Commando Archive
Thread: Pro and Con of Commando / Bounty Hunter template post CU
Cons:
Now of course there could be upsides to it too.
Skill Points: 213 of 250 used. (85.2%)
Experience needed
Bounty Hunter 34,000 (0.36%)
Carbine Weapons 1,225,000 (13.06%)
Combat 875,550 (9.33%)
Heavy Weapons 4,675,000 (49.83%)
Pistol Weapons 1,225,000 (13.06%)
Rifle Weapons 1,225,000 (13.06%)
Scouting 31,000 (0.33%)
Unarmed Combat 91,000 (0.97%)
--------------------------------------------------------------------------------
Total Experience 9,381,550
Skill mod Summary:
Bounty Mission Difficulty +3
Burst Run Efficiency +40
Camping +5
Creature Harvesting +15
Creature Knowledge +5
Droid Precision +130
Droid Speed +90
Droid Tracking Speed +80
General Melee Accuracy +55
General Melee Speed +20
General Ranged Accuracy +150
General Ranged Speed +60
Heavy Weapon Accuracy +55
Heavy Weapon Defense +50
Heavy Weapon Speed +45
Mask Scent +70
Melee Defense +180
Ranged Defense +165
Terrain Negotiation +40
Thrown Weapon Accuracy +95
Thrown Weapon Speed +50
Tracking Droid Effectiveness +100
Tracking Droids +12
Trapping +5
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30
Certification Summary:
Assault Armor Certification
Cryoban Grenade Certification
Czerka Dart Carbine Certification
Dagger Certification
Flame Thrower Certification
Fragmentation Grenade
Certification Glop Grenade Certification
Heavy Acid Beam Certification
Heavy Acid Rifle Certification
Heavy Particle Beam Cannon Certification
Imperial Detonator Certification
Launcher Pistol Certification
Light Lightning Cannon Certification
Lightning Beam Cannon Certification
Massassi Knuckler Certification
Proton Grenade Certification
Rocket Launcher Certification
Scatter Pistol Certification
Thermal Detonator Certification
Ability Summary:
Advanced Critical Shot
Accuracy Mitigation 20%
Assault Armor Movement Mitigation 60%
Assault Armor Rate of Fire Mitigation 20%
Center Of Being
Confusion Shot
Critical Shot
Dive Shot
Droid Find
Droid Track
Duelist Stance
Eye Shot
Harvest Corpse
Improved Confussion Shot
Improved Critical Shot
Improved Duelist Stance
Improved Eye Shot
Improved Spray Shot
Improved Underhand Shot
Kip Up Shot
Knockdown Recovery
Leg Sweep
Lunge
Mask Scent
Melee Strike
Overcharge
Shot Roll Shot
Spray Shot
Taunt
Torso Shot
Underhand Shot
Message Edited by garvin on 04-06-2005 08:59 AM
Since this is going to be the way it works post-CU, it looks like the benefit received comes from the General Ranged accuracy/speed mods. But does anyone understand how these are INTENDED to work? Currently, the general type mods only seem to work with autoattack type moves or /aim. Will these General mods now work with specials? If we have an idea of how it SHOULD work, we will be able to test it more effectively once the elite professions are unlocked.
Latenighter wrote:
What suprises me with the elite hybrid professions (BH, Commando, etc) is that they no longer provide any weapon specific speed/accuracy modifiers. A BH has a carbine, but receives no carbine speed or accuracy mods, pistol without pistol speed or accuracy mods and heavy weapon (LLC) without HW speed/accuracy mods. As a result, to use a particular weapon more effectively, you need to get carbineer, pistoleer or commando to get mods for those weapons.
Since this is going to be the way it works post-CU, it looks like the benefit received comes from the General Ranged accuracy/speed mods. But does anyone understand how these are INTENDED to work? Currently, the general type mods only seem to work with autoattack type moves or /aim. Will these General mods now work with specials? If we have an idea of how it SHOULD work, we will be able to test it more effectively once the elite professions are unlocked.
We know basic info on how General Speed and Accuracy is suppose to work compared to Specific Speed and Accuracy.
General Ranged Speed and Accuracy will stack across all ranged professions and will effect ALL Ranged weapons (and their specials)...On top of the General mods, Specifc Mods (like Heavy Weapon Speed and Acccuracy) will stack, but will only work when that specific weapon type is equiped...Specific Weapon Mods will have, supposedly, a greater effect on speed and accuracy then general mods. The idea is, for example, a Commando who dabbles skill points in another ranged profession will not only gain more specials, but also gain more speed and accuracy via the general mods, where as a Commando who chooses to dabble a Melee or Non-Combat profession would have less ranged speed and accuracy then an all ranged template.
