Commando Archive
Thread: Ivoni, I request your masterful skills to...
try fighting something with ar .. show them your damage you deal against something with ar1 or ar2 ...
tell them that we are only dealing 14k damage because of a bug that let us make 3 or 2.5 more dam against rifle users ....
hmm yes i think Ivoni can explain it better ...
The commando has at its disposal 3 damage types for non-consumed attacks. Heat (ap0), acid (ap0), and blast (ap0).
NOTICE: None of them have armor piercing. By just wearing armor in PvP you reduce commando attacks by 50%. This isn't taking into account your armor added resistances. Assuming of course you make sure to get heat/acid/blast resists.
Admittedly, the commando has several consumed attacks from heavy weapons. Acid (ap2), Electricity (ap1), Energy (ap3), and Blast(ap3)
The commando has several grenade types as well. Heat (ap1), blast (ap1 & 2), acid (ap0), and cold (ap1).
To compare with other classes:
Pistoleer has Acid (ap1), heat, energy (ap1), kinetic, and stun.
Carbineer has acid (ap1), heat, energy (ap1 and ap2)
Rifleman has cold, stun (ap1), kinetic (ap1), energy (ap2 and ap3)
Bounty Hunter has acid (ap1), electricity (ap1), heat, cold, energy (ap1 and ap2), kinetic, and stun,
If you noticed the Bounty Hunter is far more versatile.
NOTICE: The flamethrower and Har are treated as a melee. This allows for incredible damage versus rifle holders.
NOTICE: The Dot component of the flamethrower disregards resistances and does full damage. Same goes with all dots.
SPECIFICS
Launcher pistol: Our bread and butter. Sadly we never get any better with it nor do we receive any unique specials. It is assumed to use pistol accuracy/speed skills and it uses all pistol specials. Unfortunately it only has AP0 but it does blast damage to which At-St’s and Turrets are being made vulnerable.
Flamethrower: This is a weapon to which an entire tree is dedicated to. As a Novice Commando be forewarned you will be incredibly inaccurate until Flame 3. This is due to the +10 accuracy/+0 speed you receive as a novice. You can honestly expect to miss 7 out of 10 times. It does Heat damage of course but sadly only AP0.
It has two specials (flamesingle & flamecone) which both get upgraded but can only be used 16m or closer. They do massive amounts of damage.
The downside is the massive delay. It is a 15 second delay when you get it speeding up to 9 seconds at mastery. By delay I mean you can't do anything but run. No healing, No counterattack.
The only difference between the two attacks is single target vs AOE.
NOTICE: The fire dot effect can be put out by getting in water.
Heavy Acid Rifle: The other weapon to which an entire tree is dedicated to. This has the same warning about accuracy as with Flamethrower. It does acid damage.
NOTICE: This is the only acid damage weapon in game that is AP0. ALL other acid weapons are AP1.
Its specials are a carbon copy of Flamethrower (acidsingle & acidcone) but it is missing the dot effect.
NOTICE: The speed skills you obtain in this tree are broken. You never fire this weapon any faster and the delays after using the specials are TWENTY SECONDS!!!
The following are the consumable weapons gained from the Heavy Weapons Support tree. They all have charges vary from 28 to 50 depending on what the weaponsmith did. Again, you must commit to the tree to not miss with these. They all hit incredibly hard and using them cues up like any other special.
Acid Stream Launcher : Consumable. Acid Damage. AP2
Lightning Beam Cannon: Consumable. Electricity damage. AP1
Heavy Particle Beam Cannon: Consumable. Energy damage. AP3
Rocket Launcher: Consumable. Consumable. Blast Damage. AP3.
NOTICE: These take a great deal of time to make. It takes THREE HOURS real time to make ONE Rocket Launcher. Average price is 20k for the first 3 and 60k for the rocket launcher. We are talking about 30 shots here. How much do you pay per shot with your pistol?
Grenades. These result from the Field Tactics Tree. They come in stacks of 5 and can be made in crates.
Fragmentation Grenade: Blast damage. AP1.
Cryoban Grenade: Cold Damage. AP1
Glop Grenade: Acid Damage. AP0
Imperial Detonator: Blast Damage. AP1
Thermal Detonator: Blast Damage. AP2
Proton Grenade: Heat Damage, Ap1
NOTICE: These take even more time to make but for one customer. Finding a weaponsmith to sell you these is dependant on one specializing in doing so. Or being a pal. 40k for 125 tosses.
I hope this was helpful. This can be an enjoyable class. If a target has no heat/acid/blast resist we have a use. Incredible use if heat and can get 16m or closer.
However our strengths are our weaknesses. With only three damage types we can easily be reduced to being Master Marksman and having to use a Pistol/Rifle/Carbine.
Armor and Resistances bring us to a halt.
Grenades and Consumables are EXTREMELY time consuming and costly.
In summary
PROS
16m or closer we can have a devastating attack IF heat vulnerable and IF armor none
Can make pretty explosions
CONS
We get +5 ranged, +5 melee, and +5 knockdown defense skills.
We start with +10 accuracy/+0 speed and at BEST get +80 accuracy/+45 speed.
We only get 2 specials. Both work 16m or closer.
Using specials leaves us useless for 15 seconds to 8 seconds depending on skill.
No point to getting Master Commando.
Must train Master Pistoleer to use Launcher Pistol
Have 77 skill points free after Master Commando, 60 after you get exploration 1.
No point to getting any tree but Flamethrower 4 at this time.
Start over again at novice commando
400,000 weapon xp earned to get Novice not used in commando tree
Our 3 main weapons have no armor piercing.
Ivoni, I thank you in helping me try to educate the masses. Hopefully we can keep your little report up at the top so everyone that reads out forums can understand.
Every single person I one shot is unprepared to fight me.
No armor with heat protection.
No buffs
No nothing.
And they get upset. So I ask em.
How your heat protection?
They go..eh?
I'm like..well...what have you done to protect yourself from heat?
Eh..
Sigh.
I'm like...FINE...
I'll give you 5 guys 10 seconds. Have at me.
10 seconds later and full health because I can heal myself, in full 60% resist ALL composite AND 25% resist ALL shield generator AND doctor buffs AND spiced up AND stat foods
I have at them and annihlate them.
It took 20 of them to take me down.
And that's because I LET THEM.
I've noticed that the delay for your flamethrower is about 3 times your flamethrower speed. A good slice and your mastery of the flamethrower can bring it down to7 seconds (speed 5.0 sliced for 30% = 3.8- 45% = 2.6 X 3 = 7.8) It's only a guess but that would explain the 15 seconds to start (5.0ish times 3 = 15) Is there maybe a cap on minimum speed for the delay? At Flame4 I think I count about 8 seconds between blast and refire, ofcourse my flamethrower isn't sliced. And it's hard to find a mob that lasts long enough to survive the burn and recieve the next blast
Can anyone else test and confirm this? The Delay itself might be subject to the speed reduction (45% from 3 is 2.0 and 3.5 X 2 is 7 seconds, which is how fast I do)