Commando Archive

Thread: PvP Commando build?

pyclone
Tue Sep 16, 2003 4:10 pm
#14

both you two are right, but and big but in this case basicaly says "I just want the uber weapons" not so cool, but in truth he is missing out on the sweat cone2 attacks so his loss.


SO i will advise him to get medic with his saved skills


ilcoz




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
ZnickZ
Tue Sep 16, 2003 9:42 pm
#15

Also... do any of you use any heavy weapons in pvp beside the rocket launcher?

Z



Barnabas' Znick, Master Merchant
Co-Founder of TOSH, Bria
AC, AC2, AO, DAoC, SB, SWG
www.orderofthesilverhand.com
ZnickZ
Wed Sep 17, 2003 12:09 am
#16

Besides saving fatct pts when you die, how does the Underworld line of sumggling help?

Also, what specifically does Dirty Fighting get you please?

Z



Barnabas' Znick, Master Merchant
Co-Founder of TOSH, Bria
AC, AC2, AO, DAoC, SB, SWG
www.orderofthesilverhand.com
Zer0xChan
Wed Sep 17, 2003 12:16 am
#17

makes perks cheaper. at master smuggler an AT-ST would only cost about 7100 fp...and if you were losing the GCW, they'd only be like 5000 fp



Rudolph Shakov
Master Doctor
-Krillin-
Wed Sep 17, 2003 12:17 am
#18

I hate these thread....but anyway,


Why 4/4/4/0 for commando? The more reasonable PvP build is 0/4/4/0. What do you need grenades for? They are completely useless in PvP as far as I can tell. The AoE doesn't work at all, and the dmg can be done with any of the other weapons.


Personally, I think the smuggler/commando is a nice pvp build. Biggest challenge in PvP is getting in melee range and with the smuggler build you get a ranged KD with a minimum fuss. I have a smuggler in my PA and we tandem ppl...him doing the KD and my running in for the flame. Very effective.


All this keeping in mind the real pvp build is still a BH. Eyeshot still owns and the LLC is just a nice icing on the cake. They out dmg us easily and don't have the 10-15 sec cooldown.


I sincerely expect some type of change will happen with the FT. Not a nerf, but more likely a global change in the way DOT's work, esp in PvP. Either they won't stack, will consider resistances, will have a shortened timer and resets with incap....and/or changing the FT from melee. Deserved or not, the lvl of complaint is too great against it atm, and when the devs look at the monthly numbers and see 1.5 billion FT's sold with 1 in 3 players going commando there will be some modification. The min/max players are abusing it and it'll end up going the way of the baz nitch: not removed, still fun, but now more challenging.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
TheRooster11
Wed Sep 17, 2003 12:22 am
#19

I asked the same question a week ago and got flamed for not being creative. At least I can get some new ideas in this thread.

My original template was...

Master Commando
Medic 4/0/0/0
Smuggler 0/0/3/0
Pistoleer 0/4/0/4

Then I got to thinking that with these weapons I'd never ever use a pistol again.
I thought about rifles (for range) and TK for defenses. I even considered alot of medic with 2 trees in scout. But i didn't like only having starting professions with Master Commando.

Ultimately though I think I like my original idea best. It should make the launcher pretty spectacular when ready.

Good Luck to you.



"Uhhhhh.....had a slight weapons malfunction. But.....fine..... everything's perfectly all right now. We're fine......How are you?"

TheRooster - Gorath - Corellia
pyclone
Wed Sep 17, 2003 12:23 am
#20

sorry but anyone who doesn't plan an mastering a profesion i don't respect, just my thing have to take the good with the bad ifyou ask me


lcoz




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
MajorDork
Thu Sep 18, 2003 2:16 am
#21

As to the smuggler strictly for kd if that's all you want is a ranged kd from box3 of their pistol line might I suggest you go carbineer and get box2 of their combat xp line will cost you 3 less points. Get a fast low ham carbine with good 50-60m range imo since you want the kd not dmg. By the time you caught up to them you could have easily switched to your flamer.

But if you want to spend an additional 9 points just to have faction loss lessened with underworld 2 in pvp smuggler would still be better.
kSpro
Thu Sep 18, 2003 3:44 am
#22

commando 1,0,3,0


taras kasi master


pistoleer 0,0,4,0


scout 3,0,0,0


medic 2,1,0,0


o_ned




- kSpro' (starsider) DNB
- kSpro (kettemoor) DNB
RoboRay
Thu Sep 18, 2003 12:32 pm
#23

Artisan? This isn't beta anymore. (Well, not officially, anyway)


If you are a commando, you already meet the prereqs for smuggler.




----------------------------------------------------------------------------------
Sir, it's quite possible that this game is not entirely stable.

"Not entirely stable." Well, I'm glad you're here to tell us these things. Chewie! Take the professor in the back and plug him into the patch server!
ZnickZ
Wed Sep 24, 2003 2:22 pm
#24

How well does the launcher pistol work in pvp if you would be to use it as your "main" weapon? Is it better than the other pistols used in the pistol line?

Z



Barnabas' Znick, Master Merchant
Co-Founder of TOSH, Bria
AC, AC2, AO, DAoC, SB, SWG
www.orderofthesilverhand.com
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