Commando Archive

Thread: What is needed to be a Awesome COMMANDO

LBC69
Sat Aug 30, 2003 2:04 am
#1

If you havnt learned already even with the increase in damage commandos will still likly not be as powerful as riflemen, carbineers, and pistoleers. No matter how much speed increase you get its still going to be 8 seconds between shots with the rocket launcher, and 5 seconds before the first shot, and thats assuming the speed mod for rocket launcher really reduces the speed to 3.5 seconds. And it may have a big hit but it sure wont out damage a rifle. The flamethrower stats will help a lot but it still has about a 6 second speed and its 15 seconds of doing absolutly nothing but running around after you do a special. Same goes for the Acid rifle i havnt used one myself but given the skill tree i assume its almost the same as the Flamethrower. Except the Flamethrower, Acid rifle, and Launcher pistol every other weapon used nearly 100 HAM for every shot. Basically im just hoping that everyone who wants to take up commando realized that we are not, and will not be, gods among players in this game.


If you still want to do it after that then i would say exploration 1 in scout is pretty much required, and you can choose if you think novice medic will help or if you think you'll always be in a group with a medic then save the points. After that i would say either riflemen, carbineer, pistoleer, or TKA for their defensive mods. There are pleanty of pistols better than the launcher pistol and rifles and carbines are great weapons too so dont take pistoleer just because the LP uses pistol skills, once the exp is done you have mods for all commandos weapons in the profession itself and for a main weapon you can always use a rifle or carbine instead of the LP. And if you take exploration 1, and not novice medic then you have just enought skill points to master either rifle, carbine, pistol or tka. Smuggler is also an option but then again you get no defensive mods in that profession.

quikkill21
Sat Aug 30, 2003 8:16 am
#2

I mean what other professions and skills would be best is you wanna be an awesome commnado. Now don't get me wrong, commando in itself is awesome but what is something or some skill or profession you can learn to complement your strength as a commando.


thanks




Balto Voltron

[_}
www.[_)ALTO~VOLTRON @ Master Commando.com

~Also Balto the Butcher~ email me or /tell for any meat or hide needs!!
Patch151
Sat Aug 30, 2003 8:24 am
#3

Go punch whoever told you being a commando is awsome in the face. only thing that helps us is medic.



Patch Shadowfire Pistoleer/Smuggler/Commando.
TerraLegion
Sat Aug 30, 2003 8:25 am
#4

Medic will help basically any combat class. Pick up pistoleer to improve your main weapon (Launcher Pistol)'s accuracy and speed. You could also pick up a small amount of Creature Handler to find a good tank, or just get a good level 15 or lower critter. With the lack of leftover skill points from commando, you can only master about 1 other class.







--------------------------------------------------------------------------------
Neravar
MBH of Scylla

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quikkill21
Sat Aug 30, 2003 8:25 am
#5

ok...



Balto Voltron

[_}
www.[_)ALTO~VOLTRON @ Master Commando.com

~Also Balto the Butcher~ email me or /tell for any meat or hide needs!!
nyob
Sat Aug 30, 2003 8:25 am
#6

well, our main weapon is a launcher PISTOL, which gives HW exp, but in all other aspects, its a pistol, uses the moves and goes off the pistol mods in pistoleer, so master commando and master pistoleer is a pretty mean combination, and some smuggler dirty fighting line

Theedage
Sat Aug 30, 2003 8:30 am
#7

Who said we're strong...... WHOOOOOOOOOOO.



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Willistonia
Sat Aug 30, 2003 1:08 pm
#8

Commandos................awesome.....................



ROFLMAO



But we will be, by golly we will be!

LBC69
Sat Aug 30, 2003 2:19 pm
#9

If you havnt learned already even with the increase in damage commandos will still likly not be as powerful as riflemen, carbineers, and pistoleers. No matter how much speed increase you get its still going to be 8 seconds between shots with the rocket launcher, and 5 seconds before the first shot, and thats assuming the speed mod for rocket launcher really reduces the speed to 3.5 seconds. And it may have a big hit but it sure wont out damage a rifle. The flamethrower stats will help a lot but it still has about a 6 second speed and its 15 seconds of doing absolutly nothing but running around after you do a special. Same goes for the Acid rifle i havnt used one myself but given the skill tree i assume its almost the same as the Flamethrower. Except the Flamethrower, Acid rifle, and Launcher pistol every other weapon used nearly 100 HAM for every shot. Basically im just hoping that everyone who wants to take up commando realized that we are not, and will not be, gods among players in this game.


If you still want to do it after that then i would say exploration 1 in scout is pretty much required, and you can choose if you think novice medic will help or if you think you'll always be in a group with a medic then save the points. After that i would say either riflemen, carbineer, pistoleer, or TKA for their defensive mods. There are pleanty of pistols better than the launcher pistol and rifles and carbines are great weapons too so dont take pistoleer just because the LP uses pistol skills, once the exp is done you have mods for all commandos weapons in the profession itself and for a main weapon you can always use a rifle or carbine instead of the LP. And if you take exploration 1, and not novice medic then you have just enought skill points to master either rifle, carbine, pistol or tka. Smuggler is also an option but then again you get no defensive mods in that profession.

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