Commando Archive

Thread: Finally THE COMMANDO GUIDE version 1.0

ucav
Tue Sep 02, 2003 5:08 pm
#40

Thanks for the great post, nice summary of the issues.

Jukken
Tue Sep 02, 2003 10:49 pm
#41

Ivoni, I did read that post.


Question is...how many grenades do you have to use on the lair to destroy it? ...20-30 or so?


Not very cost effective.


Use one (1) on a durni...then shoot a 900 bleed-shot (Launcher pistol) on it.


The durni will die from the bleeding...but you will get 100% combat xp.


My self I did8-10 tabage's at the same time with this....then had them running behind me dieing.


plopp...500xp...plopp...500xp...plopp...500xp...


5000 CombatXP in a minute or two. Then ready for next batch.


(They changed the speed or tabage...but durni's work just as good now)




=========================
Goblin
Proud member of the Rodian people
=========================
Rodians will rule this galaxy
Ivoni
Tue Sep 02, 2003 11:15 pm
#42

Mmm. I'll keep that in mind and put it in the next version.

Looking forward to the patch within the week so I can update the various sections.

I can definitely see Tabages being excellent uses for gaining combat xp.



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)
Ivoni
Wed Sep 03, 2003 12:17 am
#43

Guess I'll take a little trip to Espa and get the locs for version 1.5



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)
-Krillin-
Wed Sep 03, 2003 12:33 am
#44

MAUser,


One other thing to consider is that you might want to use the LP for blast dmg vs AT-ST's or turrets. Doing the pistoleer thing will give you some very nice dmg mods for the LP that you couldn't get with the rifle.


You're right though about the bleeding with rifle I think....if you are just doing it for the lvling, the mind bleed is probably more efficient as a bleed. Don't forget to switchimmediately however...one standard hit with your rifle will leach your LP exp.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
The_Great_Destroyer
Wed Sep 03, 2003 12:46 am
#45

Ivoni that's an excellent post. I need to do some grinding to start moving up the ranks, but what I was really wondering was if you would mind posting this on gamefaqs.com. They are an incredible resource of FAQs and SWG FAQs are sorely lacking. I'd be more than happy to format it for you and submit, but I'd need your permission first.



Destroyer
GRWRRHHGGAAGHUHURR
>Official Stamp of Disapproval on the CU <
...has fathered half of the Eclipse population

MAUSer
Wed Sep 03, 2003 12:46 am
#46

Yeah Ive got a macro set up to /mindshot2; /mindshot1; /ui action toolbarSlotxx (to switch to LP) so i get maximum HW xp. I find that no matter what specials i use to attck body the ~2300 mind bleed kills anything SOOO much faster than the LP can. IE when hunting Snorbals with 9000-10000 HAM i use that macro then just shoot it with the LP (not to kill it with the LP, but just let the bleed kill it) It seems to work rather nicely, and i get full HW xp.


Just too bad the rifleskill doesnt carry over or help anything with HW like the pistol stats do. . .ah well.



I think ideally this would be:


Pistoleer stats = carry over to LP


Carbine stats = carry over to flamethrower stats


Rifle stats = carry over to acid rifle, and cannon stats. . .


I think working so hard in the Marksman tree just to have to start stats over is disconcerning. . .


A perfect world we live in not. . .




______________________________________
Skulletor - Sniper 4 2 2 3 / Novice Commando 3 2 3 1 - Eclipse
Proud to be Pre-Patch!
TacoTuesday
Wed Sep 03, 2003 1:09 am
#47

What Jukken said.


You can also use that same tactic to raise Unarmed quickly.


Run up to a slow mob. (Squall/VirVur/Durni)


Punch it.


Equip pistol and HealthShot.


Run around.


Repeat.


This is how I did my Unarmed XP, since VK's weren't availble on my server yet.




_________________________________

Domasi Applebutter
IceClan
Master Commando / Expert Gunfighter
Tempest
_________________________________
Ivoni
Wed Sep 03, 2003 8:48 am
#48

LOL. Excellent. I'll toss that in as a tip to earn the unarmed after master marksman.



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)
Annadalle
Wed Sep 03, 2003 10:24 am
#49

Bump to the top for the best post i have read on these boards.



Annadale (Master Architect Retired) Commando
Artisan 4-0-0-0 (used to be Master) / Brawler 4-0-0-0 / Marksman Master / Scout 2-0-0-0 / Medic 2-2-2-0
Architect 0-4-4-4 (used to be Master)
Pistoleer 0-0-1-0
Commando 0-0-0-0
I Sling a pretty mean pistol too.
Ivoni
Wed Sep 03, 2003 1:05 pm
#50

It's not in there because of the upcoming patch. I have the formula though for speed multipliers.

Here's what I have so far

Okay. After doing lots of reading and thanks to the pistoleers, the equation for speed and specials has been found.

First you take the speed listed on the gun. Let's go with what's on the test server.

384-802 dmg speed 5.3

Next come speed modifiers based on skill.

The problem here as Novice Commando we have 0.

At Flame 1 we get our first special Flamesingle1. Our speed is +10. At Flame 4 its +45.

Flame1 speed .9 X 5.3 = 4.8
Flame4 speed .55 X 5.3 = 2.9

Second there is a speed modifier for specials. It gets computed like this.

(Skill modded speed X Speed mod of special) Minus [(Skill modded speed X Speed mod of special) X (Skill Modded Speed / 100)]

At best guess Flamesingle1 has a speed mod of 3.25

Flamesingle1 at Flame 1 (4.8 X 3.25) - [ (4.8 X 3.25) X (4.8 / 100) ] = 14.9 seconds

Flamesingle at Flame 4 (2.9 x 3.25) - [ (2.9 x 3.25) x (2.9 / 100) ] = 9.2 seconds

Now I have no Idea what the damage multiplier is for the specials and I'm not about to start taking huge notes until we get patched. But that's the formula. Enjoy.



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)
Mystidia
Wed Sep 03, 2003 3:15 pm
#51

Ivoni,


Great post. Bummed you aren't our first real correspondent. Hang in there.



One suggestion would be to add the test center's statistics on the weapons, and modify it with ranges once they hit live. We could all post if our weapon exceeds the mins and maxes of the defined ranges to get absolute ranges.


That way, we can have a definitive answer to what will be a very common question..."Is this weapon good?"

Warlock_The_Darkone
Thu Sep 04, 2003 12:26 am
#52

bump... Hey is there wa way we can get this soft copy or a way to print this out.. would really l;iek to refer to it!



BTW If you equip a acid rifle you an get 4k War gronga missions... these solo give 2464 exp but with one person in the group... (not attacking) you jump up to 3008 exp and as we all know that is 300 combat exp...


I didn't read everything posted on all 3 pages but I Have taken up novice pistoleer, and smugglar. I plan to Master smugglar andet 3 boxes in pistoleer... that will increase the combat effectivness 10 fold.




Tewls or Malock Razorblade(ALT)
Master Merchant, Master Commando, Master Bio-Engineer, Master TKA, Master Artisan, Fencer
Master Treasure and Rare Loot Gathers
Senior Member of Dark City Corperation
Pround Member of PAX Imperius
Scylla
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