Commando Archive
Thread: The Combat Upgrade and Commando A Call to Arms and FAQ (Of Sorts)
nerfherder321
Wed Mar 30, 2005 2:05 am
#53
FS/Carbineer/Commando/Smuggler
Ackehece wrote:
KnightHawk420 wrote:
RagNoRock5x wrote:
Mmmm the TKM / COmmando Combination will have 8 to Def and Offence
Lovely![]()
Oh man I'm thinking the same thing too.... would love to have a good reason to go back to my old profession combo.
You may be surprised. The way the professions are laid out now you would probably be much better playing a ranged profession combined with commando rather then TK. ^_^
and anyway - are not commandos all about the boom?
then May I suggest Commando/Rifleman
offense 10 <----- big boom!
defense4
crowd control 4
*my hint of the day is complete*
Forgettable1
Wed Mar 30, 2005 4:59 am
#56
*flamer canisters - check*
*acid canisters - check*
*nades that will never be used for fs grinding - check*
Major Diebo Siriam fromChimaera, reporting for Duty as soon as this goesup- gonna test my present template *points at sig* Lets go blow some **** up..
skatmantim
Wed Mar 30, 2005 5:53 am
#57
Im at the edge of my seat waiting for the Cu to come to TC...... i think i might get the next plane to whereever the Devs are and give them some hurrying up motivation.... the hard way.
skatmantim
Wed Mar 30, 2005 5:54 am
#58
Btw anyone going Commando/Carbineer like me?
Message Edited by skatmantim on 03-30-2005 07:54 AM
DragonSnack
Wed Mar 30, 2005 6:55 am
#59
All Right!!
I haven't a clue what names I'll be using. But I'll let you knowafter I create them.
---------------------------------------------------
I have two toons to use
One will be MWS and MAS - for the weapons and armor - that will make two armour smiths for us.
MY primary- the Commando - will be trying out this initial combination that I've beenworking on and refining for the past few dfays.
Master Commando/Master Smuggler.
addins:
TK - master precision striking (0004)
Pistoleer - Special pistol abilities (0003)
Marksman 0404 Pistols and Ranged
Brawler 4040 Unarmed and 2H
(If i could add the FS skills Iwould add Combat Prowess and Enhanced Refleses - both 4444 and Heightened senses for surveying.
If the skills don't change this would add +90 to melee defenses.
Since I probably won't get toadd the FS boxes on TC I'm not certain what to do with the rest of the SP. Probably use them for my fall back of Scout.
Anyway count me in for as much testing as I can
Iwill be givingmy Commando an extreamly good work out and hopefully I can check out some of my Smuggler and Artisan skills.
Iron-Monkey
Wed Mar 30, 2005 7:06 am
#60
/salute
Wookiee Commando from the Wanderhome server reporting for duty.
TC name: Fluffy-WH
That description in the CU documents fits myconcept of a Commandoperfectly.
I am dying to use some more heavy weapons (consumables mostly) anew again.
/strokes Heavy Particle Beam Cannon
Soonmy pet, very soon...
TK-132
Wed Mar 30, 2005 7:23 am
#61
Hmm Commando/Bounty Hunter10 Offense 7 Defense 2 Crowd Control. Hate to fight a guy like that alone.
Message Edited by TK-132 on 03-30-2005 06:24 AM
JoKen_Jash
Wed Mar 30, 2005 8:01 am
#62
It's probablya good idea if we specify some crafters so they can get their stuff up and everyone will help em master as quickly as possible. If they allow more than one character on TC-EP3, then I'll have my Commando/Smuggler/whatever-else-I-decide-to-do-with-it, and a Master Architect (so we have housing and a guildhall) and Master Weapon/Armorsmith (I've done armorsmith before, haven't done weaponsmith, other than for weapon upgrade kits on TC). Basically, I'll just do whichever one I'll be needed for, either weapon or armor, depending on the number of crafters we have doing each.
We should probably also organize some gorax/krayt hunts when we get out footing, so we can get uber weapons/armor (if it still works that way).
How bout finding some people to pvp with? I mean, sure, we'll probably do some tournaments to see which template works best against which, but since we'll all be commandos, we should test with groups outside of the guild (or whatever we form, I'm assuming we'll just put up a guild/city so it's easier to communicate). Maybe we can show the server that commando is something to be finally feared once again! 
Also, one other thing. What about the GCW (if it exists in the beta, heh)? I mean, we could all choose one faction, I'm game for either (never got around to making an imp toon). Then we could go and, *ehem* take over the galaxy. 
Message Edited by JoKen_Jash on 03-30-2005 10:02 AM
RagNoRock5x
Wed Mar 30, 2005 8:05 am
#63
GraVa wrote:
This information is not on our site so not sure where you got it, but you will be able to see the actual skill trees and such once the TC with CU testing on it goes live (probably sometime today
)
Later today!! YAYYAYAA
LoKharn
Wed Mar 30, 2005 8:17 am
#64
One of the oldest (if not the oldest) commandos of Radiant joining in....
"Venerable One" signing up......
Envoy3113
Wed Mar 30, 2005 8:20 am
#65
I have a question. Will partial professions still be a valid choice post CU? Understandably you will not reap the full benifit, but will the boxes be arrainged in a manner that makes pre-master specialization less usefull than it is now?
Also, range. I kinda take what has been said in a manner that 64m is the basic max range for non-melee attacks. And that specials will, based on type, extend that range? Does this place rifleman as the only profession that will defeat the 64m mark?
And one last one, Terrain....???
I'm salivating over a pike/carb/commando mix