Commando Archive
Thread: Why are MTKAs soo much freaking stronger than MCommandos?
Its just sad because most commandos don't know how to handle their abilities in PvP.
You do not suck in PvP. You simply need to understand your place in the scheme of things.
Commandos are great in a group. Why? Because your perfect for sneaking up on people and burning.
Which will eitheir incap them outright or lead to their death.
But solo, your asking for death. The delay after a flame will kil you.
Do not use only commando skills.. you still have master marksman and whatever else you spent your points on.
Spend wisely and smartly and reap the rewards.
I am a Master Commando on the Flurry server.
Commandos do have much more than just flame single2 or flame cone 2. If you look we have to go up the unarmed brawler tree, giving us warcry, and intimidate. if timed right, and as long as it's effective I use warcry then flame or vis-versa. that way it gives time for flame to wear off while the person is stunned for those 10 seconds in time for me to bust out my FWG 1.5 and start blastin while they burn.. it's all relative.
Disposable Hero Flurry Server
Master Commando
Master Medic
Soon to be Master Fencer
Commandos do have much more than just flame single2 or flame cone 2. If you look we have to go up the unarmed brawler tree, giving us warcry, and intimidate. if timed right, and as long as it's effective I use warcry then flame or vis-versa. that way it gives time for flame to wear off while the person is stunned for those 10 seconds in time for me to bust out my FWG 1.5 and start blastin while they burn.. it's all relative.
While this could be a good strategy for you, I find that if you are a Commando standing face to face with a TKA and you hit warcry or intimidate at the same time a TKA hits KD you are pretty much handed a check in the loss category...lol
Either of those specials are not going to do you much good when you are lying on your back staring at the sky...Sure they may delay the TKA's next move slightly, but they still have tons of time to pound you and spam more dizzy / KD...
Since a TKA's weakness, like ours, is ranged attacks, I still stick with /FlameSingle2 the run like hell to get more then 20m away...kite and fire some overpowered shots...
Also the issue is that "Yes"...commando's have access to those other moves...but those are NOT commando specific moves...i.e. TKA has them too...so in other words they could be used against us just as easily as we could use them....and the FWG5 is not one of our weapons...So basically...Commando's don't have any specific commando special or ability that would give us an advantage of a TKA...just dumb luck hopefully on our side...lol
And "No"...there is nothing wrong with TKA (and I'm not saying that because I'm also a TKA)...it is even more reason for us to improve our Commando profession to be able to deal better...maybe a bit more Def Vs. KD should be granted to us since we fight mainly in Melee Range...maybe something like +30....just a thought....
I think are fine as they are. It's not so much a MTKA is more powerfull than a commando. The two if both playing right ought to kill each other. The commando will probably be first to die though.....
Many commandos a galaxy over need to better understand they're profession and how it truly fits in amonst other classes. Don't forget nearly every weapon we have does 1k in dmg and more....Not to mention the all powerfull flame DOT.
It's a heavy duty dmg dealing profession... don't expect to get alot of defenses with that... That would go against the precedent also set by other classes. Look at the classes that get the most defenses....
fencer/pistoleer..... they can't do the dmg everyone else can.
kd+dizzy... if a TKA manages to get close to a player, they ought to die.... plain and simple. The fact is.... anyone with no more than Pistol IV, can kill a MTKA.
Wouldn't commandos be more deadly on Tatooine, where there is no water?
I think are fine as they are. It's not so much a MTKA is more powerfull than a commando. The two if both playing right ought to kill each other. The commando will probably be first to die though.....
No...MTKA is not more powerful at all...Just the opposite...both have a chance of winning against each other, just as it should be via the range they share...but Commando's should have a slight edge...and in this case the edge goes to MTKA...they can hit faster and can completely remove the Flame Dot out of the equation but scoring a KD on a Commando...We must stay within 16m to hopefully land a Dot...our accuracy with the FT is no where near the accuracy of a TKA. The odds of them scoring a successful KD before a Commando scores a successful DoT is highly in their favor. Yes...Commandos could kite a TKA, but that takes our most powerful special out of the equation...this makes it much harder for us to actually win...which again, stacks the battle in their favor...This should not be fixed by hurting the TKA profession...this should be fixed by either expanding the range of our special to 32m (inbetween ranged and melee) OR giving us better defenses against KD and Dizzy...this better balances us to fight within the Melee Range.
Many commandos a galaxy over need to better understand they're profession and how it truly fits in amonst other classes. Don't forget nearly every weapon we have does 1k in dmg and more....Not to mention the all powerfull flame DOT.
