Commando Archive
Thread: The Commando Solo Project (or in otherwords, how is the Commando Solo Game)
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jmonty
Tue Apr 19, 2005 11:22 pm
#27
has anyone tested out a Master Commando/Master Combat Medic, or Doctor template? this seems like a good solo template, if you could squeze in some worthwhile specials from a nother profession..
if i could, i'd be happy to test this out myself.
ninel1ves
Wed Apr 20, 2005 8:39 am
#28
While I like the fact that are grendades do something (while it isn't damage), and I like the fact that we have more weapons to choose from. But I just feel like I'm extremelly weak now. I went out to play with a large turrent that someone had placed next to one of the poi battles. So it was busy blowing away npcs and I took the opertunity to try to bring the thing down. AFter trying all my weapons (note i'm trying to follow the testing and so just have master commando and a few lines to get some specials so i'm about cl 54) (Also note, large turrents don't post a cl) and spending about 10-15mins gunning at the thing it finally decided to notice me and killed me in about 4 hits (i had doc buffs and faction assault armor on) Anyways the cu has just made me feel weak as a commando. At least before I could run up to something flame 2 it a couple times and it would probably be toast if it was a low level creature. Also as a standalone class we don't do 5 on the scale for damage, with overcharged shot and a plasma thrower we do about a 3 on the scale. I can switch over to pure BH and easily outdamage a pure commando doing crit shot with a proton carbine. Their diagram says we should be a 5 on our own and thats what I expect not this watered down weak commando they've made us, sure we have some area effect, but our dots do crap for damage our cone does much reduced damage to anything aside from the central target and the specials we picked up from ranged support 4 are weak, though still better than running your plasma flame thrower without specials. Playing commando doesn't make me feel like a commando anymore (not that it was great before, but least I had a flamer and specials that did damage)
Morrigan335
Wed Apr 20, 2005 9:25 am
#29
jmonty wrote:
has anyone tested out a Master Commando/Master Combat Medic, or Doctor template? this seems like a good solo template, if you could squeze in some worthwhile specials from a nother profession..
if i could, i'd be happy to test this out myself.
I'm currently testing a couple of commando/combat medic templates. One is a master commando, master combat medic, carbineer 0111 (for a few specials). The other is a master commando, master carbineer, with the healing tree from combat medic. I'm mostly a solo player (with the exception of guild stuff) since I don't have as much time to play as I'd like. 
Anyway, I'm still in the process of testing, but what I've found so far is that both templates seem to be fairly viable for solo players. With the MC/MCm/carb one, I have a few decent specials that I can use with my heavy weapons. I don't have my notes with me but I believe I was pulling roughly 1450 pts of damage with a PFT using carbineer specials. I can't remember what type of damage I was pulling with the other weapons. The various MCM abilities were a nice addition but, frankly, still seem to be somewhat borked at the moment. The deuterium toss was nice in that it appeared to stack with the fire dot from the pft. Infect caused additional health dot. Most of the other special abilities can be used to hinder a target's action or mind regeneration rates. (I haven't seen one that does the same for health, unfortunately). There are also a couple that can be used to hinder movement. My favorite, though, has to be paralyze. It freezes the target in place (*cough* duh) and prevents them from taking _any_ actions until the timer runs out or someone damages the target. Seeing as how my burst run is pretty slow since I have no terrain navigation to speak of, this saved my behind a couple of times since I could get paralyze off and grab some distance. The healing was a life saver and didn't have much of a pool cost.Overall, this template offered decent damage output along with good crowd control. I took on a voritor lair on dantooine (lvl 30 greys. I think the levels and regens were borked since they were by no means easy) and was easily able to hold my own when 5 of them decided to gang up on me. I'd managed to kill all but one before the lair called on the wrath of the CTD gods. 
The MC/MCarb/cm (1st tree) has also been fun though I haven't tested it quite as much as the first template. MCarb grants a lot of high damage/good stopping specials that can be used with heavy weapons. However, a few of the boxes might be potentially wasted points since certain specials can only be used with automatic weapons. On the other hand, it grants a lot of state recoveries that you don't get with either MC or MCM. I believe my damage output was slightly higher, but it wasn't by much. Having the healing tree in MCM was, again, very helpful since I could do some kind of snare or rooting attack, take a second to heal myself, and go back to wailing on the target.
I'll post numbers late tonight or early tomorrow morning. (Left my notes at home this morning.) The main differences appear to be in damage output, accuracy and defense mods, and speed mods, though all of these differences were pretty small. Both have the advantage of giving you two full armor certifications. The second template has more weapon specials (thus increasing damage output) but I think the first has slightly better controlling specials since MCM lets you control multiple regeneration rates, the targets ability to attack and his accuracy while attacking, and can cause wounds at the same time. (Combining this with commando state effects would just be psychotic).
The advantage that both templates share is that they look like they would be viable in both solo and group play. The area heals will likely be sought after though, with the hate system for medics, not being able to tank could present a bit of a problem. The chance to lay on commando state effects and use crowd control tactics (either through MCM or MCarb) will also be useful. Finally, if you go the MCM route, being able to resuscitate(sp?) group mates will make you a veddy, veddy well-like individual.
GiacomoCagiva
Wed Apr 20, 2005 3:47 pm
#30
I am a Master Commando/Carbineer on TC.
I havent tried any NPCs but i went to dath and found some Craggy Bolmas about level 54 i think. Using the Lighting cannon and Full Auto Area from carbineer I was able to just stand there and kill them all easily, never worrying about my health or action.
But it seems any Commando and melee combo is going to suck. Havent tried it yet, but without the carbineer specials which are very nice with cone the FT adds, i can see it being very disappointing
Raptor2k1
Thu Apr 21, 2005 8:21 pm
#31
Tried my converted live template today and tried to solo 67 pickets at 68.
Template was MBH Commando 3440.
I couldn't even get it down to 2/3 health before I died, and that's utilizing my full range of skills, including duelist stance, dizzy, Kd, blind, and bleed.
Crap.
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