Commando Archive

Thread: Whatdid you use (or plan to use) your remaining 81 skill points on?

kalimero
Sun Sep 14, 2003 5:55 am
#27

LOL.


aye thats all i can say to most of the ppl posting here. Dont call your self commandos ..go all the way or no need to call your selfcommando. Most dosent even see or know the opotunity the heavy weapon support provides. You might some day tho. (try a imp faction camp)


heading for :


master commando : looking forward to see/use the flamecone 2 and use proton granates


tka 0 3 0 0 : for better defence (not sure if this is only working for unarmed only tho )


smuggler 0 0 1 0 : nothing like a good FD


medic 2 0 0 0 : would have loved 20 more points in this skill tho


scout 4 0 0 0 : fun to catch up with a fleeing enemy




Desiree - tempest - Tatooine - Mos Rome - (-3147 -6260)
Master artisan - merchant - armorsmith
scout - weaponsmith - tailor

Kalimero - eclipse
master marksmand - commando - carbineer.
tka - smuggler - medic - scout - merchant.
EveningShadow
Sun Sep 14, 2003 6:27 am
#28

I plan to go master commando and put the remainining skill points into squad leader.



I play regularly with a couple of people though, so I feel that the squad leader abilities will really help us out. I also just like the idea of being an officer of sort.



Cero Paxandrus, Imperial Commando

Wroth_Scylla
Sun Sep 14, 2003 12:28 pm
#29

Master Commando


Exploration 4


First aid 2


Org Chem 3


Pharm 1


Dirty Fighting to 4


Might mess around with the medic stuff but stim 3s are awsome to have


Hell you can get b's that heal for 350




-------------------------------------------------------------
I think a fun thing to do when a kid asks why its
raining is to tell them god is crying..and then when
they ask why to tell them its something they did.
AgeOldMyth
Sun Sep 14, 2003 2:33 pm
#30

Wow!


Im suprised this has had so much feedback. Although the questions were meant for Master Commandos, everyone has given a lot of useful info.


I wonder why no one has chosen to go:
Master Commando
CH 4/4


Its really too bad we dont get 1 more Skill Point. Or we could go
Master Commando
CH 2/2
Novice Medic
But with CH2/2 theres only 14pts left and you need 15 for Novice Medic


Im not a commando, but Im considering making one. So Im very curious as to why many of you chose Medic skills over CH skills. I would think that CH4/4 would allow you to control powerful critters to fight by your side making you twice as dangerous.


So why Medic skills over CH skills for most of you?
Is it becuase Commandos burn a lot of action points or something?




-----------------------------------------------------------------------------------------------------------


Do Nothing
Fall @$$ backwards into money
Have sex without dating
And mooch food off your neighbors

That is a Fantasy Life.
RomanaCorvus
Sun Sep 14, 2003 2:35 pm
#31

Xytroncore wrote:


"And it's people like you thank make me really want the devs to add stuff to master commando, so you don't get the very best of the flamethrower unless you actually master the profession."


Bah. I've probably been a commando longer then YOU have. I've been one since the LP still gave pistol xp. Can you say the same?


Bottom line, 1/2 of our profession is still less then useful. And I don't expect another fix from the devs for us for some time. You want to be gimped in the meantime? Be my guest. I won't tell you how to play. But kindly return the favor and **edit**.




Current favorite SWG Forums quote:
"I hate u devs u guys really suck the poo." -- oOMaSTaOo
xakia
Sun Sep 14, 2003 2:38 pm
#32

commando 4/4/4/4


working on TK 0/0/04 for melee/ranged def


medic 2/2/?/0


Have explore 1 cause i hate hills but when mounts come out that will free up a few points =P





(+) CS:SWG(+) Step into my awp
Bounty Hunting since July 2003
"Jedi, you've ruined your ...no no that can't be right. SOE you've ruined your own lands! You'll not ruin mine!"

