Commando Archive

Thread: GG SOE, you win.

Barris
Thu Feb 12, 2004 5:29 pm
#53

Dude, go away.
deathsavatar
Thu Feb 12, 2004 5:34 pm
#54

Oh you heard they're broken? Well guess what, we are now. When did you quit commando? seriously? how long ago were you a commando? Or did you just say you were to add some weight to your arguement?


Center of being makes it impossible for us to hit a TKA at a distance (when added to their defense mods), and there is no defense for a commando to avoid Knockdown. Of course you knew all this since you were once a master commando back in the day, right?


So Mr. Master Commando god, how would you deal with the KD/UH3/UH3/UH3 spam that TKA's use in every fight?


DeneziB
Thu Feb 12, 2004 5:42 pm
#55

I'm glad you're coming to me for combat tips. I'll be happy to help you fight better.


So, young apprentice, the first thing you need to know about going up against a TKM is that if you get in melee range of a TKM, then you are supposed to lose. There are number of ways to counter this though. Get some of that fancy defense against knockdown/dizzy foods, or clothing/armor mods. Get some good 80% kinetic resist composite. Put a stand macro in your toolbar. Pick up master brawler for war cry 2 and intimidate 2 to reduce the amount of UH3 damage he gives you while you're lying on your back if one of his knockdowns sticks. 80% kinetic resist composite along with intimidate 2 is awesome.


I'm glad this thread is finally becoming productive and we're discussing actual strategies instead of whining and crying.


Thank you for bringing sanity to this thread.





deathsavatar wrote:

So Mr. Master Commando god, how would you deal with the KD/UH3/UH3/UH3 spam that TKA's use in every fight?











Denezi Bo'o: The Hero of Naboo
Queen of the Bantha. The Emperor's Right Pinky. The Slayer of Jedi (35)
Imperator Defensoris: "Vulpem pilum mutat, non mores."
What is <id>?

Barris
Thu Feb 12, 2004 5:48 pm
#56

Are you sure its balanced if you try doing that?
Lecivius
Thu Feb 12, 2004 6:00 pm
#57






DeneziB wrote:

I'm glad you're coming to me for combat tips. I'll be happy to help you fight better.


So, young apprentice, the first thing you need to know about going up against a TKM is that if you get in melee range of a TKM, then you are supposed to lose. There are number of ways to counter this though. Get some of that fancy defense against knockdown/dizzy foods, or clothing/armor mods. Get some good 80% kinetic resist composite. Put a stand macro in your toolbar. Pick up master brawler for war cry 2 and intimidate 2 to reduce the amount of UH3 damage he gives you while you're lying on your back if one of his knockdowns sticks. 80% kinetic resist composite along with intimidate 2 is awesome.


I'm glad this thread is finally becoming productive and we're discussing actual strategies instead of whining and crying.


Thank you for bringing sanity to this thread.





deathsavatar wrote:

So Mr. Master Commando god, how would you deal with the KD/UH3/UH3/UH3 spam that TKA's use in every fight?














No flaming coming here, just honest opinions. I have been watching this thread for days, and felt I had to point something out.


I get food & buffs to avoid dizzy & KD. TKA gets food to buff as well, and gets an extinguisher, and food to "absorb" fire damage. Warcry is worthless against a TKA. TKA is still doing insane damage with a high success rate of specials connecting, FT weilder is hoping to achieve a hit. TKA has several tools from his skill tree, commando now has a VERY limited ability <fire> and none of the other trees function according to design.

I could go on.

Lastly, why did you leave Commando , & go TKA?



Vendor at 3054 2811 Naboo, East of Keren
deathsavatar
Thu Feb 12, 2004 6:03 pm
#58

Oh and by the way, if you'll go back to my original post back on page 2, you'll notice that my complaint had nothing to do with our fire dot getting nerfed in regards to calling our profession broken...resists NEEDED to be counted in DoT's, it's just the way it shoulda been. HOWEVER, them (SOE) implementing this change WITHOUT fixing our HAR skill mod stacking, grenades being stupidly broken, and heavy weapons being so expensive that they aren't worth using, was dirty...that's why our profession is broken.
Yizzlaar
Thu Feb 12, 2004 7:01 pm
#59






DeneziB wrote:

It's pointless to discuss this further. It's obvious that you people arguing with me don't know how to play the master commando class properly since you cannot defeat a puremaster rifleman, nor a master TKA.


Did it ever occur to you all that the person owning you might be both a master rifleman and a master TK, which takes up more skill points, which means that they rightfully should be owning you in PvP?







Acctuly i beat a Tka/Fencer the other day. Neither of us had buffs(this was prenerf). Started out with a warcry Flame 2 then burstrun and ran around him and watched him die. Riffleman are very good in pvp. One proffesions isn't usualy going to be the best at pvp and the best at pve(except Jedi one day maybe). I think the big issue has and the reason commando's were nerfed was mostly there Pve power not there Pvp power. The same reason Ch was nerfed and Riffleman have been nerfed once already.


-Nultal


Master Commando


DarkNexus1014
Thu Feb 12, 2004 7:07 pm
#60

DeneziB, to what standards do you hold your definition of "balanced?" You say that the Commando is "balanced," and the Teras Kasi is "balanced," yet I see more Teras Kasi than Commandos. More than that, I see more people with Teras Kasi in their templates than Commando. You said that if we get into the melee range of the Teras Kasi, then we are supposed to lose. But our weapons suggest that, to be effective, we have to be well within their melee range (16/20m). The Heavy Acid Rifle is a short-range weapon too, as its accuracy modifiers suggest. That means that the developers meant for us to fight in close range. Ok, we have the rocket launcher, but I'm not about to fire something that expensive if I am not guaranteed a hit.


Also, you said to use Intimidate 2 and Warcry 2 to reduce the melee damage from the Teras Kasi. However, since they will knock us down the moment they get into range, we will not be able to use either of those abilities (Correct me if I'm wrong. I tried using Warcry and Intimidate while I was on the ground, and they queued up, stayed queued, and I died shortly thereafter.)


And the fun part: You said a Master Commando should beat a pure Master Teras Kasi and pure Master Rifleman. Ok, that sounds fair... except I have never seen either. I have seen many a person who is BOTH. (One, by the way, named Robber on Ahazi, I'll have to /salute him. He took out me and all of my group mates, about 10 of us in total. By himself. Repeatedly. And yes, we had Master Commandos in that group. We had Pistoleers, a Doctor...)


I've been reading the Teras Kasi boards, and some consider themselves the only balanced profession in the game, and many others feel that they are too overpowered. I cannot say if Teras Kasi alone is too overpowered, I've never seen one. But I do know that Teras Kasi combined with another profession can be extremely unbalanced.


Your thoughts?



________________________________________________________________
Valdrox on Ahazi, Trandoshan and Aspiring Mercenary
Master Combat Medic Master Commando Carbineer 0-4-0-0

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