Commando Archive
Thread: Commando Plan
Here's an idea I am thinking about:
- Master Commando
- Master Teras Kasi Artist
- Novice Pistoleer
- Novice Carbineer
- Novice Rifleman
Anyone care to comment on this idea? Point out the glaringly obvious disadvantages of not having Terrain Negotiation or Medic skills? I get almost every ranged weapon certification, plus all the heavies and thrown weapons.
I figure it would just be a fun character to play. You stay in combat until you die but you have a plethora of cards to play and a few really good aces up the sleeve. With vehicles coming soon(ish) I don't necessarily need Terrain Negotiation. On my own I could rely on TKA for regen but mostly depend on Combat Medics when in a group.
Also, I plan to be a Rebel and use the heavy weapons against their mobile armor (AT's) then flame the infantry until they are well done and finally punch their lights out.
Is this a suckful plan or does it have some merit?
You'll do ok in pvp in a flat open town, but I hope you never want to go kill anything with a group, or their goign to have to stop every 10 seconds and wait for you to catchup on the hills ![]()
AshenGura wrote:
You'll do ok in pvp in a flat open town, but I hope you never want to go kill anything with a group, or their goign to have to stop every 10 seconds and wait for you to catchup on the hills
Commandos have Exploration 4 and Hunting 4 as requirements, so they have plenty of movement bonuses. But thanks for playing!
ObiPaul wrote:
AshenGura wrote:
You'll do ok in pvp in a flat open town, but I hope you never want to go kill anything with a group, or their goign to have to stop every 10 seconds and wait for you to catchup on the hills
Commandos have Exploration 4 and Hunting 4 as requirements, so they have plenty of movement bonuses. But thanks for playing!
you need to get your facts straight before quoting things off to people. commandos do not have to have explore and hunting 4. commandos have no prereqs in the scouting tree. the only prereqs are unarmed 4 and master marks. see the following thread: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=23988
Hes getting us confused with CHs.
As for your plan, it would work if you plan to use other weapons that you pretty much suck with, the not so obvious failings of your set up is that you won't be so keen on wearing armor because it will murder you to use mundane weapon specials, with 16 str and con my health drops a whapping 40 health per flamecone2 (highest special attack) the real value of this (and the reason my str and con are at 16) is the lovely fact that I happen to be in a full suit (minus the helm, the suits not sliced yet) of composite armor with 50% resistances to every damage except electricty and stun, toss on a shield and the enemys just don't stand a chance. I use stim Bs made by a very experienced combat medic which cost 90 mind per use to compensate for my lack of regeneration.
The variety of damage types and armor piercers isn't worth loseing your ability to run up hills, or your ability to heal yourself up, not to mention others. However the Teras Kasi line would be usefull for the meditation line, but thats about it. Why should you drop your flamethrower to melee someone? You take no extra damage with it equiped and you do MORE damage with it (potentially) at close range, and deffinately at long range. The only use for unarmed is to knock someone down, and I wouldn't waste time doing this (or trying to) since 1 shot from flamesingle2 and they get a knockdown called incapacitation, which is kinda worse I hear...
Running up hills is overrated. I have no terrain negotiation and I can hunt on Dath without too much trouble. If you take the correct angle on the mountains, you go up plenty fast. Kind of like running switch backs in real life. Yes, you are slower, but it is not debilitating and certinely not worth spending all those pts if you are only doing it to run faster.
Medic on the other hand is another story.
Bobbi Sox
Pistoleer gives you dx2........not the greatest pistol get a krayt launcher/fwg5 and use powerups.
Carbineer gives you elite carbine, I believe most carbineers still prefer laser to the elite model.
Rifleman gives you T21 best shots you'll be able to get off are overcharged shot2 and headshot2? (not sure about hs2). Again don't most rifleman prefer high end laser rifles with ap2 compared to the t21? (simply due to speed)
If you are doing it for the weapons only just doesn't seem worth the points because you'll never use them. If you wanted to do it for actionshot2/healthshot2 etc it would make more sense to me.
The points might be better invested in the pistoleer techniques line (specials for your launcher pistol) or smuggler pistol line.
Cool, some great ideas there. I'm trying to balance my role-playing goals with still getting a playable character.
I am pretty keen on Commando and TKA, and I'd like to go all the way with both of them. However, in the interim I guess I will hang on to some Scout and Medic skills and even work up the Pistoleer disciplines.
The only problem is, at MC & MTKA, you will only have 18 skill points left. How to spend them...