Commando Archive

Thread: Does the Proton Rifle use the Rifle skills?

StarNick
Fri Apr 08, 2005 6:44 pm
#14

Aye, if the proton rifle is rifle mods...then I say we get the MIR to use heavy mods!

But...wouldn't that be back to square one, but with both professions being at square one, and just a skin change?

A rifleman on the rifle boards mentioned something along the lines of this...and it is somewhat accurate (plus the proton rifle got a damage boost since its now master cert).

Primary order of business now? Helping get the riflemen a much better skin for the MIR...



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StarNick
Fri Apr 08, 2005 8:31 pm
#15

According to the devs, we're experts on heavy weapons...not all weapons...hence the heavy weapon specialist.



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EvilDrider
Fri Apr 08, 2005 8:32 pm
#16

Just ask the Devs to change the name to Proton Cannon, Starnick.





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StarNick
Fri Apr 08, 2005 8:55 pm
#17

Btw one of my primary concerns deals with if specific mods are weighted heavier opposed to generic mods.

This would suck for all the hybrids (noteably smugglers and BH as you pointed out), and not only that...they get less of the generic mods. I really am hoping they won't, and if thats the case...then its not really too bad of an issue if the proton rifle takes rifle mods.

BUT...I always ponder the worst possible scenario as you never know (considering our history), and if worse comes to worse that specific mods are treated differently...then BHs/Smugglers should get specific mods for their weapons too.

Im hoping they're treated equally however...



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RSBarak
Fri Apr 08, 2005 9:58 pm
#18


It should use heavy weapon skills. Remember commandos are unique (so far as i know) in that they must dabble to obtain specials. Being put into a box where we must at least dabble if not master rifleman to be effective with a master level weapon severely limits where a commando can choose to put thier SP and basically the diversity of the commandos you will see out there. I think the great thing about these commando changes is the fact that you will have commando/Carb commando/pistol/bh etccreating a whole range of 'commandos'. All professions should really be the most proficienct with the specific weapons they are certed with in my opinion but i think the case is particularely strong for a master level weapon. I would have thought the best way would to give all professions thier own mods and if a weapon is certed to them then it simply uses thier mods. In the case of the massasi VK commandos would be best with it, but they would not recieve any of the defences and other things from TKA or specials without babbling here. This is what it should mean to get your own weapon. The way it stands currently there are ALOT of templates where you actually wont be able to use alot of your guns to the fullest. E.g. Commando/BH.People should be dabbling for specials and not be forced into boxes because of weapon mods. How does a master commando become the best with thier LP, thier VK and thier Rifle in the current setup? We should be able to use our own weapons to thier fullest. This applies to other proffs such as BH, Smuggler and whhomever else I have forgotten.

Message Edited by RSBarak on 04-09-2005 02:05 PM



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MrBulwark
Sat Apr 09, 2005 12:33 am
#19


Withthe Proton Rifle equiped, do I use the Rifle defence/accuracy/speed skills?

I assume yes, but it might be considered a heavy weapon.






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soal-farous
Sat Apr 09, 2005 12:35 am
#20

lsat i checked its a rifle...



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garvin
Sat Apr 09, 2005 12:41 am
#21






MrBulwark wrote:


Withthe Proton Rifle equiped, do I use the Rifle defence/accuracy/speed skills?

I assume yes, but it might be considered a heavy weapon.





Don't know for sure which "specific" mods it will rely on, but it will most definitely use generic ranged speed and accuracy mods (which all ranged combat professions get)...So we will have skill mods available to us for this weapon either way. If I had to guess, there is a good chance that the "rifle" specific mods may effect this weapon type unless it's catagorized as a "Heavy" rifle.


As for defenses, I don't believe any defenses is weapon specific...but I could be wrong...The only exception I know of is TK avoidance, but that is only effected when someone equips armor. Weapons, as far as I know, don't impact defensive capabilities at all (you can hold a carbine, and your Commando defenses are still working).





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Enix_Dayspring
Sat Apr 09, 2005 12:41 am
#22

I would assume so, but remember the general ranged acc, gen ranged speed, etc. that you get in the commando tree will work with it as well.



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Enix_Dayspring
Sat Apr 09, 2005 12:43 am
#23






garvin wrote:





MrBulwark wrote:


Withthe Proton Rifle equiped, do I use the Rifle defence/accuracy/speed skills?

I assume yes, but it might be considered a heavy weapon.





Don't know for sure which "specific" mods it will rely on, but it will most definitely use generic ranged speed and accuracy mods (which all ranged combat professions get)...So we will have skill mods available to us for this weapon either way. If I had to guess, there is a good chance that the "rifle" specific mods may effect this weapon type unless it's catagorized as a "Heavy" rifle.


As for defenses, I don't believe any defenses is weapon specific...but I could be wrong...The only exception I know of is TK avoidance, but that is only effected when someone equips armor. Weapons, as far as I know, don't impact defensive capabilities at all (you can hold a carbine, and your Commando defenses are still working).







Just FYI, we get heavy weapon defense in the Commando tree, carbine defense in the carbineer tree, and I assume same in pistoleer and rifleman.


I would assume that you only get those defenses when using that particular weapon?





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Wolfmann31
Sat Apr 09, 2005 12:49 am
#24






Enix_Dayspring wrote:





garvin wrote:





MrBulwark wrote:


Withthe Proton Rifle equiped, do I use the Rifle defence/accuracy/speed skills?

I assume yes, but it might be considered a heavy weapon.





Don't know for sure which "specific" mods it will rely on, but it will most definitely use generic ranged speed and accuracy mods (which all ranged combat professions get)...So we will have skill mods available to us for this weapon either way. If I had to guess, there is a good chance that the "rifle" specific mods may effect this weapon type unless it's catagorized as a "Heavy" rifle.


As for defenses, I don't believe any defenses is weapon specific...but I could be wrong...The only exception I know of is TK avoidance, but that is only effected when someone equips armor. Weapons, as far as I know, don't impact defensive capabilities at all (you can hold a carbine, and your Commando defenses are still working).







Just FYI, we get heavy weapon defense in the Commando tree, carbine defense in the carbineer tree, and I assume same in pistoleer and rifleman.


I would assume that you only get those defenses when using that particular weapon?









Correct. You can see that in the character screen ingame in the CU right now.


Swap weapons and your defenses changes.


General + Weapon = defense when equipped with weapon/unarmed





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Hadriaan
Sat Apr 09, 2005 6:37 am
#25



MrBulwark wrote:


>Does the bounty hunter complain that his proton carbine doesn't use a BH only skill? probably not.

Commando's are experts with all weapons, not just heavy weapons.






The problem is that BH gains cabrine speed and accuracy in their tree. Having a master box weapon for us where we have like +20 speed (like +5 if a commando decides not to get rifle tree in marksman) while using that weapon is kind of stupid.



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JediBoffan
Sat Apr 09, 2005 6:40 am
#26

But we also get General Ranged Accuracy and Speed, which work on all guns.



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