Commando Archive
Thread: My GCW Combat Template Plan MCommando/MRifleman/Pistoleer 0030 Any advise/comments?
Has anyone tried this combo, and if so, what did you think of it?
I am currently a Rifleman 2121, and am primarily using a sweet T21. I got a 34% damage slice on it and its max damage with a powerup is 715. I have another T21 with a high speed slice use speed powerups on it to bring the speed down to 3.2 or 3.4, I can't rember. I also carry a descent Laser Rifle, Jawa Ion Rifle and I just got a Disruptor Rifle, but haven't had it sliced yet. I have picked up a few descent Commando weapons along the way, but I am waiting to master Rifleman before I start working on Commando.
Any how, any feedback would be appretiated, thanks.
so the only benefit from commando you will get is a flame dot mainly, which in that case i would go 0/0/4/0. dont get me wrong, i think it is an excellent choice for a template, but i think your rifleman skills will over shadow your commando skills.
the master marksman will help you hit the speed cap on rifleman specials with even teh slowest rifle so thats a good choice.
i would suggest maybe using your pistoleer skill points in the smuggler dirty fighting line. feign death is extremely useful. but stopping shot and the defenses you get at 0/0/3/0 may be more beneficial than feign death. its up to you.
I'm going:
Master TKA
Commando with Flame IV
Weaponsmith with 0403( I bet I'll drop this after I get ticked enough)
That's pretty close to what I'm working on right now, except I'm focussing more on rifleman and pistoleer than commando.
- 3-0-4-4 Pistoleer
- Master Rifleman
- 0-4-0-0 Commando
- Novice Medic
I like this template layout because it yield a good amount of defensive and offensive balance, with innate ranged and melee defense being in the eighties/ninetees and access to damage up close and from a distance, in addition to being able to do the terminal thingie on GCW sieges and having access to high damage AP weapons that are situationally useful.
If you intend to keep MC, then it looks like you've got a good template idea. On the other hand, if you want to go for more effectiveness while retaining some commando power, I'd drop the HAR and field tactics lines and put more points into pistoleer, or maybe scout.
RougeSoldier wrote:
BTW I am currently focusing more on my TK skills so when I get back to the commando grind I have something to get me out of a sticky situation and a hefty amount of melee defense (gonna master TK before getting back to commando)
I'm a Master Commando/Master Smuggler with novice medic. It works pretty well, I've contemplated dropping smuggler for swordsman or rifleman but consider our most colorful and fun weapons are consumable, I find the ability to slice my own weapons too valuable. Plus the ability to slice terminals for 50% more profit and fp is a real cash cow
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