Commando Archive
Thread: To be a Well Rounded Commando or What gun should I use?
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Ivoni
Sat Sep 06, 2003 7:27 pm
#1
So now you are Master Commando. Or working on it and wanting to know your weaknesses and strength. How to maximize your damage.
Key thing is to EXAMINE your target. Look at its stats.
There are two factors to improve/reduce your damage.
The targets armor versus your armor piercing. Higher piercing versus lower armor is best.
The damage multiplier works like this. For every level of piercing you have versus their armor add 25% more damage, EACH TIME.
AP3 vs AR3 - there is no bonus
AP3 vs AR2 - 125% or 1.25x
AP3 vs AR1 - 156.3% or 1.563x
AP3 vs AR0 - 195.3% or 1.953x
Here's the bad news. For every level higher armor than your weapon it's reduced by 50%. So if you have an AP0 and it's a heavy armored target (like the at-st) then it's reduced by 50%, then another 50%, then yet another 50%.
Then we need to take into consideration the targets resistances to types of damage.
The good news. If it has no numbers listed next to the damage type, it is weak to that type of damage and the Armor Rating is ZERO even if it is a Heavy. This is your IDEAL damage to attack.
The bad news. If it has a resist to this type of damage, then whatever percentage is listed is taken OFF whatever damage the armor already did or did not reduce.
The commando has at its disposal 3 damage types for non-consumed attacks. Heat (ap0), acid (ap0), and blast (ap0).
The commando has several consumed attacks from heavy weapons. Acid (ap2), Electricity (ap1), Energy (ap3), Blast(ap3)
The commando has several grenade types as well. Heat (ap1), blast (ap1 & 2), acid (ap0), cold (ap1)
To compare with other classes:
Pistoleer has Acid (ap1), heat, energy (ap1), kinetic, and stun.
Carbineer has heat, acid (ap1), energy (ap1 and ap2)
Rifleman has cold, stun (ap1), kinetic (ap1), energy (ap2 and ap3)
Bounty Hunter has acid (ap1), electricity (ap1)
So, thanks to the prereq of Master Marksman, a well rounded Master Commando can use pretty much ALL but 5 guns in game.
By carrying one of each of the following with you it allows an attack on the weakest resist on anything non-stop.
Granted you do have to train novice pistoleer to get the dx2.
Our only weakness is electricity which is compensated by our lightning beam cannon:
Kinetic - Striker Pistol or Tusken Rifle (ap1)
Energy - SR Combat Pistol (ap1) or scout pistol (best dps ap0), or Laser Carbine (best dps - ap2)
Blast - Launcher Pistol
Heat - Flamethrower
Cold - SG82 Rifle
Electrical - nothing - only LLC does this. Lightning beam cannon works, but 28 charges goes quick.
Acid - Heavy Acid Rifle. and DX2 Pistol (ap1)
Stun - Tangle Pistol or Jawa Ion Rifle (ap1)
So, there you are. Shop around and get the best guns you can.
That said, yes...we are aware of the RESULTS of the comparison and are going to pass on to the Devs:
Notice there is no heat weapon higher than AP0. Nor is their a cold. Flame should stay the same.
ALL Acids have AP1 EXCEPT our Har and our glop grenades. Har needs AP1.
Nobody else has blast - I could be wrong. But once this is fixed it should with own specials and no pistol moves it should be AP1.
All the grenades need AP3 in their revamp. They are grenades after all.
If the low charges on the heavy weapons doesn't change, they as well need AP3.
Anyway, best of hunting.
Key thing is to EXAMINE your target. Look at its stats.
There are two factors to improve/reduce your damage.
The targets armor versus your armor piercing. Higher piercing versus lower armor is best.
The damage multiplier works like this. For every level of piercing you have versus their armor add 25% more damage, EACH TIME.
AP3 vs AR3 - there is no bonus
AP3 vs AR2 - 125% or 1.25x
AP3 vs AR1 - 156.3% or 1.563x
AP3 vs AR0 - 195.3% or 1.953x
Here's the bad news. For every level higher armor than your weapon it's reduced by 50%. So if you have an AP0 and it's a heavy armored target (like the at-st) then it's reduced by 50%, then another 50%, then yet another 50%.
