Commando Archive
Thread: Commando + (Pistoleer or Rifleman?)
Im only going up the heavy weapons line in commando. Which leaves me lacking a long range weapon.
as my sig says, im working oncommando 0/4/0/0 (now 0/3/0/3 acid rifle sucks arse), squad leader 0/4/0/4 (now0/4/0/1)and teras kasi 4/0/0/0 (not tkasi yet).
This combo lets me have the punch to take down at-st's and other nasty big game with the heavy weapons, grants me extra ranged defense as well as fire control for my team and the teras kasi meditation should allow me the ability to regenerate my mind bar fast (nice as squad leader) as well as be able to function alone without depending on a medic for long periods of time.
This leaves me enough points to go up 1 tree in either pistols or rifles or carbines.
Ive been considering pistoleer because it does work in combination with the launcher pistol (stopping shot with launcher? yum!)... but the big downer is that it would leave me dependent on a weapon that is very unfriendly in hunting groups (stop! i cant see from all the smoke and explosions!).
Or rifle, which would be more group friendly, albeit not very squad-leader friendly (mind cost).. but that T-21 does look darn nice to lug around. Mind shots and mind bleeds not bad too.
So i'm here to ask for feedback or suggestions.
I imagine Pistols would be the better route. Its the one I'm currently doing as I work toward commando.
I'm doing a Smuggler/Pistoleer/Commando thing and I can't wait to see what last ditch does to the launcher pistol heh
Pistoleer's special moves largely duplicate the Smuggler special moves..Heath Shot 2 is useful (and stacks with Health Shot 1) so that's always a nice one to have as it works with the LP (and can therefore be used at range).
The other decent special moves of pistoller though, might not be as good. Body Shot 3 is currently bugges and does less damage than Body Shot 2. Double Tap is a decent shot, is does about 2.8x base damage of your gun and low speed cost, so there's nothing bad to be said about that. Stopping Shot does about 4.5x base damage, but has a pretty high delay associated with it. It's a good special, but on balance roughly equal to the Smuggler's Last Ditch, so there's no need to spend skill points on both. Fan Shot is the Pistoleers best damage.second shot by far...though each shot does less damage than Stopping Shot. Disarming Shot would be a great special, if it actually damaged an opponent's weapon. Currently it does not. It's only special feature at the moment seems to be that it does double damage to lairs.
In addition though, Smuggler's get Low Blow, which has a ranged knockdown (always nice). Pistoleers get Pistol Melee Defense 1, which has a knockdown within 7 m of the target. Since Low Blow can also be used in this range (as well as from a distance) I prefer Low Blow. The Smuggler's Panic Shot is okay...not much damage but it does sometimes cause a nice delay in your opponent's next action.
So special for special, I prefer the Smuggler's moves to the Pistoleers...execept that you get some nice protections moving up the pistoleer tree. I'm not certain those prtoections apply when you have the Commando weapons in your hand and not a pistol, but if they do, then that might tip the balance in the Pistoleer's favor.