Commando Archive

Thread: Considering using my Token Respec

StarNick
Fri Jul 08, 2005 1:41 pm
#1

1. Do you guys have problems running out of action? I know your weapons have high action drain (My alt is a Weapon Smith).


Yes, we have the highest SAC in the game.


2. Is there a commando weapon that can be crafted with a low enough SAC so that when you're low on action you can switch over to it temporarily for some action recovery? (Obviously this weapon will have a lower damage output, but I'm worried if I drop my flamethrower and equip a low SAC carbine, I'll be dropping defense, speed, and accuracy by about 50 points each until I switch back to a heavy weapon.


All Heavy Weapons are created equally with SAC costs. Our Cap is 100 SAC, and if you are a skilled weaponsmith and have good krayt tissues, you can get excellent damage and bring down the SAC costs (many of us here go all out with that). Or get it sliced on the SAC like we would with the loot drop, Proton Rifle.


3. Now that elemental damage is fixed, do you notice a big difference in combat? I know weapons can be experimented to increase the elemental damage, but from what I've read in the other posts, it's not a big enough imporovement to actually get a weapon fully experiemnted on elemental. Bottom line, did the elemental fix have a noticable imporovement?


It seems most of our high elemental dmg weapons are lower CL, for our Plasma FT and Lightning Beam Cannon I only have 90 and 148 elemental respectively. Its a nice advantage but it isn't a substitute for damage, rather it adds along with DoTs (very cumalative). Its not always best putting experimentation to elemental as that goes up slowly in the crafting process, and doesn't scale up.


4. Can you guys still set things on fire? I noticed that there's no commando specific specials (i.e. to replace flame single I ) so does the flamer set things on fire by itself? More specifically, does Commando still have a DoT?


Yes, Proton Grenades, Plasma Flamethrowers, and Lightning Beam Cannons (all CL54/CL50) have innate DoT abilities.


5. Have any range restrictions on commando weapons hurt the profession? (i.e. pistols only shooting like 32m.)


It varies with our weapons. The Plasma Flamethrower is 25 meters, the Lightning Beam Cannon is 40 meters, the Rocket Launcher (CL22) is 64 meters. Most of our weapons are about 40 meters in range, and our loot weapon off of necrosis, the Proton Rifle is 64 meters.


6. What's the best advice to give a friend that is considering dropping a master profession (ex. Carbineer) that he's had for a while in order to pick up Master Commando?


Don't. Commandos have an inability to generate damage without a ranged profession because of our lack of specials. The utility granted by our weapons add to damage (ie enhance), and aren't a substitute for damage dealing. Its better if he goes Master Carbineer and Master Commando as thats also a good supplement to the commando profession.

Message Edited by StarNick on 07-08-2005 04:43 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

samijx
Sat Jul 09, 2005 12:18 am
#2


Hey Ya'll Commandos,


I have some questions for you guys. I've been a MBH + Master Carbineer for quite some time now, but I'm considering cashing in my token respec this weekend. I regret not attempting to go MBH + Master Commando earlier to try it out, but oh well. I do have some concerns and since this would be "No going back time" I figured I'd at least get some answers. My potential new template is Master BH, Master Commando, Novice Combat Medic and Enhanced Reflexes 0 2 0 0. (Zero skill points remain). Here are my questions:



1. Do you guys have problems running out of action? I know your weapons have high action drain (My alt is a Weapon Smith).


2. Is there a commando weapon that can be crafted with a low enough SAC so that when you're low on action you can switch over to it temporarily for some action recovery? (Obviously this weapon will have a lower damage output, but I'm worried if I drop my flamethrower and equip a low SAC carbine, I'll be dropping defense, speed, and accuracy byabout 50 points each until I switch back to a heavy weapon.


3. Now that elemental damage is fixed, do you notice a big difference in combat? I know weapons can be experimented to increase the elemental damage, but from what I've read in the other posts, it's not a big enough imporovement to actually get a weapon fully experiemnted on elemental. Bottom line, did the elemental fix have a noticable imporovement?


