Commando Archive

Thread: How to deal with the 2.5x melee mod. From a Rifleman, I know.

GalacticDarkMaster
Thu Oct 09, 2003 8:05 pm
#14

Welcome to the riflemen world! Its called tactics, I can still solo dark jedi masters and high lvl creatures, I just use tactics, times change, and it means you have to adapt! ha ha ha god I'm still laughing about this!
PigeonToedRancor
Thu Oct 09, 2003 8:08 pm
#15

Being killed by a stormtrooper in one melee hit isn't much fun, espescially since all the armour in the world won't make a lick of difference right now. But we are commando. We will adapt.
GalacticDarkMaster
Thu Oct 09, 2003 8:12 pm
#16

Theres the attitude! Adapt change tactics lol Read the riflemen boards if you all need help really we've been doin this for a while now, its easy to over come but gunna be funny to watch you 1 hit each other lol **edit** its still funny!
Maabus1999
Thu Oct 09, 2003 8:13 pm
#17






GalacticDarkMaster wrote:

Thats awesome you all have to deal with that 2.5 melee damage too! I love it! I'm a riflemen and jsut to let you know your commando weapons are set to melee, so now if you fight another commando you'll each be doing 2.5 times the normal damage, god I love that.


Oh ya and if you get wasted by any kind of creatures thats just sad. Also means your precious armor is gunan get torn up quick GOD I LOVE THIS! Its about time some one else feels the riflemen's pain lol glad its you all. Go flame up like you do us in PvP and one shot it. Wait you can't lol ha ha ha ha ha ha makes me friggin laugh all day long!! Ha ha ha! So now when you run up on another commando you will one shot each other and I'll stay at 60 m and laugh ha ha ha!







Commando weapons now are considered 'range' so they don't get that modifer. It was a bug the whole time... BTW, I played a rifleman before playing commando(whenit was nearly impossible to level)and I thought it was **edit** fun and powerful if done right. Plus I have a rifleman in my PA currently who can easily take down krayts with the right skills to support it (and none are commando. Remember you have 64 m to figure out a mob is coming to put away your 2.5x weapon, while we haveabout 18 m.The only problem rifleman had was the warping mob problem, besides that it is a lack of tactics if you think its a bad deal.


And FYI, I was able to still solo mutant/ancient rancors using a combination of tactics, as easy asthose rifleman who usetactics can.I will say though though the first time I got hit for 1200 was a shock, glad I had power boost to survive that.


-Maabus-




Life is Tough. Life is tougher if you are stupid.
GalacticDarkMaster
Thu Oct 09, 2003 8:16 pm
#18

**edit** too bad they switched that, I havne't been on since the patch so I haven't had a chance to kick some commando ass lately, butI will test it out tonight! Thanks for the heads up!
Maabus1999
Thu Oct 09, 2003 8:16 pm
#19

Hehe, watching TV and typing is bad for sentence flow..though though



Life is Tough. Life is tougher if you are stupid.
SanTsu
Thu Oct 09, 2003 9:40 pm
#20

There is a much easier method. just make a macro that equips the flamethrower fires the special then unequips the flamethrower. I keep my LP equiped then when I want to do a flame attack I just use the macro that way I dont have to worry about the extra damage I would take from holding on to it.



______________________________________________________
The First Smuggler Correspondent (retired)
Johny Longshoot
Master Smuggler/ Master Gunfighter/ Teras Kasi Master
Who needs hokey religions and ancient weapons just give me something to smuggle.
tacwraith
Thu Oct 09, 2003 10:03 pm
#21

'scuse me, but all you riflemen forget one thing: tactics dont work when you are HELPLESS for 9 to 15 seconds after using a special 18m away.



Oh yes commandos will adapt.


Smuggler commandos get feign death. flame cone the bastiges and feign death. watch the dot kill them. LAME in my opinion, but what can be done, the morons at SOE want it so.


Riflemen commandos will now use rifles and the flamer as backup.


Master commandos.. dont know what they will do.. they dont have much points left to do much. perhaps become flamethrower snipers and marathon runners.


Carabiner commandos.. one word: Charge Shot 2. Priceless to knock them down as you rush them, torch them, then keep running.


