Commando Archive

Thread: Why are MTKAs soo much freaking stronger than MCommandos?

KnightHawk420
Wed Jan 07, 2004 2:45 pm
#14

Don't overlook the fact, that unarmed IV is required for commando. If you really want to get better at fist fights as a commando, it may help to go up the unarmed fighting tree... just a thought.....


The 2 professions can't really be compared apples to apples.


You can't really say I mastered marksmen that should make me more uber. Not neccessarily. Thats not how the game works. Every profession is different, every profession "should" have it's niche in life. And a commando does have his niche which is heavy duty dmg dealing.


A TKA can make nearly every profession look pathetic at 15m or less.....A commando really isn't any different, except that the commando isn't trying to bring death and destruction with his bare fists. He's given a wide assortment of weapons to choose from. Which gives him a far bigger variety of targets.... such as turrets. MTKA's don't go soloing turrets.



You have to learn to see a profession for what it is.... do not keep searching for the "I win" button it doesn't exist.




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
maddogs
Wed Jan 07, 2004 2:53 pm
#15

um i pvp alot and i only use master tk when in pvp and i laugh at ppl with flamers becous i can kill them befor they ever get a shot off lung body = 20m flame single 2 = 16m tell me if you see the 4 m free attack there i know it well and use it but all that asid


next pach will change evrey thing tks wont be able to spam uh3 becous max spam specails i under stand is 5 at a time (tho i dont know for sure )


so when it come down to it we might astuly come out on top of evry profesion becous 4 specals (stak burn baby) and almost any thing will die even after you die


also the ham cost chang (as im geting it sounds like only arigenl stats will actuly efect how much ham you use food and doc bufs wont make no ham cost this is what ive herd in a few pms i got can any one verifiy)


so if this comes to pas commandos will be the best of the best becous ham will actuly take life away no healing it so if a tk gos and spams his life down to 100 you will esly kill in one hit commandos will be the tanks (with ham costonly 22 for a special we will be the only ones who can spamspecials )



but only if this comes to be i realy


am worrid about next pach if this stuf comes to pass i see it as toltly makeing most profesions worthless expacily carbiners and tks




===============================================================


Daniel' Judson-Leonheart

N4R4Y4
Wed Jan 07, 2004 3:34 pm
#16






Flitred wrote:

I mean we require Master Marksman, plus master commando.


TKAs simply require Unarmed IV.


As far as I can tell, our best offensive weapon is time. WIth a few flame ticks, sure we'd kill just about anything that we bleed/burn....but when we get knocked to the ground + 18 spin kicks in about 3 seconds while trying to get within 15 meters, but staying out of TKAs knockdown range is a bit much. Why can't we get Knockdown Resistance at a greater rate?


I dont' know much, but it just seems to me that we should be second to only BH as far as PvP goes, because they require Scout/Marksman mastery.


Just curious what you guys think..am I crazy or does MTKA seem too good to be true?






This is a moot discussion: one can master both and still have points leftover for novice medic....


And I have a particular dislike for the statement "I don't know much, but it just seems to me that we should be second to only BH as far as PvP goes, because they require Scout/Marksman mastery". I have this dislike because that statementcan only comefrom someone who perceives this to be a class-based game or a game where success is based purely on what you know rather than what you do with what you know and it could not before farther from. Now, if everyone was restricted to one combat profession (gawd, please don't) and forcedto use the same tactics in combat, then maybe that statement and all these class vs class argumentswould have some merit and reason to exist. As it stands now, a Master Commando has enough leftover points to secondarily master almost any other elite combat profession (fencer, swordsman, and pikeman would require 2 points too many) and still have points leftover to train Novice Medic. Therefore, the entire thread is moot....


But for you class vs class monkeys, here's some insight on the topic:Itis a senseless question. Let's analyze those two professions individually and ALONE:


TKM - Pros:
Can apply all states (blind, stun, dizzy, intimidated).
Does wicked damage, but the only flavor damage they can do is kinetic.
Requires only 92 points to fully train.
Can heal self through meditate & buff self through power boost.
Specials can be performed with good speed.
Unarmed accuracy rating of greater than 200.


TKM - Cons:
Requires that the target be in melee range in order to be able to hit them.
Specials can drain HAM quickly.


Master Commando Pros:
Four stackable DoTs...
Damage types available within the profession alone: Blast, Energy, Acid, Cold, Electricity, and Heat.
Can do wicked damage from all ranges.
Specials do not drain HAM that badly.


Master Commando Cons:
Requires 169 points to fully train.
Hardly any defense mods within the profession itself.
Offense comes out slowly when using specials.
Heavy Weapons disappear when out of ammo.
Grenades limited to 32m.
Accuracy mods for all weapons within the profession do not exceed 110 (most don't even hit 100).


This is just a rough, off-the-top-of-my-head list. And if anything makes the entire list moot, it is the situation at hand as such a thingcan twist enough of the variables in the equation to make the answer to the question of which one is more powerful dependant greatly on the situation you put them in. Therefore, no matter which way you slice this and regardless of whether or not you used a clamp when slicing it, there is only one thing to remember: YOUR CHARACTER, REGARDLESS OF WHICH COMBAT PROFESSIONS YOU HAVE TRAINED, IS ONLY AS GOOD AS YOU AREAT CONTROLLING IT.




