Commando Archive
Thread: Master TKA looking for tips on how to play solo-style Commando
Hi -
I'm a Master TKA, Transhodan,and have committed to dropping Master CH and becoming a Master Commando. At the moment, my Commando is 3/1/3/0 (& Medic 1/0/0/0). I am working on Flame 4.
I've read the sticky FAQ and lots of the posts in this forum.
What I am asking for is specifics on how to play solo TKA/Commando, such as -
- What armor do you wear? Resists? HAM?
- What do you fight? What creatures? What NPCs?
- How do you open a fight? What's the middle fight look like? How do you close a fight and finish your opponent? I am looking for how you move between TKA and Commando skills during a fight in this question.
- What other tips & tricks can you suggest?
I play about 98% solo, so please keep that in mind in your answers.
Thanks!
Izu
well, as always, go up the flamethrower tree first.
im master tka and maste commando, here's how I solo.
I use a set of 56% Kinetic ubese, its all you really need for pve.
My stats are migrated fully OUT of secondary stats (aka, strength, constitution, stamina, quickness, focus and willpower) are all at minimum.
The points I got from that I split 25% to health, 25% to action and 50% to mind. This is because of power boost. And as commando, your ham costs are nonexistent to speak of.
DO NOT USE VIBROKNUCKLERS. You have a fire dot, you dont need the vk's to add damage.
I have a macro that will equip my flamer, fire the special and instantly unequip it. This was from back in the 2.5x days, but it still holds good because once the timer expires I can punch stuff down faster than a second flame special will hit the target for.
I have the kd+dizzy attack right next to that macro.
In combat , I charge the target, manually unequip the flamethrower, hit the kd+dizzy attack, when it sticks, click the macro. Your flamethrower will get a damage multiplier on the KD target, causing very heavy damage.
When facing multiple opponents I will either try to KD all of them and then flamecone, or flamecone and then KD them while they burn..its all to prevent them from hurting you as they roast.
grenades are of marginal use, so use them only to get combat xp if you need it, otherwise you will just end up using them to entertain yourself with nifty explosion graphics.
heavy weapons are of marginal use as well. perhaps the only HW you will want to have in stock and use for *serious* combat is the rocket launcher. Its the ATST's worst nightmare.
Use the Acid Rifle for ceremonies. It just looks good. If you want an effective acid weapon, go do the NYM mission and get the slugthrower carbine, it will outperform the acid rifle.
The launcher pistol is perhaps good for only to cause framerate loss on other players as you charge them to get into flamer range. Its lame, use at your own risk.
In groups, you are the Expediter. Go around every aggro and KD it and torch it. Be sure to ask the group if its ok for you to do this, as you will be hogging *ALL* the xp for every target you hit. You can 1-shot a kamurith this way. Otherwise, if the group wants xp and you need heavy weapons xp, then just fire normal fireballs. in a decent flamer you will do 1000 damage per normal hit, so just hitting with 4 or 6 fireballs gets you full xp and doesnt steal xp from group.
do not buy acid stream launchers. its = to the acid rifle. acid rifle looks better. *sigh*
Thank you very much for the answers - that's was very helpful and the type of information I was looking for.
I do have a follow-up question on the combat sequence. Here's what I am trying at the moment:
/follow;
When I am in range...
/unarmedizzy1;
/unarmedknockdown1;
When the creature/NPC is down...
/ui action toolbarSlot03; (equips my flamethrower)
/flamesingle2;
/pause 1;
/ui action toolbarSlot03; (un-equips my flamethrower)
/follow;
/attack;
The problem is the way the game processes combat commands. It loads the combat queue with combat commands and processes the whole macro, so flamesingle2 gets executed immediately *and* gets loaded into the combat queue. (It tries to do it twice, or so it appears.) So my final unarmed attack does not begin until the timer expires on the flamesingle2 in the combat queue.
What's the macro you use to quickly equip the FT, flame single, and then quickly un-equip the FL, and resume unarmed?
Here's what I might need
/ui action toolbarSlot03 (equip FT)
/flamesingle2;
/pause 1;
/ui action toolbarSlot03 (un-equip FT)
/ui action clearcombatQueue; (get rid of queued, redundant flamesingle2)
/follow;
/attack; (resume unarmed bashing)
Any help would be appreciated.
Izu Master TKA, Master Marksman, Commando 4/3/4/2
Personally I never used ubese in my tka/commando setup.
Ubese is probably best vs pve, but composite can come out just as good. Sure the HAM costs suck, but if your doing this combo you really shouldn't have much intention of firing off your TKA ham killers when you got the flamethrower. And the flamethrower is nearly a 0 HAM cost weapon. so no problems. Composite will allow you to be much more varied in the dmg you take too, also a big boon to a commando esepcially when dealing with ranged pve.
Only in a pure TKA setup would I recommend ubese, or in situation where you feel your going to be using UH3 repeatedly. ![]()