Decoy7
Sun Sep 14, 2003 10:34 pm
#33






Tamrael wrote:
In the interest of being the ultimate walking-death, I went for Novice Medic (I use stim B's with a base heal effectiveness of 450-ish), CH 1-1-0-0 (Basically affording me the ability to use a GSP or whatever as a tank and keep myself alive longer, since I'm not taking hits during my weapon cycle time). Still have 7 SP leftover and dunno what to put them into (was considering First Aid2 and Diag 1 to give me First Aid skill and knock up my heal ability). Final result: 0 SP lefover




Ok did you get into my brain? That is exactly what i was/did do. Master commando, CH 1/1/0/0, and novice medic with 2/1/0/0 using good stim B's. Hmm leave my thoughts alone.



Rebel Master Sergeant
Trinaty Skepiva
Master Commando
JadenKatrell
Mon Sep 15, 2003 12:15 am
#34

Well Long with Master Commando I plan on keeping Exploration IV so that I can climb hills faster, and I also plan on climbing the Meditation Tree on TKA so that when im out in the wild by my self I wont need a medic and will only need to work on my Battle Fatiuge.



That leaves me with 32 points to play with......oh what to do.




Captain Jaden Katrell
Imperial Special Operations Command
ODA Detachment Excutive Officer

Wanderhomes Second & Oldest Active Master Commando
*Elder Commando for 32 Months*
AgeOldMyth
Wed Sep 17, 2003 6:00 pm
#35

Im still wondering why people arent going


Master Commando
CH 4/4/0/0


After all, wouldnt this allow for double trouble with High End critters and whatnot?




-----------------------------------------------------------------------------------------------------------


Do Nothing
Fall @$$ backwards into money
Have sex without dating
And mooch food off your neighbors

That is a Fantasy Life.
allenchan
Wed Sep 17, 2003 6:16 pm
#36

My end goal:


Scout: 4/0/0/0


Marksmen: Master


Brawler: 4/0/0/0


Commando: Master


Medic: 0/0/0/0 (Novice)


Rifleman: 4/1/0/3 (Or something similiar)




"The Trade Federation had armies of droids, not Pokemon" -Woss
El_Oso_pardo
Wed Sep 17, 2003 10:06 pm
#37

i plan on using the points for either the medic profession or CH.


81 points seems like a lot to play with until you think of the CH as being 49 just to get to novice, that cuts you down to being under the needed to be a master. but i think that i will do that and once i can pull out some pets to help me with missions or protecting myself from imperial CH'swho like to jump with all 6 pets (3 soldiers, 3 pets).




~El-Oso-pardo~ ~Ridir~ ~Ridir'~
Bounty Hunter Jedi Guardian Master Shipwright/Artisan
PuPs, Vehicles, JTL and Space Mining Equipment avaliable in the Jove's Fury Mall.
Waypoint -1090 5270 Dantooine
"Ridirs Ham Bars are like those candles you can't blow out" ~ Talulah


(gnn[[[[[[[[[[]nnnWX9
Tabcef
Wed Sep 17, 2003 10:22 pm
#38

Carabineer, Entertainer, Medic. Not planning to master, of course. Just goof around.




---
"Don't forget that the purpose of war is not to die for your country, but to make the other son of a ***** die for his."
Tabcef Topue, Corbantis/
"The CSR, the ultimate jedi weapon."
Ankh Kho, Kettemoor
Analok
Wed Sep 17, 2003 10:42 pm
#39






AgeOldMyth wrote:

After you get Master Commando you have 81 skill points remaining.


What did you use them on? If you havent used them yet, what do you plan to use them on?

Why?


Does it compliment your Commando skills? Why?


Feel free to be as detailed as you like. Write a dissertation if you have to. I'll read it with gusto.






I use them on Squad Leader because my PA group needs it, and since no one else is doing it... I will. Besides, Squad Leader is a fun set of skills that compliment Commando, imo.



========================================================

Commandos are fine -- keep them as a balancing factor against AT-ST's. I don't want all the starports camped again by an artisan with 3 AT-ST; thus making travel impossible.
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