Commando Archive
Thread: Commando
Dessimus
Mon Apr 18, 2005 12:47 pm
#53
you can do it, but you better get to it. There is no time to waste now, and prepare to be dreadful bored cause you will be at it nonstop if you wanna get it before CU
NOMz
Mon Apr 18, 2005 8:16 pm
#54
talked to 3 different people, they all say screw thermals and use imp dets, which is better?
AfeeElandra
Tue Apr 19, 2005 1:10 am
#55
Although imperial detonators have a higher base damage, you have to consider that thermals are medium ap, imperial detonators only light. This fact gives a 25% damage boost to the thermal vs all light armoured critters. IMO thermals are better. Looking at CURB, I still rate thermals - feel the burn!
Message Edited by AfeeElandra on 04-19-2005 09:11 AM
Cpl_Fisher
Fri May 13, 2005 8:53 pm
#57
Latenighter wrote:
Thanks for asking. We have stickies at the top of the forum for you to review. The Force Sensitive forum also can help you with your question. Please use those resources.
Have a nice day.
Having just come off a forum ban 6 minutes ago, I'm going to refrain from responding to the orginal poster's question.
Cpl_Fisher
Fri May 13, 2005 9:06 pm
#59
Latenighter wrote:
Welcome back Cpl. Missed ya.
Heh... I had all day on running a Jackhammer to think about what I did. I have a new expression now. "you have something on your face, don't worry, its nothing a jackhammer can't fix"
PyroCommando
Sun Jun 26, 2005 2:59 pm
#60
if this is an exploit , forgive me
but does the grenade/combat xp thing still work ?
OldManDog
Sun Jun 26, 2005 3:22 pm
#61
Depends
They've added "Cool Down" timers on every weapon / combat action. "Work" is a relative term I guess, because it works but the cool down timer is 20-60 seconds depending on the nade.
PyroCommando wrote:
if this is an exploit , forgive me
but does the /combat xp thing still work ?
They've added "Cool Down" timers on every weapon / combat action. "Work" is a relative term I guess, because it works but the cool down timer is 20-60 seconds depending on the nade.
PyroCommando
Sun Jun 26, 2005 3:25 pm
#62
does it give Combat XP tho?
causei only need to touch it once
Tyyylowyspetily
Sun Jun 26, 2005 3:48 pm
#64
Yes, it still works, and some groups will put up with it, if you give advanced warning, and let everyone know not to try and help you out of the hell which about to be unleashed upon you after tossing one. The trick is, that in order to achieve full combat exp for the kill, you cannot damage the MOB in any other way. Here's a little something to consider however, for those that seem hell bent on finding an "easier" road to FS- with the new exp caps, by the time you max out say, heavy weapons, and and a second weapon's exp, you will have capped your combat exp anyway. It's probably best to simply leave the grenades out of it, and max your exp. Groups you hunt with probably won't be too nifty keen on carrying adead weight memberfrom one lair to the next so you can get your FS grinding done a little bit faster.
OldManDog
Sun Jun 26, 2005 3:51 pm
#65
Tyyylowyspetily wrote:
Yes, it still works, and some groups will put up with it, if you give advanced warning, and let everyone know not to try and help you out of the hell which about to be unleashed upon you after tossing one. The trick is, that in order to achieve full combat exp for the kill, you cannot damage the MOB in any other way. Here's a little something to consider however, for those that seem hell bent on finding an "easier" road to FS- with the new exp caps, by the time you max out say, heavy weapons, and and a second weapon's exp, you will have capped your combat exp anyway. It's probably best to simply leave the s out of it, and max your exp. Groups you hunt with probably won't be too nifty keen on carrying adead weight memberfrom one lair to the next so you can get your FS grinding done a little bit faster.
/agree
PS what's the ratio on BH xp?