Commando Archive
Thread: Commando not nearly as bad as I expected!
its one reason why i use an AOE proton rifle.
i LOVE KD'ing, blinding, rooting, etc 20+ people at a time.
"Admittedly, the weapons stink"
Thats just it, by ourselves or in a melee template, if we're defined by our weapons...then something's wrong with this picture
Well actually the PFT and proton rifles are pefectly fine. A very well crafted lightning beam cannon can turn out reasonably wel (I've got one that is over 900 damage a guildmate gave me)
The rest though.. yeah.. kinda bite alas. Grenades are far more useful now in PVP. Especially when you pop in some acklay venom and experiment in the dots. Leaving you with nades like one glop I made. 1500 damage 96 percent stick rate on the blind dot. Which will last for something like 30-40 seconds.
Toss in a low level damage slice (I dont see it worth wasting a trigger assembly on. But Iv'e got tons of the lower end kits) and a high end damage pup and your golden.
Area attacks such as Carbineer's Improved Full Auto Area do not work with the Proton Rifle!
Unfortunately...those two examples that were referred to, are examples of -enhanced- weaponry. Commandos, in order to compete with other professions need enhanced weapons to produce the damage we should be able to wrought with elite specials...unfortunately against enhanced weapons of other catagories?
A LBC thats over 900 max damage is a pretty good dang one, and would really require some nice power cells or krayt tissues...a glop grenade as you said to have 1500 dmg (very nice especially in PvP with the AoE, since at least *that* works), needs enhancements...
Its sad almost... =/
My perception is that the inability to deal effective damageis only partially related to the poor quality of the weapons or the lack of available "enhanced" weapons. The larger issue, as I see it,is that commandos have very few and dispersed mods in our skill tree. Since the modsare spread around between general ranged, heavy weapons, thrown and melee, we do not present a competitive pairing for any other elite profession.
In the example used in my original post, the mods for MBH / MCO take a 315 base dps PFT (not bad IMO) to about 500 mod dps plus random DOT. On the other hand, the mods forMBH / MCarb take a 325 base dps proton carbine (easily obtainable Kash quest reward) to a mod dps in the high 600s. Throw in pistoleer 0404 and you can get this over 700 with no difficulty.You will find that there are similar stories for MBH / MPist and MBH / MRifles using readily available quest weapons such as the trandoshan supressor pistol or the fallen hyper rifle.
In summary, if the MCOheavy weapon mods were on a level playing field with the respective mods for MPist, MCarb or MRifles, then this would go a long way towards improving our current situation.
But I think if we had the damage specials, as well as the innate DoTs/Blind/KD on our weapons that *may* make up for it...
Rifles are long range, low speed, high accuracy and low defense.
Carbines are medium range, medium speed, medium accuracy and medium defense.
I completely disagree with "best close in" as a commando realm. True, a flamer is ideal close in, but lets get real.....that is the only weapon we use that is a close support weapon. Do you want to be on top of a proton g'nade when it goes off? See many people launch a RL at something 10m away? Nope, both are very bad ideas.Most of our stuff is high explosives, and as such should be handled at range.
Now, a commando should be able to operate like a tank on a battlefeild by taking a good amount of damage and shrugging it off, but for our effective offensive range,I think Commando should be good at all ranges, not just short range.