Commando Archive

Thread: how the heck do you blow a turret???

ChilastraBH
Thu Mar 25, 2004 7:40 pm
#1

they have 100k ham, do 200 dmg uber fast & take about 300 dmg ata time


how exactly do you take 'em out?
Deadfoe
Thu Mar 25, 2004 7:44 pm
#2

I've hit a turret for up to 7000 damage with a rocket launcher, with a good set of buffs and armor i can take out a turret in a couple mins. Having a doc around to throw stims at you helps too.
maddogs
Thu Mar 25, 2004 7:52 pm
#3

we are sapos to be the ones to kill thees things



but swords men and riflemen do it 5x better then us


and what deafoe sed is sort of true but that will cost you alot spaming a 50k cred wepon that only has 30 shots



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Daniel' Judson-Leonheart

Raptor2k1
Thu Mar 25, 2004 9:18 pm
#4

The easiest way is to distract them with a pet, then be a master pistoleer with novice commando and blast the heck out of them with a launcher pistol. Spamming fanshot with a good LP absolutely anhialates them.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Krayvex
Thu Mar 25, 2004 10:14 pm
#5

80% composite. Pixie, brandy, synthsteak, kick ass stim b's(441), and a krayt launcer pistolwith last ditch and a powerup. Just back out of range if things get rough, heal and get back to work.


I'll end up with tons of bf, but i get the job done.


I only get buffs if I'm going after meduim ones.



Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



vonbraat
Thu Mar 25, 2004 10:43 pm
#6

soloing turrets is not worth it imo. with my template i could easily do it, but absorbing turret fire destroys your armor quick. the kind of armor you need in order to solo a turret does not come cheap. its much easier to just bring a friend or two with a tanking pet.



and there was much rejoicing...
ChilastraBH
Fri Mar 26, 2004 4:03 am
#7

ok here is my group:


me - Master CM/ Riflemen


friend 1 - Master TKM & 0/2/4/3 Commando


friend 2 - Commando 1/0/3/0


theres another guy, but hes really bad


what exactly should we do?


Protteus
Fri Mar 26, 2004 8:06 am
#8






ChilastraBH wrote:

ok here is my group:


me - Master CM/ Riflemen


friend 1 - Master TKM & 0/2/4/3 Commando


friend 2 - Commando 1/0/3/0


theres another guy, but hes really bad


what exactly should we do?






All buff, the Commandos pull LP and use it if they got Pistoleer/Smuggler specials. If not they get Uber Stim B's while they heal you all 3 of them, as you spam Adv Strafe With a T21, and of course you using area heals. Err and have the TKM punching the turret with a VK.




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-=Protteus Zarkof=-
Jedi Knizight
"No Mercy for the Weak"
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Skeptic666
Fri Mar 26, 2004 8:18 am
#9

hehe you have be realy carefull you dont burn your lips hehehe



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
TechnoHic
Fri Mar 26, 2004 12:10 pm
#10






Skeptic666 wrote:

hehe you have be realy carefull you dont burn your lips hehehe







lol Damned it, you beat me to it. I saw this on the board and came just to post that and saw serious responses then yours. lol





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StarNick
Fri Mar 26, 2004 2:44 pm
#11

I do find it funny that meleers do more dmg to armoured opponents than we do...


I dont mean a little more...they do a hell lot more than 5x more hehe..and they can take the most damage thrown at them (and biggest damage hitters in the game)..PLUS turretscant hit you @ 0 m..thus meleers are hehe...like the best thing to take out turrets..


Again..that fine line of balance....personally i think meleers are OVERbalanced now....ranged prof NEED to get caught up with them (especially us) OR, the dmg of them significantely withdrawn...they should be hvy tankers..rather than using pets...give them TONS of defense..but dont let them do the 3k per/second most TKMs for instance do atm (dont know for others..but hvy swordsman really are can do a hella lot damage)





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Yo-Ma
Fri Mar 26, 2004 2:59 pm
#12

the only melee profession that can take turrets as well as commandos is swordsman. if you think a TKM can take turrets out better than us, you dont understand the combat system...



TechnoHic
Sat Mar 27, 2004 6:32 am
#13






StarNick wrote:


Again..that fine line of balance....personally i think meleers are OVERbalanced now....ranged prof NEED to get caught up with them (especially us) OR, the dmg of them significantely withdrawn...they should be hvy tankers..rather than using pets...give them TONS of defense..but dont let them do the 3k per/second most TKMs for instance do atm (dont know for others..but hvy swordsman really are can do a hella lot damage)








I agree to a point but the other ranged professions (not us) can still kite to avoid being hit more often, we are forced into melee range so we really take it hard.



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