!!!
garvin
Wed Jan 07, 2004 3:38 pm
#17

I am both a Master Commando and Master TKA...


Looking at non-special hits...Commandos with the FT hit harder then TKMs...Going unarmed with a set of nice VKs I hit between 500 - 600 damage. Going into a fight with my FT armed, I do between 800 -1000 damage typically.


The same can be said with specials...Commando specials hit for more damage directly then TKM Sepecials...


The big issue in the fights come from speed and types of specials...TKA's hit faster and there fore are able to do more damage in the same about of time it takes us to fire 2 shots. TKA's also have specials that keep us unable to fight back (via KD).


I constantly see TKAs saying Commandos are too powerful while at the same time seeing Commandos say TKAs are too powerful...Neither is true...both can win fights over the other...it comes to strategy...


Here is what I have been doing lately...1) Shoot & Run... 2) Get Skill Roids...


1) Shoot & Run...In a battle between a TKM and a Commando, the fate of both are usually decided in the first shot...Who connects first successfully wins. If they KD us, we can't fire a special. And if we Flamesingle2 them, they will be hurting pretty bad. My suggestion is to try and get a flame special out quick then run away...use our same weakness against them...kite them with overpowered shot outside their hit range while the dot does it damage. If you get caught in KD spam before the special, start making out your final letter to your widow, game over...lol


2) Get Skill Roids...this is my secret...shhh...don't tell...there are skill mods out there that will protect you from KD and Dizzy...Not sure if this is working properly in PvP, but dizzy is one thing that can keep you down after getting KD'd in PvE...Pump up on these mods...I have been building a composite suit with high value skill mods focusing on Def. vs KD and Def. vs Dizzy. You can also get these defenses via dabbling in other professions. The more you get, the less likely you'll get KD'd...and if you have enough Def. vs Dizzy, you won't stay down very long if you do get KD'd...With enough mods you can remove KD from the equation for the most part (you'll make it less likely for them to connect with a KD)...Sure this doesn't solve the problem for every case and every profession...but remember, most suits of composite today come with 3 to 4 sockets on average...8 pieces for a full set...that's at least 8 def vs. KD you can add (1 per piece) and you can add 1 to your undershirt underneath the armor (and 1 to a belt if you wish)....same with dizzy...Ask yourself, in a fight with a TKA, who is more likely to win if you remove KD from the fight?


I've filled the rest of my sockets up with Melee Defense and Ranged Defense...I call this my Commando/TKA anti TKA/Ranged suit....lol...Already I've added +40 def vs KD to my suit of composite...+30 def vs Dizzy...+30 Melee Def and +40 Ranged Def...and I still have 11 empty sockets...lol


If you follow the route of enhancing your armor...put your biggest and best mods in the minor armor components (boots, bracers, shoulders, etc)...and the smaller replacable mods in the main components (helmet, pants, chest) as the main components take the most damage and decay the fastest.


Just some suggestions for you to consider...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Bloodborn
Wed Jan 07, 2004 5:15 pm
#18

im confused,are you guys trying to get TKA nerfed?or trying to get yours fixed?if your trying to get it fixed,for god sake compare apples to apples.TKA is a melee class,if they get too close,you die.


to the guy that made the statement .... don't we have to get close just to have a 50/50 chance of hitting a player? By that time we would be dead.



station1
Thu Jan 08, 2004 2:14 pm
#19

Two words: Knockdown Dizzy


This is usually the only way I lose to TKMs. Take that away, and (most) TKMs can't compete with a (smart) Master Commando. And they know it.


Once you're in a KD/Dizzy cycle, a TKM who knows how the system works will not let you up, and combat is over. It sucks and I hope it is nerfed with extreme predjudice. Getting close to any profession for a split second shouldn't mean the fight is over, regardless of any and all other variables. (see my previous rants on TKM's KD/Dizzy).


Almost all the PvP TKMs I see also have Master Brawler, so their Stretch-Armstrong Unarmed Lunge somehow miraculously outdistances your weapons specials. (20m vs. 16) So forget about flaming them unless a good opportunity comes up.Then burst run and let DOT take over. Your safest bet though is probablyto kite.


If (and only if, otherwise you'll never hit them) you have good pistol accuracy mods (better than just your Master Marksman), break out the Launcher and use it on them. Use suppression fire or low blow/panic combo to slow them up while you kite. You can try a charged weapon, and sometimes get lucky. I would only attempt this right after you knock them down or while they are Delayed though, otherwise they'll probably get close enough for the KD/Dizzy nonsense, ending the fight. Alot of times, lag will make it look as if they are using KD from further than 20m. They're not, but the battle is over.


