Commando Archive

Thread: Combat Upgrade and Commando The FAQ

StarNick
Mon Apr 04, 2005 1:39 pm
#14

Yes, theres speed/accuracy/movement mitigation pertaining to armour.



--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

Latenighter
Mon Apr 04, 2005 2:06 pm
#15



StarNick wrote:
Yes, theres speed/accuracy/movement mitigation pertaining to armour.


Any idea if the speed/accuracy/movement mitigations for assault armor will stack if you were to take Commando and Squad Leader?



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Sneakysmuggler
Mon Apr 04, 2005 2:50 pm
#16

Lets say my Template is MC/Master Carbineer/3040 BH. Can I only use specials from My marksman,Carbineer,and BH for my commando weapons?



#####Sneaky Smuggler#####
!!!!!Fight the Tide!!!!!
~~~~~Elder Commando~~~~~
djkav
Mon Apr 04, 2005 3:42 pm
#17



Latenighter wrote:


StarNick wrote:
Yes, theres speed/accuracy/movement mitigation pertaining to armour.


Any idea if the speed/accuracy/movement mitigations for assault armor will stack if you were to take Commando and Squad Leader?



Prolly not

I was thinking the same with Commando/BH professions.

I had a chat with starnick, and he more or less thinks it will stick.




Kav - Former -TC- Overlord [ Elder Jedi MDef / LS oo44 / Heal 41oo / Enh 4oo2 ]
Cartman - Former -TC- Overlord [ Elder MBH / MCarb / CM 4ooo ]

"Wot did you think was in ya mouse. A load of fiber-opticials, and megachips... Nah, just a load of me, Mr Mouse!"

Cancelled simply because SWG aint no fun for me any more.


whiskey7
Mon Apr 04, 2005 11:18 pm
#18

i hope it stacks

i'm prolly going MCommando, MBH, NoviceMedic, EnhancedReflexes after the CU

fingers crossed



BALAANbalaanBALAANbalaanBALAANbalaanBAL0
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StarNick
Tue Apr 05, 2005 12:59 am
#19

"will there be a cap on armor mitigation?
a Master Commando/Master Bounty Hunter will get 120% armor mitigation if there's no cap"

I believe the armour mods are more like the range/melee mitigation levels we have now where they're not stackable. I can be wrong though...but it makes sense



--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

Warmaker01
Tue Apr 05, 2005 9:53 am
#20

Interesting FAQ. Changes everything Commando related so far.

Thatguyfubu
Tue Apr 05, 2005 10:02 am
#21

Either it won't stack or it will cap at like 100%. Think about this, if I go Master Commando, Master Squad Leader, and pick up a full branch of BH I will be over 200%. Squad Leader alone gives 90% mitigation to Assault Armor.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


StarNick
Tue Apr 05, 2005 1:59 pm
#22

It will, to the best of my knowledge, function like the current melee/range damage mitigation...where you "unlock" the reduction of penalities with a certain skill, and only need to do so once.

So, if you already gained the best mitigation via Master Commando, if you pick up only a part of BH, you still have the maximum amount mitigation reductions you got with Master Commando...

End result, armour will have penalities...but you can reduce them, but not make them completely go away.



--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

Krehator
Tue Apr 05, 2005 2:17 pm
#23

After playing on the CU and looking at all the current faq it looks like I'm going back to commando. I'm currently sword/doc but doc is getting nerfed and sword is getting a skill point nerf. Commando is looking looking good. It takes up less points which is awesome. This will allow me to still craft if I wish using just part of BE.


Current template thoughts.


Master Commando

BE 0404

Medic 0400

Novice Merchant to keep my nice vendors

Novice Scout to harvest.


Things are looking good!
Merc93
Tue Apr 05, 2005 4:06 pm
#24

yey! I lvoe grenades. It's great to throw 'em in a window against the ledge or wall and watch the enemy chase 'em around to catch 'em until *BOOM!* Fine Red Mist. Too bad we can't do this in the game, but I'll settle for this....whatever it is.(haven't seen it yet)


Hey Jedi, can you hold this for a sec?


<snicker>


*BOOM!*


oOPS! Looks like it might be tough to block an explosion with a Lightsaber eh? Well, you know they say, hocky religions and ancient weapons...


Hey Mr. Krayt, yeah, you, you wanna eat somethin'? Put your mouth on this!


<jumps for it>


*BOOM!*


[BarkerAd]

/happy Now sellng Krayt tissues wholesale!!

/giggle;

/pause 6;

/macro BarkerAd



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Merc93
Wed Apr 06, 2005 11:47 am
#25

Alright, after reading this FAQ I felt much better about the changes to Commando, but today as I was looking over the Template, some strong concerns arose that I would like to get some feedback on. Cheifly, if the Commando profession has been designed as a "stacker" profession and given great weapons, etc, it occurs to me that it makes little difference what weapons we have for the following reason: The bonsus and mods assigned to Heavy Weapons still do not compare to those of other professions. INcidentally, a Rifleman would still be faster with his Riflea and a Pistoleer likewise. As a result, our final DPS ends up still being lacking in comparison to other ranged professions. Why? Because virtually all of our weapons are categorized as Heavy Weapons, and any being a "stacker" makes little difference for these weapons, since Rifleman, Pistoleer, Carbineer, etc do NOT grant Heavy Weapon mods. So a Pistoleer will still be faster than Commando, resulting in greater DPS and incidentally, an uneven fight.


SO, If we are to be a stacker profession and (meaning -enhancing profession, meaning mot the main professsion, but secondary to another) then it would help, somewhat to increase our skill mods for Heavy Weapons, since those of other profession are useless to us. So what if we can use other prof. specials with out weapons, we're still shooting slow and missing our targets. So tell me how this helps us...



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
StarNick
Wed Apr 06, 2005 5:30 pm
#26

Thats one of the focus threads I want you guys to be posting feedback in once the godforsaken newbie testing ends...

Also keep in mind, each profession gets their own specific mods along with generic mods. We're no different, aside from the fact that BH gives (I believe, haven't looked at their recent mods yet) Pistol, Carbine, and (what it seems, as they have a tree requiring rifle xp) rifle mods.

So....the regular range avatars can pick up BH for Bounty Hunting and improve their specific accuracy/speed. Or they can pick up commando to get heavy damage and state/DoT enhancers. Likewise, we both as hybrids have the option of improving our speed/accuracy through generic mods and getting specials to do even more damage.

Lots of flexibility...but definately something we want balanced and will keep as manys eyes as we can spare to watch that balance.



--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

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