Scout commandos... Phenecnanine darts. Slows them in place for about 20 seconds..enough time to get into 18m, ,torch and run away to a safe distance counting to 15, then throwing another trap.


Tera Kasi Commandos... dont know what the point is. Go into melee range, knockdown then torch and hope the +30 defenses help them if the creature gets up and bites them.. 'cause knockdown is now on a 30 second timer. i doubt they will last 30 seconds.


and the ridiculously rich commandos will switch to rocket launchers. they will be poor in a week.


Thank you SOE, you do know how to screw people up. Especially when the ONLY problem commando had was RIFLEMEN having 2.5 melee penalty. I could give a flying FART about my weapon being considered melee, give the riflemen the same toughness in melee as pistoliers and be done with it. Isnt it enough that rifle range modifiers dont let them hit a bantha in a narrow corridor?






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
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Zechs_Merquise
Thu Oct 09, 2003 10:06 pm
#22

"I could give a flying FART about my weapon being considered melee, give the riflemen the same toughness in melee as pistoliers and be done with it. Isnt it enough that rifle range modifiers dont let them hit a bantha in a narrow corridor?"



Amen!




Zebacca - Intrepid
nightwolf180
Thu Oct 09, 2003 10:12 pm
#23






Bailler wrote:
how about this.... you use something other than flamesingle?! *GASP* oh yeah commandos have more weapons and moves than just the flamethrower with flame single. TOSS A GRENADE!! it kills them in one hit! at mid range its great accuracy. if they are far away, shoot a rocket, they go BOOM and you win. try to use all your skills and not just rely on one





Your THEORY is flawed here Bailler. Grenades SUCK, and I will NOT waste a disposable weapon let alone HUNDREDS just to hunt.


TKA does seem like a very attractive skill now, I have to admit. This melee thing is just going to make more commandos turn away from mastering the skill, maybe it just MIGHT reduce the dabblers (or increase them as master commandos decide they dont need the whole proffession and just keep the flamethrower)


Unfortunately we have to contend with the long cool down period after useing our specials ASWELL as the damage mods.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
nightwolf180
Thu Oct 09, 2003 10:18 pm
#24






GalacticDarkMaster wrote:

Thats awesome you all have to deal with that 2.5 melee damage too! I love it! I'm a riflemen and jsut to let you know your commando weapons are set to melee, so now if you fight another commando you'll each be doing 2.5 times the normal damage, god I love that.


Oh ya and if you get wasted by any kind of creatures thats just sad. Also means your precious armor is gunan get torn up quick GOD I LOVE THIS! Its about time some one else feels the riflemen's pain lol glad its you all. Go flame up like you do us in PvP and one shot it. Wait you can't lol ha ha ha ha ha ha makes me friggin laugh all day long!! Ha ha ha! So now when you run up on another commando you will one shot each other and I'll stay at 60 m and laugh ha ha ha!






This guy iswhat you would call a gaylord focker. Spelling intended

A: Our flamethrowers are now set as ranged weapons, dickhead.

B: If you don't like the melee modifier why don't you be the baby you are and run home crying for a pistol


C: I think its past your bedtime, your getting cranky.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
MerlinusZealot
Thu Oct 09, 2003 10:51 pm
#25

The inherent difference between a rifleman and a commando is that, for the purposes of this game, commandos are supposed to be CLOSE RANGE fighters. To get a decent hit or to use ANY flamethrower special we have to be within 16m. You riflemen get the 2.5x melee because you are not supposed to be anywhere near melee range anyway. Commandos have to be that close to get a good hit it on a mob.


I got hit hard by this because I specialize in both Lightening Rifle and Flamethrower. So now every weapon I own has this nasty 2.5x modifier added in. *sigh*


Just hope it gets fixed...


Krath Skyray


0-0-4-0 Commando


0-0-2-4 Bounty Hunter


1-1-0-0 Creature Handler

SanTsu
Thu Oct 09, 2003 10:51 pm
#26

Why dont you guys unequip the flamethrower when you are not using it.



______________________________________________________
The First Smuggler Correspondent (retired)
Johny Longshoot
Master Smuggler/ Master Gunfighter/ Teras Kasi Master
Who needs hokey religions and ancient weapons just give me something to smuggle.
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