Commando Archive

Thread: Commando not nearly as bad as I expected!

Skeena
Thu Aug 11, 2005 5:39 am
#1

Having always wanted to play commando, I finally ground it out on an alt the other day. My current template is MBH, MCO, Novice CM. Admittedly, the weapons stink, however, I was able to find aPFT with a base dps of 315 yielding a mod dps of slighty over 500. Although this is pretty poor by comparison with other damage dealing MBH templates I have played, the addition of a fire DOT and theability to AoE (when it works) does add to the mix.


I have had no trouble taking downelite BH marks and have had an easy time roasting faction NPCs. I have not tried PvP yet but I expect to be very poor in 1 vs. 1 and very annoying in groups. I can see my role as the guy who gets other people killed not as a tank or DD. Although most of my "utility" is coming from BH (duelist stance, KD, dizzy, blind, bleed), I have to say that I am quite pleased with this toon.


/cheer commando!



______________________________________
Skeena Dellamora - MBH / MCarb - Chilastra
Skeena Oorbik - MBH / MCommando - Bria
Skeena Risloc - TKM / MDoctor - Radiant

RoastyToasty
Thu Aug 11, 2005 5:43 am
#2

Kote! Darasuum Kote! Commandos Rock.
Tuscanspeed
Thu Aug 11, 2005 8:49 am
#3

we are extremely effective in large battle pvp.

its one reason why i use an AOE proton rifle.
i LOVE KD'ing, blinding, rooting, etc 20+ people at a time.



Tweaked Askani
Last of The Elder Commando Elite
I'm ****ing staying here and don't be weird about it!
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Hedd
Thu Aug 11, 2005 10:43 am
#4

I really don't have much problem 1 vs 1. Obviously not the best but I can usually own at least 1/2 the jedi out there. Matter of fact I was solo pvpin a few days ago. Beat down a few jedi and its amazing how many show up to help ya



CLAN NEL
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Hotkey religions and Ancient Jundaks are no match for a good blaster macro, kid

KJFett3
Thu Aug 11, 2005 11:50 am
#5

So how do you guys think a MBH/MCommando/NovSmuggler/Medic0010 would do?


I use an AoE proton rifle, and conc shot from MSmuggler seemed like it would be more handy than a bit more healing effeciancy.


Any thoughts?



!Drevin of DROW!
!!
StarNick
Thu Aug 11, 2005 1:01 pm
#6

See, we're great in a template but...

"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



--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

Kesslan
Thu Aug 11, 2005 5:28 pm
#7

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.





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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Warmaker01
Thu Aug 11, 2005 5:44 pm
#8

The Proton Rifle is not fine, IMO!

Area attacks such as Carbineer's Improved Full Auto Area do not work with the Proton Rifle!

StarNick
Thu Aug 11, 2005 8:32 pm
#9

And lest not forget SAC heh...

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... =/



--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

Skeena
Fri Aug 12, 2005 6:30 am
#10


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.




______________________________________
Skeena Dellamora - MBH / MCarb - Chilastra
Skeena Oorbik - MBH / MCommando - Bria
Skeena Risloc - TKM / MDoctor - Radiant

StarNick
Fri Aug 12, 2005 8:12 am
#11

Its not so much the mods as it is the lack of specials. Commandos of course still come up short in comparison to carbineer/pistoleer/rifleman (for speed/accuracy both carbs/pistols are a bit better than ours and the same, riflemen are a bit better than theirs), the difference isn't immense but there is a small one there.

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...



--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

Skeena
Fri Aug 12, 2005 10:22 am
#12

I'm not convinced that new specials are the answer. It's not that I wouldn't like to see some commando-specific skills, I just believe that there is more to itthan that.


In my case, I amusing Advanced Critical Shot, which is arguably the best ranged special (Improved Legshot being equally good IMO). Even with this,my dps is, at best, 2/3 of what can be delivered by another dual elite ranged template. Rather, I would argue that it is the sub-par skill mods in combination with the lacklustre weapons that is our downfall.


It is clear to methat commando(and smuggler for that matter) have not been balanced in accordance with other ranged profs. Pistol, carbine and rifle have been balanced along a clear continuum of range, speed, accuracy and defense:

Rifles are long range, low speed, high accuracy and low defense.
Carbines are medium range, medium speed, medium accuracy and medium defense.
Pistols are short range, high speed, low accuracy and high defense.

Commandos should be very short range, very low speed, very low accuracy and very high defense.


In short, commandos should be the most "melee-like" ranged profession. Close-range tanking abilities, vulnerable to long-range attacks, but ifan enemygets in close,he pays the price. Essentially, the TKA of ranged professions. I believe that this is what the devs originally had in mind for usbut have never been able tofollow through in a balanced fashion.



______________________________________
Skeena Dellamora - MBH / MCarb - Chilastra
Skeena Oorbik - MBH / MCommando - Bria
Skeena Risloc - TKM / MDoctor - Radiant

KJFett3
Fri Aug 12, 2005 11:05 am
#13

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.





!Drevin of DROW!
!!
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