Commando Archive

Thread: I Need The Commando's Help!!!

toraxx
Mon Oct 03, 2005 5:29 pm
#1

Hey i was thinking of picking up commando. Im not sure about if i should do it or not. Since there are no special attacks wouldent i need to pick up some other ranged prof. like carbineer/rifleman/pistoleer. Give me some template suggestions!



Thank you all for the help!



================Dark Side Force Wielder================
Sorcerer Of The Dark Side
Pre-CU Jedi Master Force Wielder, Lightsaber 0400, Enhancer 4004, Healing 4000, Defender 0040
RIP Force Lightning, Force Lightning Area, Mind Blast, Force Cloak, Force Inimidate, Force Weaken, Force Hit, Force Strike, Force Throw, Force Knockdown, Force Breach, Jedi Mind Trick, Animal Control, Animal Scare, Force Choke, Force Drain, Force Meditate, Force Aura, Force Shield, Channel Force, Transfer Force, Absorb Force, Force Run 2, Force Speed

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
((((Official Thread about Jedi Innate Armor))))
toraxx
Mon Oct 03, 2005 5:58 pm
#2


put the flamethrowers down and reply!



================Dark Side Force Wielder================
Sorcerer Of The Dark Side
Pre-CU Jedi Master Force Wielder, Lightsaber 0400, Enhancer 4004, Healing 4000, Defender 0040
RIP Force Lightning, Force Lightning Area, Mind Blast, Force Cloak, Force Inimidate, Force Weaken, Force Hit, Force Strike, Force Throw, Force Knockdown, Force Breach, Jedi Mind Trick, Animal Control, Animal Scare, Force Choke, Force Drain, Force Meditate, Force Aura, Force Shield, Channel Force, Transfer Force, Absorb Force, Force Run 2, Force Speed

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
((((Official Thread about Jedi Innate Armor))))
Wolfmann31
Mon Oct 03, 2005 6:03 pm
#3

MBH/Carbineer/0400CM


Good template and lethal.


Sadly, it's not a commando template






RK-31
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We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
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toraxx
Mon Oct 03, 2005 6:11 pm
#4


that didnt help at all. Try to use master commando in these templates. lol



================Dark Side Force Wielder================
Sorcerer Of The Dark Side
Pre-CU Jedi Master Force Wielder, Lightsaber 0400, Enhancer 4004, Healing 4000, Defender 0040
RIP Force Lightning, Force Lightning Area, Mind Blast, Force Cloak, Force Inimidate, Force Weaken, Force Hit, Force Strike, Force Throw, Force Knockdown, Force Breach, Jedi Mind Trick, Animal Control, Animal Scare, Force Choke, Force Drain, Force Meditate, Force Aura, Force Shield, Channel Force, Transfer Force, Absorb Force, Force Run 2, Force Speed

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
((((Official Thread about Jedi Innate Armor))))
Warmaker01
Mon Oct 03, 2005 6:18 pm
#5

Commando, unlike all the other Combat Professions... or ANY other profession... can't stand by itself, even as a Master Commando.

If you intend to be a Commando, you need to master another combat profession.

Do not expect to deal significant damage or inflict good DOTs. We were supposed to deal alot of damage, but we don't.

Some professions that go well with Master Commando are:
Smuggler, Carbineer, Pistoleer. Some choose Rifleman, but I disagree with that choice (I'll get into it later).

Smuggler - I know of a fair number of Commandos with Smuggler, but I've never tried the profession at all in this game. Can't give a fair assessment on what they positively bring to Commando.

Carbineer - Good damage special (Impr.Leg Shot), great ranged KD (Impr.Charge Shot), great ranged snare (Impr.Crippling Shot). Carbineer's outstanding Area Attacks are wasted on Commando, however, since Heavy Weapons will not use the wide and very effective cones of Carbineer. Brings balanced defenses.

Pistoleer - Good target control, IMO. Impr.Stopping Shot for a reliable Root that doesn't break on damage (unlike Smuggler's Concussion Shot which does). Burst Shot to Stun the target. Warning Shot for Intimidation. Overwhelming Shot to reduce state resistance (supposedly). Panic Shot / Low Blow(attack delay). However, Pistoleer doesn't bring good damage specials. You need to look elsewhere for that. Brings good defenses, but slanted more to Melee Defense.

Rifleman - Not too many useful things in Rifleman that contribute significantly to Commando. Impr.Head Shot is a good damage special. That's it. Sniper Shots have a 20m minimum range, and that's a huge negative for Commando with its mostly medium and short ranges, especially with the Flamethrowers. Cover's useless for most situations, even more so with Commando's shorter ranges. Brings good Ranged Defense, but poor Melee Defense.

Master Bounty Hunter - I used to dream of MBH / MCommando being a wonderful, "Mandalorian Template" just before the CU. Sadly, this isn't the case, mostly since Commando is weak. MBH is a great profession. However, having Master Commando go with it is like adding a ball and chain to a man's leg while wandering a desert with no water. MBH has steep prerequisites, just like M.Commando. But MBH has the power to show for it. However, M.Commando also has steep prerequisites to suck away alot of Skill Points, but has little combat ability to show for it.
**
With what I have experienced, either Carbineer or Pistoleer is a good mix with Master Commando. Pistoleer brings target control and defense. Carbineer is a good mix of target positional control and damage. Again, I never tried Smuggler, so I dunno what it brings to the table.

Message Edited by Warmaker01 on 10-03-2005 06:24 PM

Warmaker01
Mon Oct 03, 2005 6:28 pm
#6

Some decent all combat Commando templates that I've tried:

M.Commando / M.Pistoleer / Carbineer 0440
M.Commando / M.Carbineer / Pistoleer 0404

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