Commando Archive
Thread: when i use a flamethrower...my defense is noobed
TKA only gettheir defense modifiers when they are unamred.
Plus like was said you take 2.5 more damage in melee.
So a TKA will drop you like a sack of spuds in a could seconds.
Do your flame DOT andremovethe Flamer ASAP.
Remember people, Defense mods are "Weapon Specific"
TKA only gettheir defense modifiers when they are unamred.
Plus like was said you take 2.5 more damage in melee.
So a TKA will drop you like a sack of spuds in a could seconds.
Do your flame DOT andremovethe Flamer ASAP.
Remember people, Defense mods are "Weapon Specific"
This is not what my tests of shown for the most part...I am a TKA/Commando...When I arm my FT I loose Unamred Toughness, Unarmed Speed and the such, but I do keep the Melee and Ranged Defenses that come with TKA...The extra damage comes in do to the 2.5x Melee Damage Bonus mentioned prior...
There are some Mods that are "Weapon Specific", but of the same mods are located in another profession, it carries over...since both Commando and TKA have Melee Defense, for example, they are carried over and not weapon specific. It's a benefit of dabbling in like professions, since like mods will carrier over.
fistfullofgrandma
dont for get that we miss 50% of the time
and that are specials have to be with in 16m
and most profesions can do specials at 64m
and that all smart ppl just kite a commando expt melee
and the melee usly kd+dizzy a commando
and yes the 2.5 mod is extremly annoying but is supposedly being taken away
Oh come on. I do not, for a fact, miss 50% of the time. I hit, nearly 96% of the time. Our specials need to be within 16m yes, and thats perfect. Its great for cantina bar fights, or player vs player duels. People don't usually start a player vs player duel 64 m's away. If its a faction fight I just use a heavy support weapon.
Most professions can do specials at 64m yes, but they do not incap instantly as Commando's can. The flame dot on the flame thrower is brutal. *Smart* people *kite* a commando? Come on, at range I use a heavy weapon that incaps in one shot, and the damage they kite me with is roughly 20-40 damage. I took out a master bounty hunter today, we both died, he got me because of his flame dot on me.
I don't do a special and deal out 354-290 damage to an unarmoured foe, and 90-100 to an armoured one, which doesn't say much until I get him on fire. Saying that, it isn't hard. City fighting is perfect because its on your terms, you use cover to your advantage like the bio for the profession says, and force them to come within range. Then its incap city. I held Bestine in my iron grip the other day, because I stayed in the cantina and incapped anyone who entered the room. ( I hid behind the wall). Flame cone will take out multiple opponents, and the heavy support weapons do mass damage and have a radius of 6 m's or so. That means that there is a good chance you incap one person, and splash damage the guy next to him for a significant amount. The heavy weapons strike with acid, blast, energy, and the grenades cover cold, stun, among others. They are versatile and easy to wield. A commando kiting an at-st is a force to be reckoned with.
For melee, knockdown and dizzy won't work because of the Teras Kasi's ability to resist that. Last time I checked, "usly" is not a word. I couldn't care about the 2.5 mod becauses it only takes effect (as far as I've noticed) at range. I have the flame thrower in a toolbar slot for easy on-off selection. Switching to unarmed is perfect.
Here's another little secret. When you get within 16m of an opponent, use unarmed lunge 1 or 2 to force them to crouch, then catch up, dizzy them, knockdown them, and spray flame single 2 for (roughly) 3000-7000 player to player damage.
As a side note, I hit 38,000 damage against a lair with flame single 2 yesterday.
garvin wrote:
TKA only gettheir defense modifiers when they are unamred.
Plus like was said you take 2.5 more damage in melee.
So a TKA will drop you like a sack of spuds in a could seconds.
Do your flame DOT andremovethe Flamer ASAP.
Remember people, Defense mods are "Weapon Specific"
This is not what my tests of shown for the most part...I am a TKA/Commando...When I arm my FT I loose Unamred Toughness, Unarmed Speed and the such, but I do keep the Melee and Ranged Defenses that come with TKA...The extra damage comes in do to the 2.5x Melee Damage Bonus mentioned prior...
There are some Mods that are "Weapon Specific", but of the same mods are located in another profession, it carries over...since both Commando and TKA have Melee Defense, for example, they are carried over and not weapon specific. It's a benefit of dabbling in like professions, since like mods will carrier over.
I don't think that is true Garvin ...
My Friend stood 15m away and shot me with a FWG5 pistol in a duel, so he could show me his new Player Rez ability, so thereI was, in my undies and guess what, without my flamethrower equiped, he barely hurt me with it equiped he did much more damage.
I'm pretty sure the defensemods are weapon specific, I'll do it again to be sure.
My Friend stood 15m away and shot me with a FWG5 pistol in a duel, so he could show me his new Player Rez ability, so thereI was, in my undies and guess what, without my flamethrower equiped, he barely hurt me with it equiped he did much more damage.
I'm pretty sure the defensemods are weapon specific, I'll do it again to be sure.
I have done screen prints of me fighting the same critters with and without my FT equiped....I have +90 Melee Defense (+60 from TKA)...I have counted the times I am missed by the NPC versus the times I am hit...the usually come out to be exactly the same over very close...if that +60 did not stay when I equiped the FT, I would only have +30 and there fore should be hit more often (Melee Defense just translates in the evade...they miss you more)...
What is your secondary profession/professions? Some have other attributes (like TKA have unarmed toughness, center of being, etc) that don't work when equiping the FT because Commando doesn't have the same skills to cross over...
If skills didn't transfer over, why can a CH/Commando still /tame the same level creature when the FT is equiped...are we saying that only defense mods don't transfer...my personal tests seem to disagree...
garvin wrote...
I have done screen prints of me fighting the same critters with and without my FT equiped....I have +90 Melee Defense (+60 from TKA)...I have counted the times I am missed by the NPC versus the times I am hit...the usually come out to be exactly the same over very close...if that +60 did not stay when I equiped the FT, I would only have +30 and there fore should be hit more often (Melee Defense just translates in the evade...they miss you more)...
What is your secondary profession/professions? Some have other attributes (like TKA have unarmed toughness, center of being, etc) that don't work when equiping the FT because Commando doesn't have the same skills to cross over...
If skills didn't transfer over, why can a CH/Commando still /tame the same level creature when the FT is equiped...are we saying that only defense mods don't transfer...my personal tests seem to disagree...
I would be saying the Defense Mods don't transfer.
However I did not know Defense Mods were evasion only,I guess I stand corrected. ![]()
Im a tka master...and i have flame4...when i use the flamethrower i hit with incredible damage...but i will go down super easy.
wtfs?