaves a door open, you must rush in." - Sun Tzu
www.whitecellsquadron.com
BloodMonk
Sat Oct 23, 2004 6:36 am
#25

I only tend to use the consumables when my opponent is KD, when they're moving you'll miss a lot more. I wear out most of not all of the synthsteak they use while setting em up. (although I'm only carbineer 2002 I still am speedcapped on my carbine thanks to some FS speed (and a 1.7s carbine). even if they are on synth you'll still hit the hard.

Consider a HPBC with 1500-3000 damage, these make average DPS of about 2.25k.

2.25k *0.25 (pvp reduction) * 1.5 = 844 damage

because you're going AP3 vs AR1 you get 56% more damage so:
1317 damage with 90% base comp you still get in 132 damage, after synth about 70 goes through.

I never so numbers low as this though.....but I can't find any error in my calcs

Now also factor in the X2 damage mod when someone goes KD


the damage range I've seen on people who are KD but not on synth is 400 to 1400 with the AP3 weapons...no mathematical proof....just what I've seen lol


Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Phaye
Sat Oct 23, 2004 8:16 am
#26

Keep telling these stories, I really enjoy them! =D
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