You can try getting the +50 vs KD and +40 vs Dizzy from the Pistoleer techniques tree, but I haven't found it very useful. Others claim clothing atachments will help, but I don't think so. Not when a Dizzy is spammed as fast as a TKM can do it.


station1
Thu Jan 08, 2004 2:18 pm
#20






garvin wrote:

I constantly see I've filled the rest of my sockets up with Melee Defense and Ranged Defense...I call this my Commando/TKA anti TKA/Ranged suit....lol...Already I've added +40 def vs KD to my suit of composite...+30 def vs Dizzy...+30 Melee Def and +40 Ranged Def...and I still have 11 empty sockets...lol




Don't know if the Devs have commented on it, but isn't the general consensus that skill tapes only really give you a max of +25 to any one stat? (even though it will appear higher on the Skills page)
ScottieFL
Thu Jan 08, 2004 2:44 pm
#21

Station, I don't have master brawler.


And if they nerf our best attack, I sure as heck hope they nerf your best attack, too.


What's good for the goose is good for the gander.

Lifylos
Thu Jan 08, 2004 2:52 pm
#22






ScottieFL wrote:

Station, I don't have master brawler.


And if they nerf our best attack, I sure as heck hope they nerf your best attack, too.


What's good for the goose is good for the gander.






Well that is your best attack, and it really doesnt deserve a nerf, but at least it isnt your ONLY attack. All we have is our flamethrower.as sson as all you have is your KD/dizzy, then you will be in our shoes.



Seishenoru Verin...gone on Febuary 22, Cyas guys...

Dont mind me, just trolling on my last day...
garvin
Thu Jan 08, 2004 4:41 pm
#23

Don't know if the Devs have commented on it, but isn't the general consensus that skill tapes only really give you a max of +25 to any one stat? (even though it will appear higher on the Skills page)


This is where my confusion as well as other's come in...People say there is a +25 cap on a stat...but are we talking 25 points (being that every +10 equals 1 pt) or are we talking +25 total...


As commandos we have around +34 melee defense once we get to Master Commando. As it has been explained to me, that officially equals 34 pts...once combined with TKM, that shots up to +94 (or in otherwords 9.4 pts)....any skill is capped at +250 (or 25 pts) of anyone skill...as a TKM, my speed and damage is at +250 without any mods...any mods I add to the speed and damage would have no effect because of the the +250 max cap. I can't go beyond 25 points (again, +10 equals 1 pt)...


So when the Dev's say you only get a max of +25 to any one stat, are they meaning that you can only cap off at +250 or you only can really get +25 adding to what every natural amount you gain through your profession?




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

atytula
Thu Jan 08, 2004 8:52 pm
#24

Actually, I think Commandos should be better then BH in PvP. We spend more skill points on combat then any other profession. Yes, BH have master scout, but scout is not really a combat profession. The thing that should give BH an advantage is there ability to do things that are useful in catching bounties (like setting traps for the enemy). That could give them an edge in PvP, but when it comes to pure strength in PvP, Commandos should be the strongest.




General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
Radiant-Sharpie
Thu Jan 08, 2004 9:23 pm
#25

TKM with master brawler has a 20m knockdown and 30 second delay... No commando could even touch that.
DravoxDarksoul
Thu Jan 08, 2004 11:56 pm
#26

Umm...I am Master Brawler with almost master TKM to go with it. Master Brawler does give you lunge2 which is a 20m kd but I don't know where you are getting this 30 sec delay crap. Warcry2 only delays for 20 secs. I meanyou could try warcry2 + warcry1(never tried it personally) but that would be stupid.


As for getting rid of our kd/dizzy with skill tape mods or just nerfing them completely, give me a break. Whoever said they are making a full composite suit with high defenses in kd/dizzy is an idiot and that's why TKM's are beating you. I just wish you played on Kettemoor so I could show you how foolish you are. Good TKM's and I mean good TKM's don't need to rely on dizzy+knockdown to beat someone. There are tons of lame pvpers out there that will spam kd+dizzy because that's the only way they know how to duel. Tka isn't the only profession tohave one-two key spammers. I have seen it done with many of the ranged combat professions.


Now I am by no means saying I am a good tka yet because I have only been playing just over a month. I have howeverbeaten a good share of people fairly easily. I do this because I understand how things work. If I am up against a good commando I am gonna try to take them out as quick as possible otherwise they'll ultimately beat me. I can beat most commandos without knockdown or dizzy spammed right off the bat.


Now ranged combat professions even commando(though some say it's not really ranged) need distance between them and there opponent hence why they are called ranged. Melee professions need to be as close as possible. So, use common sense! If I am a melee fighter going up against a ranged fighter then I am obviously gonna prevent them from getting distance on me. What's the only true way I can do this? Knockdown plain and simple. After I do that though I don't need to use dizzy because by then I have you beat pretty easily. Let's say you already have distance on me then what should I do? Well, with my +warcry clothing I use warcry2 to delay you from hitting me for 20 secs then I proceed to eliminate the distance.


The battle between ranged and melee is nothing more then distance. If you know how to control the distance you will be a good pvper. So, you can take your anti-kd/dizzy comp and come duel me. I will outclass you if you rely solely on that.


P.S. Anyone who thinks tkas can only do kinetic I would like to say that's only true bare handed. Come duel me with my DOT damage vks and then see what kinda damage I can do.

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