Commando Archive

Thread: Guide to commando weapons needed!

FreddyFear
Thu Oct 06, 2005 2:09 am
#1

I know there are probably guides all over the place, but after going down 3 pages I still can't find a proper guide to the commando weapons. Can anyone give me a short description, or even better: direct me to a guide already writen?

Thanx
RoastyToasty
Thu Oct 06, 2005 10:32 am
#2

What exactly are you looking for? required skill boxes and combat level, looted and crafted only? damage and speed caps?
StarNick
Thu Oct 06, 2005 2:36 pm
#3

The Armory

This is perhaps one of the most important portions of this entire guide, as questions about our weapons are constantly being asked in the Commando Forums. To first introduce them, is to first introduce how they function within our profession:

• All Heavy Weapons are in the Commando Profession
• All Heavy Weapons use Heavy Weapon Mods and General Ranged Mods
• All Heavy Weapons are Combat Level as well as Skill-box certified
• All Heavy Weapons function as “our specials”, and just about all of them carry some sort of innate ability.

The fact that all our weapons are skill-based certified, makes Commando very unique apart from other professions. All our weapons are considered iconic, as we do not draw on our own specials, and hence if Heavy Weapons were usable without the Profession, we wouldn’t have a need to exist. The biggest negative to this is for those of you grinding from an already established template; you are forced to use either a CL14 Launcher Pistol or CL30 Corellian Destroyer at Novice Commando, and nothing else. And Speaking about specific weapons, it is important to know thy guns!


Launcher Pistol - CL14/Novice Commando
Damage Type: Kinetic
Elemental: Heat
Innate Ability: AoE
Range: 0-45 m
Description: The The first Heavy Weapon a grinding commando can use; there are no advanced versions and it is suggested to move on as quickly as possible from this weapon.

Corellian Destroyer - CL 30/Novice Commando
Damage Type: Energy
Elemental: None
Innate Ability: None
Range: 0-55 m
Description: The Loot item that resembles the Lightning Beam Cannon. It is an ideal weapon for grinding up from Novice Commando because it has no AoE.

Heavy Acid Rifle - CL22/Acid Weapons I
Damage Type: Energy
Elemental: Acid
Innate Ability: Blind
Range: 0-45 m
Description: The first acid Heavy Weapon a Commando can use, it is non AoE which makes it helpful for grinding. Warning: If you’re within the radius of your weapon while firing on a target, you may get blinded.

Rocket Launcher - CL22/Incendiary Weapons I
Damage Type: Kinetic
Elemental: Heat
Innate Ability: Knockdown
Range: 0-64 m
Description: The most iconic weapon of Commando, no advanced versions unfortunately so it is seldom used anymore. It is non-AoE, hence also ideal for grinding.

Heavy Particle Beam Cannon - CL30/Beam Weapons II
Damage Type: Energy
Elemental: Heat
Innate Ability: Ability to shoot lined up enemies up to 64 m. (Not working currently)
Range: 0-40 m
Description: This is supposed to be a very small AoE weapon that could effectively punch a hole through anything between the Commando and the max range in a straight line. It has yet to really show AoE worth, and hence is ideal for grinding Commando.

Flamethrower - CL40/Incendiary Weapons III
Damage Type: Energy
Elemental: Heat
Innate Ability: Fire DoT, AoE
Range: 0-40 m
Description: The first version of our working horse of the profession, as well as the first Fire DoT weapon a Commando can be certified for.

Acid Stream Launcher - CL40/Acid Weapons III
Damage Type: Energy
Elemental: Acid
Innate Ability: Blind, AoE
Range: 0-64 m
Description: The last of the Acid Weapons in the profession. Warning: If you’re within the radius of your weapon while firing on a target, you may get blinded.

"The Void" Rocket Launcher - CL40/Explosives III
Damage Type: Kinetic
Elemental: None
Innate Ability: None
Range: 0-55 m
Description: Loot item from Kashyyyk. The weapon has +10 Heavy Weapons Accuracy and is our highest Kinetic damage type weapon available currently.

Lightning Beam Cannon - CL50/Beam Weapons IV
Damage Type: Energy
Elemental: Electricity
Innate Ability: Fire DoT, AoE
Range: 0-40 m
Description: Commonly used as a supplement to our Master Weapons because of the AoE, Fire DoT, and longer range.

Plasma Flamethrower - CL54/Master Commando
Damage Type: Energy
Elemental: Heat
Innate Ability: Fire DoT, AoE
Range: 0-25 m
Description: Our working horse at Master-level, very useful and potent.

Blackscale Acid Stream Launcher - CL54/Master Commando
Damage Type: Energy
Elemental: Acid
Innate Ability: Blind
Range: 0-64 m
Description: A more advanced Acid weapon for Master Commando, looted.