The Specific mods are a way of "further tweaking" professions so they are the BEST with their weapon type. Since a Master Commando will have more specific Heavy Weapon Speed and Accuracy then a Commando dabbler, we'll be the best with OUR weapons...But if a Commando dabbles Rifleman for example to just gain the specials, their specials MAY work better with THEIR weapons when it comes to speed and accuracy, because they have more "specific" rifle speed and accuracy mods.
Does that make any sense? We'll actually have to SEE it before we truely know how well it works or how much these "specific" mods effect us, but I can tell that part of the plan is to make us WANT as much "specific" mods for our preferred weapon type as we can get, which could mean, we sacrifice in other other (to keep us all having strengths and weaknesses).
skotadi wrote:
do the armor mods stack
If you are asking about armor mitigation, it's my understanding that they do NOT stack...in otherwords...if profession "A" gives you 20% mitigation, and profession "B" gives you 60% mitigation, then the most that you have is 60% mitigation..It automatically defaults to the highest level you have reached.
It is also not Weapon dependent on whether you get a certain level of mitigation (like if you get the 60% from Commando, but only 20% from BH, you wouldn't lose the 60% just because you weren't using a Heavy Weapon). Mitigation type is, though, dependent on the TYPE of armor is is meant for (we have mainly Assult armor mitigation, so this wouldn't help with Recon Armor)...
I could be wrong on all of this...we will see when testing starts (of if Helios pops back in to respond), but I'm pretty confident this is the way it works...
An additional note...TK avoidance turns off the moment you equip ANY armor, but isn't effected by weapon type. That was verified in another thread. Just thought I'd mention that since we were discussing a bit of "armor effects". This is what I've been basically hinting at about being a "Commando who goes Commando"...if you decide to pair up with TK for avoidance, they you'll likely want to go armorless (personally, I'll just carry around a suit of armor, and equip or unequip when the time is right).
garvin wrote:We know basic info on how General Speed and Accuracy is suppose to work compared to Specific Speed and Accuracy.
General Ranged Speed and Accuracy will stack across all ranged professions and will effect ALL Ranged weapons (and their specials)...On top of the General mods, Specifc Mods (like Heavy Weapon Speed and Acccuracy) will stack, but will only work when that specific weapon type is equiped...Specific Weapon Mods will have, supposedly, a greater effect on speed and accuracy then general mods. The idea is, for example, a Commando who dabbles skill points in another ranged profession will not only gain more specials, but also gain more speed and accuracy via the general mods, where as a Commando who chooses to dabble a Melee or Non-Combat profession would have less ranged speed and accuracy then an all ranged template.
The Specific mods are a way of "further tweaking" professions so they are the BEST with their weapon type. Since a Master Commando will have more specific Heavy Weapon Speed and Accuracy then a Commando dabbler, we'll be the best with OUR weapons...But if a Commando dabbles Rifleman for example to just gain the specials, their specials MAY work better with THEIR weapons when it comes to speed and accuracy, because they have more "specific" rifle speed and accuracy mods.
Does that make any sense? We'll actually have to SEE it before we truely know how well it works or how much these "specific" mods effect us, but I can tell that part of the plan is to make us WANT as much "specific" mods for our preferred weapon type as we can get, which could mean, we sacrifice in other other (to keep us all having strengths and weaknesses).
I think you are making sense, particularly on waiting to see how it really works! But I have the following speculation:
So basically, the general speed mod and the weapons specific speed mod will add together. But it may not be a "one for one" exchange. General mods might not be as strong as specific mods. So if I get MBH, I'll get an additional 40 general speed mods, for a total 65. This will add in some way to the 45 heavy weapon speed that I have. So a plus 110 (for comparison sakes).
Now a master rifleman going MBH will have 60 Ranged Speed. This will add to the 65 rifle specific speed. Total 125 speed.
The rifle firing rate is already slated to be quicker than the heavy weapon rate. Add to that the planned 60% recon armor mitigation rate of fire that a Rifleman receives compared to the 20% assault armor rate of fire mitigation that a Commando will receive at Master, and I think we might be significantly outdamaged on DPS by the Riflemen. This would suggest that BH/Rifleman might be the preferred approach, for a speedy weapon user, if testing holds true in the longrun.
Anyway, this is all just speculation until testing happens, but the speed issue is one that I'm wary of at the moment. Perhaps the DOT burn, and the fact we are damaging multiple targets will make up for the speed issues, but with this team of glorious damage dealers doing the testing, I'm sure we'll have it figured out quickly!Message Edited by Latenighter on 04-06-2005 03:07 PM