Commando Archive

Thread: Commando vs. AT-ST?

KetherSWG
Mon Aug 18, 2003 5:44 am
#1

How do commandos stack up? Do they have any advantages at taking these things down? Can any Rebel commandos shed some light? Which weapons seem to be most effective?


Thanks.




+ Jaron Ninefive +
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+Known Rebel Sympathizer+

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Oikaleek
Mon Aug 18, 2003 5:48 am
#2

With the heavy weapons in their current state...commandos dont stand a chance against an AT-ST...once they fix them so they do they right amount of damage, I imagine three commando's with a medic could take on fairly easily...at least I hope so
MasterShanghai
Mon Aug 18, 2003 6:59 am
#3

Your completely wrong, you must have never fought an at-st. Pretty much 2 shot kills, and medics not fast enough. 2 master commandos with rocket laucherscould definetly take down an at-st, rocket lauchers will have heavy armor piercing and do damage in the multiple thousands, so 2 could take one down.



Shockir Osarif

JediQuic
Mon Aug 18, 2003 7:14 am
#4






MasterShanghai wrote:

Your completely wrong, you must have never fought an at-st. Pretty much 2 shot kills, and medics not fast enough. 2 master commandos with rocket laucherscould definetly take down an at-st, rocket lauchers will have heavy armor piercing and do damage in the multiple thousands, so 2 could take one down.



Shockir Osarif







Agreed....i Got oneshoted by an AT-ST today for 1300 in the head


I would like to Expand on what he said in the Second part though, 2 Master commandos with Rocket Launchers Could take down one fairly fast....If the AT-ST is occupied with something else at the time...Right now tho, AT-ST attacks are like deathtouches...once your name is up, your Gone!

Wepps
Mon Aug 18, 2003 7:47 am
#5

I've been thinking about this.


One thing that definitely needs to be corrected is the ability of pistoleers and TKA to knock down an AT-ST, this is just plain dumb and needs to be removed. Pistoleers should have all knockdown moves removed permanently. TKA just in this instance.


Then add the ability for the Commando to do it with heavy weapons, specifically the rocket launcher, preferably NOT at range 0.


In my opinion the rocket launcher should have a minimum range that cannot be violated. Nobody in their right mind would fire it closer than a certain distance or suffer serious damage to themselves.




------------------------------------------------------------------------------------

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


Drakeal
Mon Aug 18, 2003 7:50 am
#6

So true wepps, I also believe they should add some Knockdown for the Rocket Launcher.. considering its a Giant explosion.. and we cant spam it.. and we also have a certain amount of charges on it.. but it might make it a little bit to powerful.. just a thought thou



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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
s_ripper
Mon Aug 18, 2003 10:09 am
#7

I was in a group that took down several at the Imp prison on Dathomir. Basically we had a smuggler spam panic shot on it, so it just stood there not doing anything. Meanwhile, the rest of us pounded on it for 10-15 damage per hit with standard blasters. Fortunately health shot 1,2 and flamesingle dot all stack and arent effected by AR3, that helped a quite a bit.




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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
s_ripper
Mon Aug 18, 2003 10:10 am
#8

Well, even with the Rocket Launcher in its current state it is still AP4, and is more effective than any other weapon, if you can find one.



------------

Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
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