Commando Archive

Thread: Destroying stuff in PvE.

StringDemon
Fri Jan 21, 2005 10:02 am
#1

Greetings Commando People,

I have a few questions if you don't mind answering them:

1. How quickly can you guys take out lairs, like Mokk lairs, Janta lairs, or Rancor lairs? Not the critters, but rather the lairs.

2. How quickly can you guys take out an AT-ST or a turret?

3. I was thinking about doing the template of Master Commando, Master Pistoleer, and TKA 0/3/0/0. Is this a good template for defense? Or should I do something else? I am sure that you guys have 'stickies' or other FAQs that may be able to answer this, but I didn't find anything yet. Please forgive me if this bothers any of you.

Thank you for your time and consideration.



Taeko & Kepler
Elders of the United Forces Offenders (UFO)
"That which does not kill me, makes me stronger." - Friedrich Nietzsche
The Twilight of the Idols (1899)

RapCom
Fri Jan 21, 2005 10:34 am
#2

I have nerver taken out a turret or an at-st but I have taken out several lairs. I am a novice commando (2,3,4,0) and with the flame stream 2 I have done over 50K of damage to a lair. They are usually gone in 2 - 3 hits. Sometime one hit. It just depends on the lair.

Ryubushi
Fri Jan 21, 2005 10:41 am
#3

As far as turrets and AT-STs, I've heard that a swordsman with a good powerhammer can take them down faster than a Master Commando. I haven't confirmed this myself, though.





***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
***Eclipse - Ryushidosha, freelancer; Scaley Master Carbineer, ranger, merc for hire, and general sociopath...that despises the NGE.
***StarSider - Ja'ahn Woo [PYRO] of the Alliance - The Galaxy's first Jawa commando/carbineer...who also hates the NGE.

People like me...because I force them to...with violence!

MDEUK
Fri Jan 21, 2005 10:54 am
#4

Lairs go down quick with a FlameSingle2, but things like Turrets and AT-STs are (naturally!) more susceptible to Blast damage thanfire.


So, if you use Grenades you can take them quick, but a Swordsman will (currently) take them out faster. That is likely to be fixed in the Combat Upgrade.
Ohetie
Fri Jan 21, 2005 11:33 am
#5

hopefully post CU, a master commando will be able to shoot acid at an ATST and destroy it muahahahahaha




Ohetie
Rebel Colonel
Retired Leader of the Antarian Rangers

TKA-MC
Fri Jan 21, 2005 11:41 am
#6

Sorry to say, but, as far as taking out Lair's we are not the best class for that...if we can land a DoT on something then it's dead quick. The best for taking out Lair's is TKM in my experience.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
BloodMonk
Fri Jan 21, 2005 11:52 am
#7

any high dps melee prof actually...and TK only comes third place when it comes to dps (well...Second place for lairs)


first place: MSW PH w/ HH3

second TK UH3

third: fencer gaffi + bodyhit3



sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Tuscanspeed
Fri Jan 21, 2005 3:31 pm
#8

stacking burns works well for atst's.


when people compare DPS, why do they always seem to neglect the burns?



Tweaked Askani
Last of The Elder Commando Elite
I'm ****ing staying here and don't be weird about it!
Vendor Located @ -3882 -2141 on Corellia 1k from Tyrena in Candyland
Cpl_Fisher
Fri Jan 21, 2005 4:04 pm
#9

For at-st's I take them down much faster with rifleman using SS2, same with small turrents, with medium and large turrents, rockets rule As far as lairs, Rifleman have a much higher dps, but against 80k ham mods, the dots that a master commando can land Help so much. I was in the DWB once, and we had 7 people wailing on the SBD's, it died with 1/2 of his healbar Black. A word of warning though, with master rifleman/commando, I can't solo hardley anything, I need tanks, or the element of suprise in PvP.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
StringDemon
Fri Jan 21, 2005 5:37 pm
#10



BloodMonk wrote:
any high dps melee prof actually...and TK only comes third place when it comes to dps (well...Second place for lairs)
first place: MSW PH w/ HH3
second TK UH3
third: fencer gaffi + bodyhit3
sly





What does MSW PH w/ HH3 stand for?



Taeko & Kepler
Elders of the United Forces Offenders (UFO)
"That which does not kill me, makes me stronger." - Friedrich Nietzsche
The Twilight of the Idols (1899)

BloodMonk
Fri Jan 21, 2005 5:43 pm
#11

master swordsman and headhit3


headhit3, but I was wrong on that as 2h hit3 is more powerfull


unarmed hit3 and fencer bodyshot3 have the same damage mod, but the fencer one is pool specific while uh3 is random pool


Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Chabian
Fri Jan 21, 2005 10:43 pm
#12

pffff, a good t21 using Advanced Strafe will wipe the floor on a lair vs a Master Swordsman.

- Takai
glorydragon
Fri Jan 21, 2005 10:53 pm
#13

to clarify, a (speed capped) Master Rifleman will outdamage any non-jedi person with a good rifle... even if they happen to be using a acklay PH.
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