Commando Archive
Thread: ATSTs
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Zetter
Mon Mar 14, 2005 11:33 am
#1
Dear All
After a long period off commando the lure was too great and I am back in the world of flamethrowers and explosives. As a mster pistoleer/ soon to be mater commando I was wondering with the GCW in full wing how people approach taking out ATSTs?
Is it with rocket launchers, FT ticks, Launcher pistols, grnades or a combination of several of these?
Cheers
Zetter
Thatguyfubu
Mon Mar 14, 2005 11:41 am
#2
This really depends if I am solo or if I have at least one other person with medic with me. If I am solo I lay down some heavy DOTs, than switch to a really fast launcher pistol. Keep my distance and heal as needed. Once DOTs wear off I do it again. Now if I have someone with me I get my fastest flamethrower (2.3 speed with a ADK) lay down the DOTs and spam overcharge shot 2, flame single 2, and flamecone2, while running around in circles around it.
-Zaran
Ohetie
Mon Mar 14, 2005 12:46 pm
#3
i'm i'm alone. Flame DoT and run away and hide till DoT subsides, then repeat.
if i'm with someone. Flame DoT then hit it with my rockets.
if i'm with someone. Flame DoT then hit it with my rockets.
Zetter
Mon Mar 14, 2005 4:13 pm
#4
Cheers for the help sounds like the way to go is hit and run but i do have some heavy rockets in reseve. Ill see how i go 
Reydon
Mon Mar 28, 2005 7:39 pm
#5
BEST STRATEGY!!!! (requires pistoleer)
/burstrun
charge the AT-ST, stack your DOTs fast and run away (usually requires a fast flamer)
/peace, till it works
run back to it
go prone at a distance
take out your Launcher Pistol
spam health shot 2 or body shot 3 till it dies
I was able to fight 4 of these today (with help of course). But if you have Body Shot 3, I am confident you could solo the AT-ST, I only had health shot 2.
THIS WORKS WHY? : Launchers = Blast Damage. Health Shot 2 = Bleeding + 1000 damage w/ pistol. AT-ST = 0% blast resistant. This = pwnage
Zetter
Tue Mar 29, 2005 2:17 am
#6
Thank god there are some Commando/Pistoleers out there though i was the only one!
Cpl_Fisher
Tue Mar 29, 2005 12:27 pm
#8
DragonRider24 wrote:
*cough* *cough*
Hey SOE! FIX THE GODDAMN ATST!
kthxbye
It needs at least 90% lightsaber esist, I don't care how heavy of armor, becuase my launcher bypasses it!
DragonRider24
Tue Mar 29, 2005 2:45 pm
#11
Zetter wrote:"cough" "cough" SOE DONT do anything the ATST its bad enough imps get a tank to help em now while us rebs get puny troopers its would be a nasty suprise if it was immune to everything. And us commandoes have to have something we can smack around thats a bit nasty otherwise what does it leave us TurretsMessage Edited by Zetter on 03-29-2005 08:58 PM
Nothing short of a commando with a rocket launcher should be able to kill an ATST solo. The ATST hardly qualifies as a tank, a swordsman can solo them in about 5 seconds. They need to be fixed.
Docbengal
Tue Mar 29, 2005 2:52 pm
#12
Cpl_Fisher wrote:
Docbengal wrote:
how much FP does killing one give?
like 10
Ah well, at least it sounds fun, even if its not lucrative.
Zetter
Wed Mar 30, 2005 1:57 am
#13
"cough" "cough" SOE DONT do anything the ATST its bad enough imps get a tank to help em now while us rebs get punytroopers its would be a nasty suprise if it was immune to everything. And us commandoes have to have something we can smack around thats a bit nasty otherwise what does it leave us Turrets 
Message Edited by Zetter on 03-29-2005 08:58 PM
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