Commando Archive
Thread: Is commando viable by itself
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JawaSlay3r
Mon Jun 06, 2005 5:09 pm
#1
Hi, im a master ws and have been messing around with what i should have as my combat profession.
As a ws i make some really nice HW, so that tempted me to try commando.
Anyway i went out with my cl14 launcher pistol and was doing around 200 dmg a shot.
So as i looked over teh commando tiers, i noticed they get no style/abilities.......
So no crit shot, head shot, leg shot , any shot other than whats in the marksman ranged support line.
So is it viable to have commando with no special shots? I see people complaining about the dmg commandos put out or dont put out, im not looking to slay krayts or anything, just something fun but effective.
thanks for your advice in advance 
TK-132
Mon Jun 06, 2005 8:06 pm
#4
Ah ha ha!
No specials for Commandos!
Feel the power of the SOE Nerf!
No specials for Commandos!
Feel the power of the SOE Nerf!
Knightcrest
Mon Jun 06, 2005 8:23 pm
#5
Commando is very viable on it's own. You just set you auto-attack to ranged shot and pwn all nuna. Enjoy your stay in the hall of flame zombies coming back to bite you in the ass.
Ackehece
Mon Jun 06, 2005 8:28 pm
#7
JawaSlay3r wrote:
Hi, im a master ws and have been messing around with what i should have as my combat profession.
As a ws i make some really nice HW, so that tempted me to try commando.
Anyway i went out with my cl14 launcher pistol and was doing around 200 dmg a shot.
So as i looked over teh commando tiers, i noticed they get no style/abilities.......
So no crit shot, head shot, leg shot , any shot other than whats in the marksman ranged support line.
So is it viable to have commando with no special shots? I see people complaining about the dmg commandos put out or dont put out, im not looking to slay krayts or anything, just something fun but effective.
thanks for your advice in advance
quite honestly
Commando is not viable by itself but the same can be said of any combat profession now (unless you count smuggler until concussion shot is fixed). CL 54 = suicidal vs any high level content and a double combat mastery is almost always required.
I would not do Commando Ranger but I would do Rifleman Ranger so I guess in that manner I would say that commando is worse off by itself then other ranged professions.
Knightcrest
Mon Jun 06, 2005 8:36 pm
#8
Ackehece wrote:
JawaSlay3r wrote:
Hi, im a master ws and have been messing around with what i should have as my combat profession.
As a ws i make some really nice HW, so that tempted me to try commando.
Anyway i went out with my cl14 launcher pistol and was doing around 200 dmg a shot.
So as i looked over teh commando tiers, i noticed they get no style/abilities.......
So no crit shot, head shot, leg shot , any shot other than whats in the marksman ranged support line.
So is it viable to have commando with no special shots? I see people complaining about the dmg commandos put out or dont put out, im not looking to slay krayts or anything, just something fun but effective.
thanks for your advice in advance
quite honestly
Commando is not viable by itself but the same can be said of any combat profession now (unless you count smuggler until concussion shot is fixed). CL 54 = suicidal vs any high level content and a double combat mastery is almost always required.
I would not do Commando Ranger but I would do Rifleman Ranger so I guess in that manner I would say that commando is worse off by itself then other ranged professions.
Thanks for supporting us as a ranged prof. We are kinda borked and it is nice to see another ranged corr care as well
Warmaker01
Mon Jun 06, 2005 8:45 pm
#9
The situation is like this, and I've said it before in either the Carbineer or Rifleman forums.
Counting the ranged professions (not Smuggler, I've never tried it), each of these professions can fulfill their functions as a pure, sole profession.
As a pure Rifleman, I can now use Cover, Concealed Shots, and Sniper Shots. Great for front end damage. Higher Ranged Def. w/ low Melee Def. emphasizes the long range nature of the Rifleman. It is now a more functional profession, though my concerns from the **** calls for a Nerf on Rifles is annoying me more and more.
As a pure Pistoleer, I can still impede the movement or lessen the damage output of a single target. Balanced defenses reflect the close quarters nature of Pistoleer.
As a pure Carbineer, I am still flexible. Single or group Snares. Single or group attacks with a VERY wide arc. Defenses still favor Range but more is dedicated to Melee Def. than Rifleman.
As a pure Bounty Hunter, I am still flexible but have better defenses vs other single, pure ranged professions. KDs and damaging specials stand out. Dueling Stance helps your longevity.
As a pure Commando... I am at a loss of words on how well that functions by itself. No specials other than what's given at Marksman. The defenses are ATROCIOUS when you consider that Commando weapons aggro everything in general. Damage output isn't there. Area damage is neglegible.
But you might say for the pure Commando to equip a pistol, carbine, or laser rifle, should the situation get hairy. However, the moment you do that, is an open admission that your Commando skills & abilities are *sub-par* to say the least.
When I'm in trouble as a Carbineer, I still keep my E11 Mk.II.
When I'm in trouble as a Pistoleer, I still keep my FWG5.
When I'm in trouble as a Rifleman, Big Momma T21 will protect me.
When I'm in trouble as a Bounty Hunter, my Proton Carbine or High-Cap.Scatter Pistol will still be in my hands in victory or defeat.
But for a Commando to disregard his primary weapons because it gets TOUGH? That is out of the question!
Counting the ranged professions (not Smuggler, I've never tried it), each of these professions can fulfill their functions as a pure, sole profession.
As a pure Rifleman, I can now use Cover, Concealed Shots, and Sniper Shots. Great for front end damage. Higher Ranged Def. w/ low Melee Def. emphasizes the long range nature of the Rifleman. It is now a more functional profession, though my concerns from the **** calls for a Nerf on Rifles is annoying me more and more.
As a pure Pistoleer, I can still impede the movement or lessen the damage output of a single target. Balanced defenses reflect the close quarters nature of Pistoleer.
As a pure Carbineer, I am still flexible. Single or group Snares. Single or group attacks with a VERY wide arc. Defenses still favor Range but more is dedicated to Melee Def. than Rifleman.
As a pure Bounty Hunter, I am still flexible but have better defenses vs other single, pure ranged professions. KDs and damaging specials stand out. Dueling Stance helps your longevity.
As a pure Commando... I am at a loss of words on how well that functions by itself. No specials other than what's given at Marksman. The defenses are ATROCIOUS when you consider that Commando weapons aggro everything in general. Damage output isn't there. Area damage is neglegible.
But you might say for the pure Commando to equip a pistol, carbine, or laser rifle, should the situation get hairy. However, the moment you do that, is an open admission that your Commando skills & abilities are *sub-par* to say the least.
When I'm in trouble as a Carbineer, I still keep my E11 Mk.II.
When I'm in trouble as a Pistoleer, I still keep my FWG5.
When I'm in trouble as a Rifleman, Big Momma T21 will protect me.
When I'm in trouble as a Bounty Hunter, my Proton Carbine or High-Cap.Scatter Pistol will still be in my hands in victory or defeat.
But for a Commando to disregard his primary weapons because it gets TOUGH? That is out of the question!
Message Edited by Warmaker01 on 06-06-2005 08:47 PM
Cpl_Fisher
Mon Jun 06, 2005 9:45 pm
#10
In really big PvP, a few commando's with grenades, when timed properly, can be very effective.
RoastyToasty
Tue Jun 07, 2005 8:18 am
#11
So on a wednesday if the planets are aligned correctly a Commando an be effective
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