We are unique unto ourselves. We are a ranged profession that is forced to fight in Melee range to use our commando specials. How many other ranged professions haveALL of their specials limited in range this way? I am not talking about other specials that work well with our profession, but our actual specials. Yes...our weapons do nice damage, but don't forget the restrictions that accompany that power...We have range restrictions...we have a natural in game method for putting out our DoT...we have a significant timer...And our Accuracy is lower then most professions at our level. Other professions face similar retrictions, but not all of them at once aimed at their main set of specials...The Powerful Flame DoT is rather weak when you weigh in all of the restrictions placed against it.
It's a heavy duty dmg dealing profession... don't expect to get alot of defenses with that... That would go against the precedent also set by other classes. Look at the classes that get the most defenses....
fencer/pistoleer..... they can't do the dmg everyone else can.
A heavy duty Damage Dealing Profession...Sure we are...but only if we can land our specials...without specials we are not much stronger then a few other professions...PLUS we are forced to fight in Melee range...other ranged professions don't have this restriction, therefore they need less Melee Defenses then we do...
A Pistoleer can kill a TKM much faster and easier thena Master Commandocan with just one of their skill trees. Dmg is great, but I'd take speed and accuracy over an all powerful DoT with so many restrictions...Pistoleers cost less skill pts then commando and don't suffer a 16m specials range limit...and they get +40 Melee Defense...does that make any sense when compared to our +30 Melee Defense? A Pistoleer never has to get into Melee Range to win the fight...often times, we do...especially if we want to use any of our specials.
kd+dizzy... if a TKA manages to get close to a player, they ought to die.... plain and simple. The fact is.... anyone with no more than Pistol IV, can kill a MTKA.
The same is often said about getting into the Range of our Flame DoT...that if you get into range, you deserve to die....but we are forced into that range, so therefore we deserve to be able to defend ourselves better...we shouldn't "ought to die" out right...
Someone with no more then Pistol IV (/healthshot1) would have a very hard time killing a MTKA...first it would take a very long time utilizing a very slow and little bleed....they would have to kite like mad for a very long time and pray that the MTKA doesn't get them in range...And on the off chance that the MTKA has some other dabbled skill, medic even, that battle could go on forever...I highly doubt someone with no more then Pistol IV often if at all kills a MTKA...A Pistoleer Probably...A Rifleman Most Likely...A Bounty Hunter Very Likely...but not just a Marksman with Pistol Skills....
As long as Commandos fit the medium ground between Melee and Ranged, their defenses should match appropriately....they should adequete Melee and Ranged defenses...nothing uber or over powering, but definitely more melee then some like pistoleer...and at least similar, to a group like TKA...Yes we can kite Melee professions...but while kiting, we can't do as much damage as other Ranged professions can when you add into the equation specials, speed, accuracy, restrictions, etc...the damage issue flies right out the window...
So give us more Def Vs KD...more Def Vs Dizzy...more Melee Def (at lest +40 total, maybe +50)...more Ranged Def (same as Melee)...and this will better balance us as that "inbetween" profession of Melee and Range.
garvin wrote:
I think are fine as they are. It's not so much a MTKA is more powerfull than a commando. The two if both playing right ought to kill each other. The commando will probably be first to die though.....
No...MTKA is not more powerful at all...Just the opposite...both have a chance of winning against each other, just as it should be via the range they share...but Commando's should have a slight edge...and in this case the edge goes to MTKA...they can hit faster and can completely remove the Flame Dot out of the equation but scoring a KD on a Commando...We must stay within 16m to hopefully land a Dot...our accuracy with the FT is no where near the accuracy of a TKA. The odds of them scoring a successful KD before a Commando scores a successful DoT is highly in their favor. Yes...Commandos could kite a TKA, but that takes our most powerful special out of the equation...this makes it much harder for us to actually win...which again, stacks the battle in their favor...This should not be fixed by hurting the TKA profession...this should be fixed by either expanding the range of our special to 32m (inbetween ranged and melee) OR giving us better defenses against KD and Dizzy...this better balances us to fight within the Melee Range.
Many commandos a galaxy over need to better understand they're profession and how it truly fits in amonst other classes. Don't forget nearly every weapon we have does 1k in dmg and more....Not to mention the all powerfull flame DOT.
We are unique unto ourselves. We are a ranged profession that is forced to fight in Melee range to use our commando specials. How many other ranged professions haveALL of their specials limited in range this way? I am not talking about other specials that work well with our profession, but our actual specials. Yes...our weapons do nice damage, but don't forget the restrictions that accompany that power...We have range restrictions...we have a natural in game method for putting out our DoT...we have a significant timer...And our Accuracy is lower then most professions at our level. Other professions face similar retrictions, but not all of them at once aimed at their main set of specials...The Powerful Flame DoT is rather weak when you weigh in all of the restrictions placed against it.
