Commando Archive
Thread: Master TKA versus Master Commando
Results, I died after being severely raped. I could not even hit the Master TKA. I attempted to use Flame 2, never stuck, I attempted to kite missed every shot.
Commando in PVP is useless against a TKA. Wish I had taken a screen shot will have to do that later, I was too disgusted to look at the game.
End result one dead commando, and a TKA that took absolutely NO DAMAGE!!
the TKM prolly had some pistoler skills and some fencer... giving them the 200 dodge of unholiness...
also, (i think that this is still in effect) there is a 2.5 times damage modifier on the commando if he has a heavy weapon equipped and is hit in melee...
Not that I mind losing a fight. This was not even a fight, lasted approximately 3 min, I think he was toying with me a bit. I never even laid a hand on him.
Considering we are both combat classes maxed out, I'm Master Commando/Master Smuggler, I would suspect being able to at least hit him ONCE!
This game is ruined IMO, been trying to give it a chance, but each patch quickens its demise. I feel it will linger on for a long time though simply due to its namesake.
if YOU had 200 dodge, nothing could hit YOU either..
get rid of commando ( i experienced pain doing this, cus i liked it so much)
get tkn, fencer and pistoleer, and nothing will be able to hit you either...
we aren't supposed to stand toe to toe with a TKM **edit**! =P
expect to be owned.
thats strange cause 1 on 1 ive never lost to any tka or hand to hand professions. heres a hint stay away from him , he cant hit what he cant reach.
TKA is one of *the* strongest and most unbalanced proffessions in the game, it is also has the highest melee AND ranged def mods..plus defense acuity..PLUS it takes only 92 skill pts to master
the devs severely pumped up melee classes for fairness with kiting..and frankly I didnt see that was much of a problem..
most of the time a TKA or any meleer really, can lunge at you or can burst run and KD you on the spot..and you take even MORE damage while on the ground
and its paticulary deadly to us..our delay for specials was high for the damage, our range for specials was low for the damage..yet..WHATS THE POINT IF WE CANT SURIVIVE LONG ENOUGH TO DO THE DAMAGE? TKAs can actually lunge before we even get within range of the specials, plus generally do around 400-600 dmg IN pvp with extremely fast attacks
which brings us to another point...if commando is solely a support role because of its damage, has weak defenses, etc etc..then why is it even a hybrid class to start out with? in my opinion TKA should be a hybrid, and Commandos taking Pistoleer and Ranged Support
yet whats the point of having damage when we cant bring it to bear? its a well known fact that generally the commando is the first out and first dead in pvp..because we get it either up close, or from a far..we ourselves get kited by the ranged proffessions PLUS get creamed by melee proffessions..theres no in between or safety for us..meanwhile because a tka has high ranged def (in the upper 40's or lower 50's i do believe) PLUS defense acuity..he can EASILY run up to a ranged guy and just cream him..honestly I do not know why they scream about kiting being a major problem...and commandos being deadly (because of flame dot..which i hear now that too is going to be turned into a disadvantage rather than our only advantage) etc - WE have to overcome kiting as well, and WE are not as strong as a TKM in close quarters..so..really..is there any use for us at all?
Bloodborn wrote:
we aren't supposed to stand toe to toe with a TKM **edit**! =P
expect to be owned.
OK Bloodborn, do you ever got anything constructive to say?
Ok, I'll give you that we're not suppposed to stand toe to toe with a TKM, we are suppose to do like other ranged professions and kite em but the problem is TKMs got 21m feet and our only working non-consumable weapon only reaches 16m and any consumable weapon we fire is going to miss a moving target with a TKMs melee/ranged defense.
StarNick wrote:
TKA is one of *the* strongest and most unbalanced proffessions in the game, it is also has the highest melee AND ranged def mods..plus defense acuity..PLUS it takes only 92 skill pts to master
the devs severely pumped up melee classes for fairness with kiting..and frankly I didnt see that was much of a problem..
most of the time a TKA or any meleer really, can lunge at you or can burst run and KD you on the spot..and you take even MORE damage while on the ground
and its paticulary deadly to us..our delay for specials was high for the damage, our range for specials was low for the damage..yet..WHATS THE POINT IF WE CANT SURIVIVE LONG ENOUGH TO DO THE DAMAGE? TKAs can actually lunge before we even get within range of the specials, plus generally do around 400-600 dmg IN pvp with extremely fast attacks
which brings us to another point...if commando is solely a support role because of its damage, has weak defenses, etc etc..then why is it even a hybrid class to start out with? in my opinion TKA should be a hybrid, and Commandos taking Pistoleer and Ranged Support
yet whats the point of having damage when we cant bring it to bear? its a well known fact that generally the commando is the first out and first dead in pvp..because we get it either up close, or from a far..we ourselves get kited by the ranged proffessions PLUS get creamed by melee proffessions..theres no in between or safety for us..meanwhile because a tka has high ranged def (in the upper 40's or lower 50's i do believe) PLUS defense acuity..he can EASILY run up to a ranged guy and just cream him..honestly I do not know why they scream about kiting being a major problem...and commandos being deadly (because of flame dot..which i hear now that too is going to be turned into a disadvantage rather than our only advantage) etc - WE have to overcome kiting as well, and WE are not as strong as a TKM in close quarters..so..really..is there any use for us at all?
Great post.
Not only can we not hit them up close (riskinga KD/Dizzy automatic win), we can barely kite (because we can never hit) with any weapon because of the defensive mods. Add Rifleman to TKM and you will never hit them except on a veryrare lucky dice roll. To those who don't believe me, try it.
But some folks think the Flame DOT is screwing up this game's balance, eh?