Commando Archive
Thread: Does the Proton Rifle use the Rifle skills?
Sorry...I was referring to the general defenses...like melee and ranged...didn't mean "toughness"...should have clarified...
Enix_Dayspring wrote:
garvin wrote:
MrBulwark wrote:
Withthe Proton Rifle equiped, do I use the Rifle defence/accuracy/speed skills?
I assume yes, but it might be considered a heavy weapon.
Don't know for sure which "specific" mods it will rely on, but it will most definitely use generic ranged speed and accuracy mods (which all ranged combat professions get)...So we will have skill mods available to us for this weapon either way. If I had to guess, there is a good chance that the "rifle" specific mods may effect this weapon type unless it's catagorized as a "Heavy" rifle.
As for defenses, I don't believe any defenses is weapon specific...but I could be wrong...The only exception I know of is TK avoidance, but that is only effected when someone equips armor. Weapons, as far as I know, don't impact defensive capabilities at all (you can hold a carbine, and your Commando defenses are still working).
Just FYI, we get heavy weapon defense in the Commando tree, carbine defense in the carbineer tree, and I assume same in pistoleer and rifleman.
I would assume that you only get those defenses when using that particular weapon?
that's the only reason i'm letting my account auto-renew for 1 more month.
(btw, this is Fondler a.k.a. Fondacles on TC5)
StarNick wrote:
This is one of the current issues that is on my plate in getting an answer for...Im really hoping it takes heavy weapon mods as, personally, it would be just *dumb* to not do so otherwise.
Message Edited by MrBulwark on 04-08-2005 05:58 PM
StarNick wrote:
This is one of the current issues that is on my plate in getting an answer for...Im really hoping it takes heavy weapon mods as, personally, it would be just *dumb* to not do so otherwise.
I really hope it doesn't as it would becounterproductive for rifleman to go commando seekingafter the weapon.
RazerWolf wrote:
I'd think it uses the Rifle Mods, personally. It gives Commando an incentive to dabble in Rifles and vice versa, and either way, you still have the Generic Ranged Mods.
If it does use the rifle mods check out the link for the weaponsmith schems some of the heavy weapons are listed under the rifle section of their schem list. Could be that they will move them to the special heavy weapon section, but the last time they moved schems around it tailor they messed up sockets in skirts. Lets just hope they don't mess up the heavy weapon mods or my Commando alt will be messed up a little.
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=78159
Point granted, but what if the Master Rifleman box Tier 5 weapon took Heavy Weapon Specific mods? How would the rifleman community feel that they wouldn't be as effective with their master level weapon, unless they picked up Commando mods?
In my opinion, it reduces the flexibility of shopping for skills (for us, at least...but remember, not every profession will be able to get all of their set catagory weaponry...)...I can see a weapon taking another profession's specific mods if its a lower level weapon (Like the Massassi Knucklers, or even the Launcher Pistol), but not if its what you get for Mastering the profession...
Of course, we have generic mods to alleviate that...still, a profession should be pretty proficient with a weapon that is unlocked upon completing it...
Message Edited by StarNick on 04-08-2005 08:42 PM
All our "consumables" can now be Krayted with 6 Tissue, PFT and HAR need 5, RL can take 5 Krayt Tissue AND 9 Gorax Bones...
And you can Krayt a BlasterFist.
Also think about it:
Message Edited by StarNick on 04-08-2005 09:05 PM
Message Edited by StarNick on 04-08-2005 09:10 PM