Commando Archive

Thread: No Special attacks in the Commando profesion at CU

StarNick
Sat Apr 02, 2005 5:12 pm
#14

Well, thats a thing that has been brought up quite a bit before.


What would we do if we choose not to go further into ranged for specials? Will we become gimped? Frankly, we don't know yet - HOWEVER, the devs have reassured us that even marksman specials will be pretty good with the flamethrower (and our specials in general).


And if they're good...then everythings balanced. As if you chose to get some medical skills and take up slicing in smuggler...you're still at a disadvantage compared to a fully templated commando, as you spent less combat (for the medical) skills than the guy who went all out range.


Hence...we have weaknesses...and roles - and why we won't get FOTMs. If you take up TKM/MC with some medical/smuggler...you'll be able to heal yourself at the cost of some ranged specials, but you'll be a great tanker and have great offensive capabilities. A MC who dabbled exclusively in ranged will have a whole lot more greater damage, but won't be a great tanker and wouldn't be able to have the TKA natural armour mitigation. Then if you're a regular TKM/MC like my example in the other post...then you're great and well rounded in both defensive and offensive capabilities...but either wouldn't be great as a crowd controller (if you didn't dabble there), wouldn't be able to heal yourself, or perhaps as good 1on1 if you opted to go for crowd controller specials...


Each template has its own unique role and abilities, but weaknesses....its a choice we all have to make based on our interests/playing style, but as long as commando isn't gimped without its specials...its a great system.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

StarNick
Sat Apr 02, 2005 5:25 pm
#15





Garvin wrote:


Maybe I should rephrase myself...I meant by "power-up" profession that we take anyone elses specials and "power them up" by having the ability to add a DoT and AOE. That's what I mean by "power-up" profession...Also that, outside of Commando, if other professions want to get more powerful weapons (like a rifle, or pistol, etc) they go shopping in Commando (but now, to get our best weapons, they can't just stop at novice)...






Yeah...thats a bit better explanation . Every profession is an enhancer, but we have the unique way of making*your* specials,*our* specials by "power-upping" (Is that even a word?) them



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

garvin
Sat Apr 02, 2005 5:27 pm
#16






StarNick wrote:





Garvin wrote:


Maybe I should rephrase myself...I meant by "power-up" profession that we take anyone elses specials and "power them up" by having the ability to add a DoT and AOE. That's what I mean by "power-up" profession...Also that, outside of Commando, if other professions want to get more powerful weapons (like a rifle, or pistol, etc) they go shopping in Commando (but now, to get our best weapons, they can't just stop at novice)...






Yeah...thats a bit better explanation . Every profession is an enhancer, but we have the unique way of making*your* specials,*our* specials by "power-upping" (Is that even a word?) them




Maybe a better term besides the fact that we "power-up" the damage capabilities of any specials that we "further enhance" specials when used with our FT.




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

FearlessBob
Sat Apr 02, 2005 5:33 pm
#17

Seeing as we cant even test the elites yet, I dont see much reason to get all jumped up about X or Y not being in the skill trees. We will know what rocks and what sucks as soon as we can start fiddling with the elites.

As for me, I'm happy to play around with the novice professions, help to establish what needs tweaking. Once the Devs have a good working set of Nov Profs, then we can worry about the elite stuff.

After a couple of days mucking around on TC5, I have to say that I feel much MUCH better about the CU than I did one the first day.


Coot - Mandalorian Commandos - TC5 Commando Testing Guild

Message Edited by FearlessBob on 04-02-2005 05:34 PM



&d FearlessBob d&
Cauil
Sat Apr 02, 2005 11:43 pm
#18

It seems to me that while Commando/TKM may be a popular pick still, the ideal mix is now to stack commando with another ranged profession. This not only grants different specials, but the general ranged mods (assuming they stack) will benefit commando.


I was actually looking at the following template;


Master Commando

Master Pistoleer

TKA 4/0/0/0

Smuggler 0/0/3/0


What this does is stacks the general ranged mods for commando and pistoleer, grants pistoleer bonuses for the launcher pistol, specials for heavy weapons, and adds the unarmed mods for novice tka and smuggler dirty fighting. I personally picked the mediation line in TKA, but one could instead pick a combat line if they prefer.



Cauil
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