Then we need to take into consideration the targets resistances to types of damage.
The good news. If it has no numbers listed next to the damage type, it is weak to that type of damage and the Armor Rating is ZERO even if it is a Heavy. This is your IDEAL damage to attack.
The bad news. If it has a resist to this type of damage, then whatever percentage is listed is taken OFF whatever damage the armor already did or did not reduce.
The commando has at its disposal 3 damage types for non-consumed attacks. Heat (ap0), acid (ap0), and blast (ap0).
The commando has several consumed attacks from heavy weapons. Acid (ap2), Electricity (ap1), Energy (ap3), Blast(ap3)
The commando has several grenade types as well. Heat (ap1), blast (ap1 & 2), acid (ap0), cold (ap1)
To compare with other classes:
Pistoleer has Acid (ap1), heat, energy (ap1), kinetic, and stun.
Carbineer has heat, acid (ap1), energy (ap1 and ap2)
Rifleman has cold, stun (ap1), kinetic (ap1), energy (ap2 and ap3)
Bounty Hunter has acid (ap1), electricity (ap1)
So, thanks to the prereq of Master Marksman, a well rounded Master Commando can use pretty much ALL but 5 guns in game.
By carrying one of each of the following with you it allows an attack on the weakest resist on anything non-stop.
Granted you do have to train novice pistoleer to get the dx2.
Our only weakness is electricity which is compensated by our lightning beam cannon:
Kinetic - Striker Pistol or Tusken Rifle (ap1)
Energy - SR Combat Pistol (ap1) or scout pistol (best dps ap0), or Laser Carbine (best dps - ap2)
Blast - Launcher Pistol
Heat - Flamethrower
Cold - SG82 Rifle
Electrical - nothing - only LLC does this. Lightning beam cannon works, but 28 charges goes quick.
Acid - Heavy Acid Rifle. and DX2 Pistol (ap1)
Stun - Tangle Pistol or Jawa Ion Rifle (ap1)
So, there you are. Shop around and get the best guns you can.
That said, yes...we are aware of the RESULTS of the comparison and are going to pass on to the Devs:
Notice there is no heat weapon higher than AP0. Nor is their a cold. Flame should stay the same.
ALL Acids have AP1 EXCEPT our Har and our glop grenades. Har needs AP1.
Nobody else has blast - I could be wrong. But once this is fixed it should with own specials and no pistol moves it should be AP1.
All the grenades need AP3 in their revamp. They are grenades after all.
If the low charges on the heavy weapons doesn't change, they as well need AP3.
Anyway, best of hunting.
Ivoni
Sat Sep 06, 2003 7:38 pm
#2
I forgot to add in.
ACCURACIES ARE BROKEN!!!!!
Goto a mob non aggro and target it.
Compare Standing, kneeling and prone.
Notice KNEELING IS BEST!!!!
KNEEL. Don't go prone.
ACCURACIES ARE BROKEN!!!!!
Goto a mob non aggro and target it.
Compare Standing, kneeling and prone.
Notice KNEELING IS BEST!!!!
KNEEL. Don't go prone.
Ivoni
Sat Sep 06, 2003 8:28 pm
#4
I mentioned the RL under consumables - blast AP3.
But day to day use, I wouldn't advise the rocket launcher because of extreme limited charges and high manufacturing cost.
But day to day use, I wouldn't advise the rocket launcher because of extreme limited charges and high manufacturing cost.
JediSpam
Sun Sep 07, 2003 1:12 am
#5
Thank you once again Ivoni.
Very well written and detailed.
I think this should be in the COMMANDO GUIDE 2.0... lol
Xytroncore
Sun Sep 07, 2003 1:51 am
#6
So did they fix the lightning cannon? Didn't it used to do acid damage for some reason?
Ivoni
Sun Sep 07, 2003 8:09 am
#7
Just checked mine made yesterday. It says electricity.
And yes, this is going to be in version 2.0. LOL.
Hard to find time to finish it up cause I'm having a ball in game.
And yes, this is going to be in version 2.0. LOL.
Hard to find time to finish it up cause I'm having a ball in game.
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