Proton Rifle - CL54/Master Commando
Damage Type: Energy
Elemental: None
Innate Ability: None
Range: 0-64 m
Description: Looted off of NK-Necrosis in the Myydril Caverns. This is our only long range, non-AoE, and Combat Level 54 Heavy Weapon out there. Very desirable to have. Also, the weapon has +10 Heavy Weapon Accuracy and +10 Heavy Weapon Speed built in.



Happy?

*Edit: By the way, if anyone sees anything wrong above, let me know*

Message Edited by StarNick on 10-06-2005 05:38 PM



--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

Tyyylowyspetily
Thu Oct 06, 2005 2:46 pm
#4

Range on the Blackscale ASL looks wrong. I am not in game ATM, but I could swear it's 55m.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

StarNick
Thu Oct 06, 2005 2:50 pm
#5

I think you're right...changing 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

FreddyFear
Fri Oct 07, 2005 7:04 am
#6

Dude, I hey the jackpot here! Or maybe you did?!


Thanx StarNick!!!


DeijhaVhu
Fri Oct 07, 2005 7:39 am
#7


Good job on that list. I think it would be great if you could get some sort of damage range in there, or at least the damage caps. When I first became a commando it was a pain to figure out what my heaviest hitting weapons would be. Of course having the damage range listed might just depress anyone looking at the list. He's what I could find from the WS damage cap post.:



Launcher pistol:
Max 264.5

Acid Stream Launcher
Max 506

Lightning Beam Cannon
Max 506

Plasma Flamer
Max 1148.82 slicing cap 1137


Kind of sad that even the weaponsmiths don't have the cap info for many of our weapons, there just isn't much demand for them. Here's info from the WS FAQ on weapon types:

Name: Launcher Pistol Name: Heavy Acid RifleName: Rocket Launcher
Skill level: 14 Skill level: 22Skill level: 22
Skill box: Novice Comm.Skill box: Hvy Acid Weap. I Skill box: Hvy Incendiary Weap. I
Base DPS: 65Base DPS: 89.15Base DPS: 90.17
Action Cost: 102 Action Cost: 136Action Cost: 136
Damage Type: KineticDamage Type: EnergyDamageType: Kinetic/Heat
Range: 0-45mRange: 0-45mRange: 0-64m

Name: Heavy Acid Rifle Name: Hvy Particle Beam Cannon
Skill level: 22 Skill level: 30
Skill box: Hvy Acid Weap. I Skill box: Hvy Beam Weap2
Base DPS: 89.15Base DPS: 111.19
Action Cost: 136 Action Cost: 136
Damage Type: Energy/Acid Damage Type: Energy/Heat
Range: 0-45m Range: 0-40m

Name: Acid Stream Launcher Name: Flame Thrower
Skill level: 40 Skill level: 40
Skill box: Hvy Acid Weap3 Skill box: Hvy Inc Weap3
Base DPS: 134.92 Base DPS: 135.93
Action Cost: 136 Action Cost: 136
Damage Type: Energy/Acid Dmg Type: Energy/Heat
Range: 0-65m Range: 0-40m

Name: Lightning Beam Cannon Name: Plasma Flame Thrower
Skill level: 50 Skill level: 54
Skill box: Hvy Beam Weap 4 Skill box: Master Comm
Base DPS: 162.71 Base DPS: 185.42
Action Cost: 136 Action Cost: 136
Dmg Type: Energy/ElectricityDamage Type: Energy/Heat
Range: 0-40m Range: 0-25m




You've already got most of that in your post (soon be be part of new commando guide I assume and hope), but I thought maybe people would be interested in the DPS they start at and the SAC cost. Not that the number really means anything, since they get experimented far beyond those. Butyou can compare the number between the various weapons to get an idea of which are more powerful.

Message Edited by DeijhaVhu on 10-07-2005 07:43 AM



Raythos Fierknott
Raythos Starships Inc.
828 -5204 Corellia, Bloodfin

StarNick
Fri Oct 07, 2005 4:20 pm
#8

Maybe damage caps if we can get them, but because SAC, Damage, Elemental, and Speed really are up to that of the WS...they can flucuate way too much.

The "base" stats may also, at least in my opinion, give the wrong impression to newer folks because they might think a plasma FT with xx stats is really good, when the rest of us know that's just a basic one.

Damage caps, yes if we can get it...always better to show how far a weapon can go, rather than just show the average that many folks don't really use.

This list is going to be changed big time with information in the future, so I'll add it to the list...



--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

millermix
Sun Oct 09, 2005 12:50 pm
#9

I have a rocket launcher... and the radius says 6m... but it seems to not be an "area" wep at all.



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