Commando Archive

Thread: commando rifleman?

Raptor2k1
Sun Feb 27, 2005 5:45 pm
#14

MP/MC/Rogue is a pretty fun template too. Nothing like being able to utilize full pistol skills with the LP and still have heavy weapons to boot. Lowblow + Last Ditch with the LP or DE-10 is pretty darn lethal.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Samun
Mon Feb 28, 2005 12:48 pm
#15

As someone else stated, Master Commando / Master Rifles is a beautiful template as far as damage output in concerned. Between the two professions, you've got a weapon for almost every damage type, making you a valuable asset to any raid team.


The problem that arises is the lack of defenses, and the inability to withstand damage like you can with TKA. If you've been melee-oriented for a while, you're definately going to notice this, and might need to be a bit more cautious until you've got a good idea of what kind of abuse you can withstand in your new template.






Rasth | Hiran | Angmar | Pael
Todesengel
[ PHO | Kauri ]
Commando. Those who feel it, know it.
Obey the flame.


Warmaker01
Mon Feb 28, 2005 3:46 pm
#16

Master Commando / TKM is a versatile template. Personally, I liked it more because of Meditate and the lack of real healers out there (Buff only Doctors). It's the most used Master Commando based template out there.

Master Commando / Master Rifleman will work very well, but you're vulnerable to melee attacks (PvP or MoBs). If you can find a someone (buddy) or something (Faction Pet/Trooper) to tank for you, then you're set. Just stand back and unload with your Rifles or use your Commando gear when necessary.

Rounds coming down range!

MexicanMafioso
Wed Mar 02, 2005 4:37 am
#17

I was thinking of this EXACT combo this whole week...and the endless possibilities. I believe when the CURB hits you will still have a very nice template. Thoughts on the Pistoleer state defence tree instead of the TKA though?



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Martin' Avila
Master Pilot, Master Bounty Hunter, Big Game Hunter

Rifleman Since SWG Week 1 ~ Neutral

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"Long live Porkins"

Welcome to World of Star Wars Galaxy Quest Battleside
Excess3
Wed Mar 02, 2005 9:30 am
#18

as a Mcommando/Mrifles the only damage type you are missing in force is kinetic (technically you have it thanks to the unarmed 4 tree, but in all practicallity it it missing). After kinetic, your weekest damage will be electricity, and this is just because the consumables can get pretty expensive. Blast is taken care of by the LP, the rocket launcher, and 'nades. Energy, acid, and stun is covered in rifles and heat is taken care of by the commando's main weapon. The FT.

The strategy laid out by cpl fisher is pretty standard for this template and can be very very effective. The beauty is that in battles people tend not to think of the commando as anything else and don't rank you too high on the threat list which is funny, especially when they find themselves waking up in a clone booth. When you got the rifle out they will try to charge you to screw up your accuracy and get a KD in on you. Once you whip out that flamer they realize thier mistake but by then they are probably looking for a body of water or a doc with blankets.

The MCM/MR is a pure damage dealing template. But be warned, all the extra damage comes at the price of defenses. You won't be able to stand toe to toe with anything bigger than a rancor for very long. On the plus side, if you group up alot all you need is a decent tank (not a great one) and you can take down the biggest baddies in the game in no time flat.



If ignorance is bliss, bliss is over rated.
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