Commando Archive
Thread: Question about TKM/Commando Template after CURB
Page 1 of 1
Coonsan
Mon Apr 04, 2005 4:29 pm
#1
well it seems as normal these 2 are meant to go together but quick question
we get assault armor for Commando
but from what i have heard TKM cant/shouldnt wear armor
does that mean when we switch weapons we ahve to take off all our armor?
we get assault armor for Commando
but from what i have heard TKM cant/shouldnt wear armor
does that mean when we switch weapons we ahve to take off all our armor?
JohboBocal
Mon Apr 04, 2005 4:51 pm
#2
Coonsan wrote:
well it seems as normal these 2 are meant to go together but quick question
we get assault armor for Commando
but from what i have heard TKM cant/shouldnt wear armor
does that mean when we switch weapons we ahve to take off all our armor?
Once you are certed for the armor you can wear it. It is not dependent on your wepons. But there are bonuses/disadvantages that you will have to take into consideration.
Smoki
Mon Apr 04, 2005 7:39 pm
#4
Teras Kasi in the CU get "avoidance" mods that act somewhat like armor.
This mod is not active if you have armor equiped... however if you are unarmored with say a heavy weapon equiped these mods will still be active ( to my knowledge )
This just means that teras kasi masters wont have to deal with movement and weapon hinderance that comes from wearing lots of heavy armor...
It's yet to be be seen if states like intimidate will negate this mod ( like dodge/counterattack/block work
now ) or if the ability will even compare to the defensive capability of someone wearing full advanced high end armor.
The problem with commando/tk or commando/sl or commando/medical tempaltes in the new system as I see it, is that it doesnt leave you alot of room for specials... since all abilities ( or most ) come with a basic, improved and advanced versions, having a ranged mastery or not will make or break your damage capabilities with commando weapons.
I'm not 100% sure on this yet, it's impossible to tell until testing is finished... but it would appear to me that the lack of special attacks in commando will force us to pickup a decent amout of a ranged elite/hybrid profession just so we can compete in the damage department.
I predict that alot of people will likely go for commando/bh or commando/pistols for the single target control and mid range nuking abilities.
-Smo'ki
This mod is not active if you have armor equiped... however if you are unarmored with say a heavy weapon equiped these mods will still be active ( to my knowledge )
This just means that teras kasi masters wont have to deal with movement and weapon hinderance that comes from wearing lots of heavy armor...
It's yet to be be seen if states like intimidate will negate this mod ( like dodge/counterattack/block work
now ) or if the ability will even compare to the defensive capability of someone wearing full advanced high end armor.
The problem with commando/tk or commando/sl or commando/medical tempaltes in the new system as I see it, is that it doesnt leave you alot of room for specials... since all abilities ( or most ) come with a basic, improved and advanced versions, having a ranged mastery or not will make or break your damage capabilities with commando weapons.
I'm not 100% sure on this yet, it's impossible to tell until testing is finished... but it would appear to me that the lack of special attacks in commando will force us to pickup a decent amout of a ranged elite/hybrid profession just so we can compete in the damage department.
I predict that alot of people will likely go for commando/bh or commando/pistols for the single target control and mid range nuking abilities.
-Smo'ki
Shinky
Mon Apr 04, 2005 7:44 pm
#5
tkm/commandos are theoretically the pwn in this CU. After the CU, TKM/Master Commandos have 52 Skill points left. These 52 can go into an elite ranged profession, to get those specials. So with your armor off, you get the Lvl 5 Defense, and while wielding a heavy weapon, you also get Lvl5 Offense. In total, pwnage. Btw, the Mixing of armor and weapons, are directly from a dev.
Darknyt13
Mon Apr 04, 2005 7:46 pm
#6
One of the corrs dropped a hint in the CU armor thread that TKA would possibly get protection along the lines of their own version of jedi robes. I'll add link if I can find it again.
jedi464
Tue Apr 05, 2005 9:03 am
#7
If you have checked the skill tree also commando get a whole new unarmed weapon int eh novice tree, the massasi knuckler, although not as good looking as the razer knuckler from TKM it is an alternative, whereas smugglers get only unarmed mods and no weapon, TKM=VK,RK,BF, Commando=MK, Smuggler= UA,US Mods, so wouldn't that be an ultimate stack?
chessdemon
Wed Apr 06, 2005 9:42 am
#8
I'm waiting to see if I can go out with my flamer, wearing just my BE clothes, and wreak havoc, trusting in my TKM skills to keep my hide intact. That would be loverly. Be a commando with style instead of a composite clone!
We shall see
I'm working my way up the Marksman and Brawler trees in test so I can see what happens once the elite trainers are around. I'd be remiss if I didn't try and see what happens when I recreate my Sunrunner character there.
We shall see
jedi464
Wed Apr 06, 2005 11:20 am
#9
Same here chessdemon, and hopefully now that I'm already TKM/Commando it will make an easy transition
chessdemon
Thu Apr 07, 2005 12:25 am
#10
I asked...can't recall who I asked, hm. Mankind possibly. I didn't get a definite answer--there may not be a definite answer yet, the devs may not know--but the responder seemed to think the elite trainers would be in soon. Whether that's soon as in months I dunno
Though I got the impression it would be within a week or two. I hope so, I wanna try my template in the CU sandbox!
Page 1 of 1