Commando Archive

Thread: Launcher Pistol Effectiveness With The New BH Change

Tyrst
Sun Jul 04, 2004 12:39 am
#14

Until the BH change I was Pistol 0004/BH 0040/Smuggler 0040/Novice commando. I can drop a turret in 60 seconds with a 400+ max PU launcher. I am dropping this template because everyone will be doing it now and I hate FOTM so I am mastering commando since nobody wants to be a commando right now.



Teer Sanbar
Widow Makers

The Emperors Servant
Warmaker01
Sun Jul 04, 2004 11:07 am
#15

His template does not "enhance" Master Commando like the templates using Pistoleer/Smuggler/BH pistol mods. Those latter makes the Launcher Pistol more lethal.


However, being a Commando utilizing, and being more effective with Carbines to go with his heavy weapons, fits the image of what many want a Commando to be.


Both ways have their merits, but I personally lean to the Carbines myself.

Towim
Sun Jul 04, 2004 12:37 pm
#16

The launcher pistol used to be just that a pistol, using pistol mods, specials and giving pistol xp, you just got the cert at novice commado (I guess they figured most commando's would use thier heavies and FT then switch to pistol for most of the battle)


but somewhere along the line they changed it to give heavy weapons xp I guess so commandos could get up the FT tree to where it didn't miss as much and didn't take forever between shots.


-Towim Hode -Lowca

-Lofate -TC
charb
Sun Jul 04, 2004 2:22 pm
#17






stonir wrote:

I'm a Master commando/ master smuggler. I love the launcher pistol. good start in combat, I use the smuggler low blow then healthshot 1, then flip to ft and flame single 2. Must things don't get a chance to get back up. But now since the patch 9 came in it's harder to keep them on the ground and change weapons. but it still a great combo






Try warcry before switching weapons, 10 second delay as long as you don't "hit" them.
RotorofCorRng
Sun Jul 04, 2004 3:17 pm
#18



Warmaker01 wrote:
His template does not "enhance" Master Commando like the templates using Pistoleer/Smuggler/BH pistol mods. Those latter makes the Launcher Pistol more lethal.
However, being a Commando utilizing, and being more effective with Carbines to go with his heavy weapons, fits the image of what many want a Commando to be.
Both ways have their merits, but I personally lean to the Carbines myself.





Thank you.



Rotor - Will cease to exist May 3rd.
NofrikinfuN
Wed Jul 07, 2004 8:37 am
#19

Odd... Using the normal attack I get no pistol exp with the launcher, but if I use eye shot, I get 1 exp. (Which is the pistol exp I get on the monsters I was shooting anyway.) Maybe some shots will give pistol exp regardless? If it doesn't work with overcharge 2, I can't grind at the geo caves anyway, but If I go back to murdering stormies, maybe I can use my launcher. (Wait, stormies have high blast armor, don't they?) Doh...


Something... Eventually I'll get through it all. lol



Kandu Necos - Eclipse
Kalia Necos - Bloodfin
Poplocca - Radiant
Restrik
Wed Jul 07, 2004 9:05 am
#20






RotorofCorRng wrote:





Restrik wrote:

b/c i hate pistols, here's what I'm going to do to "fix" commando for myself


Master Commando

1/2/0/0 Carbineer (Speed 40, accuracy at 80)

0/3/0/4 Bounty Hunter (Bumps carbine accuracy up to 120 speed up to 80) and of course gives me access to the LLC







Maybe a stupid question.


Does the above allow improve MC, or just improve you carbines? And then use flamer as a back up? Or does the carbine mods give you anything for commando ala pistols for the LP?


Thank you.





just improve carbines. because the way i see it, we should have a carbine tree (becauseits a fast firing and it does decent damage)as well as the LLC (because its a heavy weapon) .








The NGE is a decent start. Now lets bring the rest of the worlds up to par with Tatooine and Mustafar
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