Commando Archive
Thread: Rifleman, Carbineer or Pistoleer? What to Master?
Page 1 of 1
Zade_Taerin
Mon Aug 09, 2004 6:53 am
#1
QUESTION: What class should I Master additional to my Master Commando?
I realize a number of people will say TKM but I'm on the fence in regards to this consideration...
In the future, what plans are there for additional weapons and what class of weapon will they be?
Example, HAR and Flamethrower are actually classified as Rifles in the .TRE even though the count as Heavy Weapons; in the combat balance and in subsequent mini-patcheswill any possible new weapons (ie. Assault Rifle) move to receiving mods from the Rifle Skills? In that case then Rifleman would be a good class to combine.
The Launcher Pistol uses Pistol Mods so it would make sense to bolster that with Pistoleer...
I guess the question right now will have to be answer by best guesses and estimations for the scatter droppings by the developers.
Therefore, the fullquestion... What would be the best ranged class to master in order to bolster Commando in light of any new weapons or modifications to Commando that may occur in the CB or in subsequent mini-patches?
Jhyson-Bria
Mon Aug 09, 2004 7:55 am
#2
Zade_Taerin wrote:
QUESTION: What class should I Master additional to my Master Commando?
I realize a number of people will say TKM but I'm on the fence in regards to this consideration...
In the future, what plans are there for additional weapons and what class of weapon will they be?
Example, HAR and Flamethrower are actually classified as Rifles in the .TRE even though the count as Heavy Weapons; in the combat balance and in subsequent mini-patcheswill any possible new weapons (ie. Assault Rifle) move to receiving mods from the Rifle Skills? In that case then Rifleman would be a good class to combine.
The Launcher Pistol uses Pistol Mods so it would make sense to bolster that with Pistoleer...
I guess the question right now will have to be answer by best guesses and estimations for the scatter droppings by the developers.
Therefore, the fullquestion... What would be the best ranged class to master in order to bolster Commando in light of any new weapons or modifications to Commando that may occur in the CB or in subsequent mini-patches?
Garvin keeps asking and they keep remainingsilent sooo...
Personally I'm currently trying a Commando/Rifleman with some medic, looking for a more "Soldier" build than super effective myself, may try a Commando/Carbineer though.
In my opinion the determination by the devs. of what we will be, Heavy Weapon Specialists (with corresponding lower SP cost), or Elite Hybrid "Soldier" profession (with somemodifiers, special attacks and defensesbased off our parent profession and prereqs.) is the day that many will decide to stay on as commandos or leave for better things.
We all see how good the profession can become. I just hope they make a decision about which direction we are going and release some factual details soon, so we know if the light we see the at the end of the tunnel isactually theotherside or a train.
Zade_Taerin
Mon Aug 09, 2004 9:49 am
#3
I have been thinking along the same lines:
Commando/Rifleman - Soldier, the big bonus would come in if any new items (ie. Assault RIFLE) were Rifle mods
Commando/Carbineer - Since Commando specials work within melee range a kiting ranged specialist is dangerous. With the state specials available for Carbineer it allows for someone to "cut the kite string" and bring them into melee.
The real decision maker is in what Garvin has been pulling to find the answers for... what other ranged class will provide mods relevant to the Commando (outside of the current Pistoleer)?
garvin
Mon Aug 09, 2004 10:01 am
#4
Depends on your Prefernce for PvP or PvE (or a little of both)...
If you like PvP over PvE, I'd go with Rifleman or Pistoleer...It creates an excellent way to fill in one of our big vunerabilities (being kited to death)...You give yourself the ability for good close up and ranged attacks...I'd go rifleman over Pistoleer only because the defenses are slightlya better mix...
If you like PvE over PvP, I'd go with TKA or possible Fencer (or a combo there of)...I lean more towards going all the way to TKM because it makes you your own tank...You can hit a good flame special then go unarmed to make use of that Unarmed Toughness, KD, etc...The defenses are better with Fencer, but TKA gives you better toughness, a good KD/Dizzy, and most importantely Meditate (something once you try, you can't believe you played without it)...
If you like a good mix of PvE & PvP, then I'd definitely go with Pistoleer with a (slight mix of Fencer for added defenses possibly)...This gives you those Ranged attack abilities and works very nicely with our LP...you can even look at fitting in the Dirty Fighting Tree of Smuggler if you want a few extra pistol specials...The Defenses are pretty good as well...
In any of these, if you can fit it, put Novice Medic (M.Commando/TKM will leave 18 pts)...Some say you don't need it, but I find it's nice to be able to heal DURING with some good Stim B's since, while we are getting in close range, we often take a lot of damage (especially during our Combat Queue delay)...
Anyway...that's just what I typically suggest...I have 2 Commandos currently going...one M.Commando/TKM and the other M.Commando/Pistoleer 0043/Fencer 3200...
Skeptic666
Mon Aug 09, 2004 10:14 am
#5
I went master commando/Tkm/Medic 1000
This made a realy good mix. I can tank when I need to set things on fire when im in groups. And heal when I needed it.
I droped down in commando and am not commando 4441/TKM/Medic 1 1 3 0
SO I can still tank use my Flame and heal with stim C's Ill go back to master once THey make it worth taking agian.
Raptor2k1
Tue Aug 10, 2004 1:01 am
#6
Commando/Pistoleer is fun, but comes up lacking in high end PvE, and isn't that great for PvP without either BH pistols or Rogue (having a combination of commando, rogue and pistoleer is quite fun though, I might add. Lowblow, last ditch and the ability to use a good stun pistol is a nifty thing.)
Page 1 of 1