4. Can you guys still set things on fire? I noticed that there's no commando specific specials (i.e. to replace flame single I ) so does the flamer set things on fire by itself? More specifically, does Commando still have a DoT?


5. Have any range restrictions on commando weapons hurtthe profession? (i.e. pistols only shooting like 32m.)


6. What's the best advice to give a friend that is considering dropping a master profession (ex. Carbineer) that he's had for a while in order to pick up Master Commando?


Thanks in advance for answering these!

Message Edited by samijx on 07-08-2005 02:18 PM



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
MrBulwark
Sat Jul 09, 2005 12:25 am
#3

Honestly, as a master commando, I stick with my laser rifle most of the time. Being forced to agro all the critters within 25m every time you shoot your flame thrower kinda sucks.

Hold off on that respec until they decide what to do with commando.





BULWARK



What people are saying about Bulwark:
Bulwark.....simply brilliant.
As much as i would enjoy forcefully inserting Bulwark into a wood chipper, he has a point.
We've already went on record as saying you're fine with us Bulwark.
greatest... post... ever...I lay down my mouse and keyboard at your mighty postingness.
Bulwark, that is the best post ever!
Lord_Eoin
Sat Jul 09, 2005 12:31 am
#4






MrBulwark wrote:
Honestly, as a master commando, I stick with my laser rifle most of the time. Being forced to agro all the critters within 25m every time you shoot your flame thrower kinda sucks.

Hold off on that respec until they decide what to do with commando.





agreed, im using my Renegade pistol more than the commando weapons : |



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Dominance
Sat Jul 09, 2005 12:45 am
#5


just answer his question guys


1. Do you guys have problems running out of action? I know your weapons have high action drain (My alt is a Weapon Smith). Yes, the flamethrower I use usually drains my action quickly unless i'm taking like 3-4 different kinds of action foods.


2. Is there a commando weapon that can be crafted with a low enough SAC so that when you're low on action you can switch over to it temporarily for some action recovery? (Obviously this weapon will have a lower damage output, but I'm worried if I drop my flamethrower and equip a low SAC carbine, I'll be dropping defense, speed, and accuracy byabout 50 points each until I switch back to a heavy weapon. I'd like to know the answer to this question.


3. Now that elemental damage is fixed, do you notice a big difference in combat? I know weapons can be experimented to increase the elemental damage, but from what I've read in the other posts, it's not a big enough imporovement to actually get a weapon fully experiemnted on elemental. Bottom line, did the elemental fix have a noticable imporovement? Nope, haha, then again I didn't pvp as much before the publish and now im pvping 24/7.


4. Can you guys still set things on fire? I noticed that there's no commando specific specials (i.e. to replace flame single I ) so does the flamer set things on fire by itself? More specifically, does Commando still have a DoT? Yes, the flamethrower has a built in Flame Cone attack and it does inflict a fire dot. Many weapons have built in specials like most of the acid rifles have blind and the rocket launcher has kd.


5. Have any range restrictions on commando weapons hurtthe profession? (i.e. pistols only shooting like 32m.) The flamethrower is no sniper rifle at all, since its max range is like 25m, but the rest of the commando weapons are mostly if not all of them, maxed at 65m or 64m.


6. What's the best advice to give a friend that is considering dropping a master profession (ex. Carbineer) that he's had for a while in order to pick up Master Commando?

Just tell him to ask himself if he likes dealing damage to a large group of mobs at once, setting fire to most if not all of them at the same time, and during pvp dealing states to large groups of enemies, while being not that sufficient on 1 vs 1 duels.
samijx
Mon Jul 11, 2005 7:43 am
#6

Wow..... the correspondent for Commando recommends not going Commando at the moment. The Devs should take note.



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
StarNick
Mon Jul 11, 2005 9:32 am
#7

No, I ment don't drop Master Carbineer in favor of Commando , you're going to need carbineer to do your job as a commando...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

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