Commando Archive

Thread: Maybe not PvP Gods....but we can PvP

SolitudeInMusic
Mon Jan 19, 2004 6:16 am
#1

On my server I see commandos using flame, rockets, and grenades to OWN thier victims. I play in Anchorhead and usually when your in the cantina and hear an explosion its because the IMPs are back. They are using commandos, TKM, and BHs and they most of the time OWN us.I don't know where some of you are coming from, but I have OWNED many pistoleers with a Flamethrower. All it takes is good armor, good med buffs, and good skill mods, along with a nice flamethrower.




Riechman

-| Alliance Shield |-
what imps create, rebels destroy
TechnoHic
Mon Jan 19, 2004 6:42 am
#2

If someone falls to a flame thrower they either were careless or just plain dumb to come into 16m.


If RLs and other HWs are working for them, you seriously need to get some people with soem defenses, tehn they'll never hit em.


If they are using good grenades, like say protons? Then just have a rifleman pop em in the head from 64m right after they throw one, they'll go down quick since the HAM already got em half dead.


No we are not PvP gods, and yes we can PvP, but we really got to use tactics, and if our opponent has any brains, they can figure out what we will try to do since we are a one-trick pony.


Also, make sure you on level playing field with med buffs and armor. Im not sure what skill mods you are talking about but if its outside of commando skill tree, that still doesnt indicate we ourselves are good at PvP.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Wolfmann31
Mon Jan 19, 2004 6:50 am
#3

A few days ago, I spent 7 Rockets on a non moving pistoleer..None hit, but it sure made nice looking fireworks.....Then a friend of his wanted to see if I could hit her...Dancer/doctor...One shot kill.


One had 107 Ranged defense, the other had 7.



We are very efficient with our weapons on people who have little to no defense, and little to no evades..but true combatants?........We are either knocked down or dizzy, headshotted or delayed way before we get to use our flamer...Unless we fight in close combat quarters, like alleys.





RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
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melanoid
Mon Jan 19, 2004 7:18 am
#4

I suggest that all commando's take the Dirty Fighting Line. When im in PVP, I'll use panic shot to delay the player, then equip my flamethrower, burstrun then go in for the kill. ANd once you drop the DOT on them equip your LP and use Low Blow as you kite, they will be sure to fall.

Yes you have to use tactics. But don't underestimate proton grenades. Those things are incredible if they land 1700 plus damage in PVP.



Odysseus Traveler
PVP enthusiast
IO-Army
Kachada
Mon Jan 19, 2004 7:30 am
#5

Commandos are specialists in Base battles I think. Take down the turrets, then Flamecone 2 on those huddled base Defenders



Kachada
Master Rifleman of Bria
-------------------------------
Krakoa
Aspiring Ranger & Swordsman

BeNeuF
Mon Jan 19, 2004 10:58 am
#6

In big pvp battles, its usually to chaotic for anyone to think that far ahead to stop a commando when there are other people they gotta worry about too... And yes, DF line is freaking amazing with LP. My combo is Smuggler, Commando, and a couple pistoleer skills, and I own with an LP with the pistol specials. Especially in Duels too commandos are great (or atleast commando/smugglers) starting off with a panicshot or lowblow and flaming them is hot.



Merry Prank'ster
Chilastra
PA Immortal Legion
garvin
Mon Jan 19, 2004 11:14 am
#7

Commandos have 2 main weaknesses...



  1. Our main specials (the Flame DoTs) only work up to 16m

  2. If Knocked Downwe are useless and can't fight back

So ranged opponets stay outside 16m from us and kite us to death....


And Melee opponents, especailly TKA use KD to their advantage since they are faster and more accurate then our specials.


These are the weaknesses we have to take under consideration when deciding what to dabble...We also have to use our opponents weaknesses against them...



  1. Ranged Professions tend to have less defenses then Melee.

  2. Melee Professions can be kited.

This is why I tell Commandos interested in PvP to dabble in a ranged profession...get the Smuggler LowBlow for a ranged KD especially...This will kill 2 birds with one stone...you can deal with kiters and you can KD a Melee Opponent from a safe distance. There are plenty of other dabbling choices you can make as well that help this.


Yes...Commando's can win a PvP...but often times it's thanks to how he or she dabbled their extra skill points...not due to the Commando profession alone (sad to say)...


