Commando Archive

Thread: Summary of Changes on Test Server + what isn't mentioned

Akkurscid
Thu Aug 14, 2003 6:49 pm
#14



Kaln wrote:
If the pistoleer bonuses do work for the launcher pistol shouldn't rifleman bonuses work for acid rifles? I know acid rifles are not long range weapons but think of those bonuses... Also about the Teras Kasi bonuses. Do you get all the defensive bonuses with a weapon in your hand or only if you are unarmed?




1)Yeah you would think, that would be a good direction

2) yes I believe so you have to disarm to get the TKA bonuses, which is why people are saying Commandos need either to do much more damage OR get defensive bonuses. Right now Commandos needs alittle of both, because they can't compete.
CommanDOH
Thu Aug 14, 2003 7:22 pm
#15

Is no one else here concerned with the launcher pistol using pistol moves? I am immensely happy about the changes holocron mentioned, but still concerned with knowing this now.


I have not advanced too far into commando considering I was unable to do so, But I was working TKA for my secondary, however, if launcher pistol will always use pistoleer moves I should scrap TKA and move into pistoleer before I waste any more time. So In a way I am effectively blocked from further advancement until commando patch comes through by not knowing how to allocate my skill points.




Commando/TKA
Ivoni
Thu Aug 14, 2003 8:38 pm
#16

Yes well that is why I've been preaching that this gets resolved.

As master commando I have 77 skill points free.

Why is it I must train as a master pistoleer to better use one of MY guns and the master pistoleer has 152 skill points free?

Sorry, we pay a high price with the prereqs. We should get our toys.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
BobbyJack
Thu Aug 14, 2003 10:10 pm
#17

If the heavy weapons are truely heavy weapons then the way its setup is justified imo. If they gave us specials, accuracy and speed to use with the launcher pistol I'd stackdefeses vs knockdown, melee, ranged, dizzy..etc that would top 99% of the players in this game. And even with the need to use pistoleer I can stack any one of those and have good defeses vs most others.



But its really hard to judge it all right now, and complete our characters I might add as long as they have these mods turned off. An extra plus 30 under tera kasi for ranged sounds like a lot considering we only get plus 5, or plus 50 knockdown under tera kasi and stacked again under pistoleer sounds like a lot too. But there is just no way to know with them turned off.



Right now the biggest issue imo is that we're not certain if pistol speed and accuracy under pistoleer effects the use of the launcher pistol. And with any pistol speed is king. These are some things we need to know in order to properly create our characters without leaving a gaping hole


All that being said I've decided to go an entirely different route and create my own ranged defense through specials rather than rely on a computer computation to determine whether or not I get knocked down, or how much a pistol blast hits me for. I can always go back and change it later.

BobbyJack
Thu Aug 14, 2003 10:15 pm
#18

2) yes I believe so you have to disarm to get the TKA bonuses, which is why people are saying Commandos need either to do much more damage OR get defensive bonuses. Right now Commandos needs alittle of both, because they can't compete.



I asked this question on the tera kasi forum a few weeks ago and the only reply I got was a snotty, 'why so you can just use our profession for the defenses'. Made me think you do not need to unarm to bennefit from those defense bonuses.

Diminix
Thu Aug 14, 2003 10:17 pm
#19

I don't know about you but getting a rocket in my eye would surly knock me down. This should be automatic for every rocket



-And you guys used to complain about AO...
Vangeth
Thu Aug 14, 2003 10:33 pm
#20

I say what does it really matter if the LP uses Pistoleer moves... your only gonna use it for a short while to get "started" in the heavyweapons (this was how it was last explained before this "mega patch") and once you get more into the heavyweapons you phase the LP out and only use it for situations you will not be able to control... i'm personlly going to be running around with a Cannon weapon or Rocket Launcher, and if anything gets too close i'm going to whip out my Flamethrower or HAR.... i could seriously care less about the LP once a get say 3 boxes into commando...



ALSO... i see the Beam Rifle is named (sorta) right under the weaponsmith skill tree... but no one still has the actual cert to use them... Please tell us Holo... WHO does it belong to?!?!?!!? If its us... where is the HEAVY Carbine Type weapon.... cause i wanna see what that is like...

Vangeth
Thu Aug 14, 2003 10:37 pm
#21

ALSO... while a direct hit from a rocket or big fireball would normally cause a KnockDown... PLEASE do not give us one... i don't want to hear "They hit for 1k and can knock me down... NERF THEM"


This would be our worst fate ever... to Suck... then become worthwhile or ever great... then suck again cause of something HORRIBLY STUPID like Knockdown....


Its Good to be Back....


Ino (Returned) Commando!

BobbyJack
Thu Aug 14, 2003 10:39 pm
#22

Vangeth



Ever shot a mediocre launcher pistol(server resource issue, soon to be fixed)with stopping shot? I plan on using the launcher pistol a lot.



My guess is that the really good launcher pistols I've seen stats(posted onthis forum)on from other servers will hit for close to 2000 in a single shot. My mediocre one already does 1650 with a high end damage rating of 219, and I've seen them rated as high as the 320s.

Sinron
Thu Aug 14, 2003 10:45 pm
#23

Ive hit for 2640 with last ditch
Vangeth
Thu Aug 14, 2003 10:47 pm
#24

Sure.... but i agree with the other people who say WHY should we have to become a pistoleer to use a weapon that BELONGS to the commando.... sure sure sure.... stopping shot... but the point being.... why should we have to even consider using skills from the profession with the small weapons, we are commandos and we use the big guns you could say... i mean sure... if you want to do it be my guest... i'm sure we will see plenty of commando Pistoleers running around before its over... i'm hopeing though that Pistoleer's skills won't stack with the LP so the pistoleers won't come flock to the commando profession... the LP might get a better AP rating before its all said and done... and if those pistoleers want a good AP rating "oh i got all these skill points i don't even know wht to do with... i'll get commando so i can blow At-At's up better" this is our job to do... not thiers.... thats why i say it should be no... give us our own line of skills for the LP, Beamrifle, (Heavy Carbine, if they ever make one)


BobbyJack
Thu Aug 14, 2003 10:54 pm
#25

Sinron



Thank you! That's exactly what i was wanting to know but didn't want to ask. I got feign death today. That tempts me to blow off fan shot, of course with that comes a plus 30 vsKD, its all give and take.

Sinron
Thu Aug 14, 2003 10:55 pm
#26

Its why I look at flame single 1 and laugh. Why bother? It locks you up for 8 seconds or whatever while I can be doing last ditch, low blow , panice shot, sap health or anything else. Our special moves need alot of love or no one will bother.
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