Commando Archive
Thread: Finally THE COMMANDO GUIDE version 1.0
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)
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.
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.
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. . .
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.
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,
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?"
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.