Personally...I got Master TKA so I could up my defenses for PvE...NPC's rarely kite us, so most of my fights are up close...due to that, defenses over ranged became my necessity.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Gamble
Mon Jan 19, 2004 2:05 pm
#8

I personally have been using my extra 18 points, after TKM and MC,to get the untimed carbine KD up the last carbine tree. It's nice b/c it comes w/ some accuracies already. I do however miss the ability to have some good specials for my launcher pistol.


I pvp quite a bit myself. For those lucky enough not to have an overabundance of defense stacking pvpers on your server consider yourself lucky. Those are the only ones I have a hard time with.. well those and combat medics tossing disease from 75 meters out. Discounting those two groups I rarely lose. I held a rebel town solo for about 30 to 45 minutes as they continuously rushed me. I eventually was taken down when they managed to mob me and get my mind low enough to db me but not after I took about 15-16 down with me. For those that are going to tell me I'm using TKM along w/ commando and they don't want to, wake up, we have 250 SPs for a reason and I dropped 75 or so of mine of TKM to get defenses (not to mention the fun factor). In PvP we've almost got to have the mind of a melee class, using the environment to our advantage. There are exceptions to this, if you're pretty heavily armored or your opponent isn't (always fun to see them go down fast against my flame thrower).


All that being said, we're quite capable in PvP when not facing the uber templates that I hope will be ended during the combat pass.




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Nim_Cross
Mon Jan 19, 2004 4:33 pm
#9

When I PVP, I mainly find myself playing the role of support. I let the postileers, BH's, and Crabineers start the battle, I step in, let loose Flame Cone 2 on the crowd, then single out indevidual targets.


A commando is no effective 1 on 1, but if you can catch people while they are in the confusion of battle, it's easy to pick them off 1 by 1. Personally, I think this is how the Commando class should be in PvP... works with the Pistoleers and so on... stays in the background of a fight, but deals high amount of damage to a wide area, as well as a high amount of damage to a single person.


If launcher pistol were to work, and the HAR would be made better as a rapid fire weapon, or replaced with a rapid fire weapon, then maybe the Commando's role would be a different story.






Resident of Starsider
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"Some people write poetry. I erode the Human soul..."

TechnoHic
Mon Jan 19, 2004 6:02 pm
#10

Well Nim, I Have to say your right in the way that we are best right now in a group/large battle scenario, using confusion to our advantage to get close, however I dont agree that we should be the support for a class that has half the skil pool points as we do. Its the way its working right now but I just dont like it. I am more than willing to say that a BH should be better solo than me but to be the back-up and not lead man with just a pistoleer, no offense to pistoleers, is a smack in the face to me. They spend half the points and don't need me there.


There are some strategies we can use though for us to compete one on one, I would like to develop a post specifically with the strategies that I'[ve found and theories I have on how to use our gimped profession for PvP. Since I am new to the GCW and so more dedicated PvP, I either want to get more experience or get some support from you more experienced people. Let me know if any of you are willing to help with this.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
BravenIrish
Mon Jan 19, 2004 6:45 pm
#11






Nim_Cross wrote:

When I PVP, I mainly find myself playing the role of support. I let the postileers, BH's, and Crabineers start the battle, I step in, let loose Flame Cone 2 on the crowd, then single out indevidual targets.


A commando is no effective 1 on 1, but if you can catch people while they are in the confusion of battle, it's easy to pick them off 1 by 1. .






I did that SAME thing as a novice marksman.


I did that same thing with supression fire.


I saw someone do that same thing by running in underware and shooting off fireworks!


YOU are telling commandoes right there that we should leave all the REAL fighting to others and hide in the shadows or be some sort of novelty.


Can a pistoleer be effective 1 on 1? Can a pistoleer "CATCH PEOPLE WHILE THEY ARE IN THE CONFUSION OF BATTLE" as well?




I'm tired of other sissy professions influencing the devs.


I'm tired of sissy devs.


I'm amazed at the resolve, tact, and disciplin the real commandoes have had here...


This forum and honorable peopleis the only reason I'll stay till the bitter end.





§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
Pigbrane
Mon Jan 19, 2004 6:56 pm
#12

well in bases, and caves we are awesome, take them out in 1 or 2 hits. In the open, we have to use tree's and stuff for our advantage.







IM BACK!!!! MMMMM Sandwhichylicous.....Peebee AndJay




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