It's a heavy duty dmg dealing profession... don't expect to get alot of defenses with that... That would go against the precedent also set by other classes. Look at the classes that get the most defenses....
fencer/pistoleer..... they can't do the dmg everyone else can.
A heavy duty Damage Dealing Profession...Sure we are...but only if we can land our specials...without specials we are not much stronger then a few other professions...PLUS we are forced to fight in Melee range...other ranged professions don't have this restriction, therefore they need less Melee Defenses then we do...
A Pistoleer can kill a TKM much faster and easier thena Master Commandocan with just one of their skill trees. Dmg is great, but I'd take speed and accuracy over an all powerful DoT with so many restrictions...Pistoleers cost less skill pts then commando and don't suffer a 16m specials range limit...and they get +40 Melee Defense...does that make any sense when compared to our +30 Melee Defense? A Pistoleer never has to get into Melee Range to win the fight...often times, we do...especially if we want to use any of our specials.
kd+dizzy... if a TKA manages to get close to a player, they ought to die.... plain and simple. The fact is.... anyone with no more than Pistol IV, can kill a MTKA.
The same is often said about getting into the Range of our Flame DoT...that if you get into range, you deserve to die....but we are forced into that range, so therefore we deserve to be able to defend ourselves better...we shouldn't "ought to die" out right...
Someone with no more then Pistol IV (/healthshot1) would have a very hard time killing a MTKA...first it would take a very long time utilizing a very slow and little bleed....they would have to kite like mad for a very long time and pray that the MTKA doesn't get them in range...And on the off chance that the MTKA has some other dabbled skill, medic even, that battle could go on forever...I highly doubt someone with no more then Pistol IV often if at all kills a MTKA...A Pistoleer Probably...A Rifleman Most Likely...A Bounty Hunter Very Likely...but not just a Marksman with Pistol Skills....
As long as Commandos fit the medium ground between Melee and Ranged, their defenses should match appropriately....they should adequete Melee and Ranged defenses...nothing uber or over powering, but definitely more melee then some like pistoleer...and at least similar, to a group like TKA...Yes we can kite Melee professions...but while kiting, we can't do as much damage as other Ranged professions can when you add into the equation specials, speed, accuracy, restrictions, etc...the damage issue flies right out the window...
So give us more Def Vs KD...more Def Vs Dizzy...more Melee Def (at lest +40 total, maybe +50)...more Ranged Def (same as Melee)...and this will better balance us as that "inbetween" profession of Melee and Range.
I disagree Garv. In my experience it always seems like a cointoss between a tka vs commando.TKA accuracy is way better sure, but the KD/dizzy doesn't neccessarily seem tied to that. A commando with flame IV, although having terrible accuracy will land his shot more often than not. I'm unclear how a TKA is less hurt by a fire DOT though? Meditate wounds away sure, but that's after battle, and until then it's works the same way against a TKA as it does anyone else... Am I missing something there??
As to the potency of the DOT.... one thing is for certain... I can kill just about any creature in the game a heckuva alot easier as a commando than as a pistoleer.
I dunno I'm not in the mood today to spin the ft off as weak hehe
Perhaps the next nerf the FT thread then I'll join that bandwagon hehe.
I personally to find pistoleer a little out of whack. The fact that my accuracy seems to easily outweigh the range restrictions allowing me seemingly to fire just as well at 10m as I do at 60m, I think is not right. I think the pistoleer generaly should be alot closer to the battle, thus warranting the melee bonuses and such. I think the devs had this in mind too by the fact pistoleers have more melee defense than they do ranged defense, in addition are given a KD special usuable only at melee range.
What I'm trying to get at there is that to me it seems right that pistoleer have melee defenses... but granted a commando at least having gone up a line of unarmed should probably be on par with a pistoleer in terms of melee defense if not a little better in that particular mod. I'll agree with you on that point. Commando melee defense ought to be better than a pistoleers.
I never said Pistol IV vs MTKA should be easy per se
But it is a fact it's doable, I've done it. And it's definately not the most easily won of fights. I missed the TKA quite often.
In summary. I disagree with commando's getting any further defenses. Perhaps a increase of melee defense mod... but not the defense vs X. You can't ignore the power that comes with being a commando. Yes that power is held back to a degree by the time, range, accuracy factors, but in effect it's very powerfull. That being the case, I just can't see giving any further defenses to this class. I don't think it's a commando's role to "kite" anybody.... but to be the steadfast figure on the battlefield that holds the front line with a wall of flame, rockets, and high powered energy beams.
Also good for the occasional laugh as the commando kills himself with a grenade.