Commando Archive

Thread: Assuming Commando skills worked, how would they rate in PvP?..opinions needed.

ShenMolo
Sun Aug 17, 2003 3:37 pm
#1

I've got Master Marksman and am working on Combat XP for Commando. I don't mind waiting a bit longer for Commano's to be "fixed", but I wonder from those of you with PvP experience, how do you think the Commando will perform in PvP?



Shen Molo-Kauri * Shenj Molo-Starsider * Silwa Farsteader-Kettemoor * Fozzibacca-Tarquinas
Drakeal
Sun Aug 17, 2003 3:39 pm
#2

Lol.. sort of hard to Predict.. i see commando thou as the Most damage per hit class.



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Drakeal - Commando, Maybe now i can kill a Womp Rat with this Useless paper we... i mean Flamethrower!

Commando for Life
Main-Wan_Yeh
Sun Aug 17, 2003 3:54 pm
#3

This is how I think Commandos should be:



The do ALOT of dmg on single hits. Slow to refire. Should get 3X melee dmg done to them ifholding a HW.


I think the commando should be like a Wizard" in a Med-evil RPG. They do alot of dmg however they are vaunable to melee attacks. (But don't comapre armor stuff)





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-Marksman -Commando -Pistoleer -Artisan -Teras Kasi Artist -Brawler- Weapon Smith -Scout-Swordsman-

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Drakeal
Sun Aug 17, 2003 3:56 pm
#4

Nah, thats a rifleman



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Drakeal - Commando, Maybe now i can kill a Womp Rat with this Useless paper we... i mean Flamethrower!

Commando for Life
Sinron
Sun Aug 17, 2003 3:57 pm
#5

Get owned with no knockdown. Yes even after the knockdown nerf it still rules supreme. Now if you have a knockdown move to go with your commando stuff then I suspect youll do well providing how well they fix commandos.
StarNick
Sun Aug 17, 2003 4:05 pm
#6

really commandos should be effective against both vechs and infantry - but different weapons to each..im hopeing that'll be the case - for ex flamerthrowers and acid rifles for infantry, beam weapons and rl for vechs..lp for both - and with unarmed master we should NOT be weak to melee and since some of our specials are relatively close



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Drakeal
Sun Aug 17, 2003 4:17 pm
#7

we should just be all around alright desfense.. No strength.. but no Weakness..



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Drakeal - Commando, Maybe now i can kill a Womp Rat with this Useless paper we... i mean Flamethrower!

Commando for Life
Traigus
Sun Aug 17, 2003 4:39 pm
#8

The PVP I have done from release in groups.. people tend to bunch up.. AE attacks ... Falmethrowers could be very nice.. so could grenades if they fix them.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Sinron
Sun Aug 17, 2003 6:18 pm
#9

Ya right now they need to fix radius on stuff. Grenades need a wider radius as do the aoe stuff. Then your right that would be good for group pvp action. Ive throw grenades right on 4 creatures only hitting one.
RandomSHO
Sun Aug 17, 2003 11:55 pm
#10

I am a BH, so take what I say with a grain of salt.



In one on one combat, the commando should be about middle of the road in comparisons to other classes. above the novice classes but near the bottom in elite fighting classes. The commando is meant for one on one.



Now, say 1 commando against say 15. I think the commando should be able to excel in attacking groups. The flamethrower and grenades should be able to easily decimate a fairly large group. They should also be an amazing support group as well. if you see an AT-ST coming, call a couple of comandoes and they should be able to deal with it with relative ease.



I look at the commando kind of like the giant in The Princess Bride. he wasnt good against a single opponent. he did very well against groups though.

Smuggler18
Mon Aug 18, 2003 1:59 am
#11

Reading the Commando description ingame, I fail to see how they should be near the bottom of the elite fighting classes.


It says things like "continues to excel at combat..." and so forth.


The class has more difficult requirements than Pistoleer, Rifleman or Carbineer by leaps and bounds. In fact any class that has to earn large ammounts of combat experience should be better at fighting then the classes that don't have that requirement. If you want to look at it by the numbers of skill points a Pistoleer (or Rifleman, or Carbineer) needs 29+6 a Commando needs 72+29+6 and for those last 6 earning 125k of weapons experience is about 3.5 times less than the 40k combat experience. But you did say to take it with a grain of salt. I found your opinion of Commandos against groups interesting, we'll have to wait and wait and wait some more to see what happens.

Smuggler18
Mon Aug 18, 2003 2:06 am
#12

Grrr..change Master Marksman to 77 not 72 I hate not being able to edit.
BarneyIX
Mon Aug 18, 2003 2:49 am
#13

Commandos should own in a "war" like setting. Against groups of pc's like a squad ( you should send shivers down a squad leaders spine ) and against vehicles.


On one vs one combat however, due to slow reload times I dont think that you can expect to be better than Pistoleer, Carbineer, or Rifleman. I think that if you equpied the Launcher pistol ( so long as a knockdown isnt employed ) that you should be at least 50/50 with these guys.


You obviously spent more time and more skill points to get where you are. This time I hope will be most evident when you sit back 64m away and launch a bad assed rocket at a squad of Imp scum or Rebel scum which ever way ya swing .


I think also your weaps should have an awsome splash effect. For rockets say a 10m Radius effect that drops off by 10% for each 1m from the epicenter of attack. I.E. If I was 4m away from my squad leader when he was hit by rocket/grenade etc then I should take 60% of damage from your weapon.


This in my opinion is where you change the war/battle.



This is all from a BH so what do I know.


I know.


I only hope you guys have the best I really feel for your struggle.



BarneyIX BH

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