Commando Archive

Thread: Integrating the Unarmed Pre-req into Master Commando **Only**

Midlight
Wed Jul 14, 2004 2:46 am
#1

Okay, the suggestion has been made for dual wielding, I think this idea has some merit in the following context:


Master Commando's are able to perform Unarmed State Moves (ie blind/dizzy/blind/stun/intimidate, KD does not count as a state), while armed with heavy weapons, not an issue before, but now with the weapon delay routed through the combat queue I think this idea should be floated to the commando community. This could be ridiculously overpowered, or not, I'm not sure, let me know what you think the only way us commando's know how: Let The Flaming Begin!



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Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

You Are
What You Do
When It Counts
Midlight
Wed Jul 14, 2004 3:06 am
#2

Whoops, take intimidate off the list, but you get what I mean




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Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

You Are
What You Do
When It Counts
Raptor2k1
Wed Jul 14, 2004 3:26 am
#3

Meh, as with pistoleer duel-weilding, I'm personally against putting so much in a master box. Should the master box melee move(s) be the best? Most certainly, but forcing anyone who wants something that should have been an integrate aspect of commando from the start to master the entire profession to reap any benefits is going too far.


I said the same thing about duel-wield as well, it makes much more sense to incramentally increase the dual-wielding accuracy as you level up the profession with the biggest bonus to the skill/accuracy being at master.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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