Commando Archive

Thread: My GCW Combat Template Plan MCommando/MRifleman/Pistoleer 0030 Any advise/comments?

WolfGuy
Mon Apr 05, 2004 4:54 pm
#1

I am a MBE/MCH, but I am tired of being a sissy crafter type, so I am dropping CH first and BE slowly and working towards MRifleman, and then MCommando. I have always wanted to do rifleman because it is my go-to weapon in most FPS, and I like the skills and the weapons that it offers in SWG. Once I master Rifleman, I plan on starting commando due to the high damage dealing abilities and the access to blast damage via Rocket Launchers and the Launcher Pistol. The remaining points I think I will spend on getting Pistoleer 0030 to make my Launcher Pistol more effective. Barring that, it will be in medic or scout or artisan. Medic for healing or scout or artisan for gathering resources for a source of income.

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.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
vonbraat
Mon Apr 05, 2004 5:03 pm
#2

it's a great template, but just a little redundant. the only time i can think of that you would use a commando weapon over a rifle would be killing turrets, i cant even think of a single time you would use a flamer over a rifle though (except on the odd chance you find a creature worth killing that is vuln to heat)


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.



and there was much rejoicing...
YeahMan
Mon Apr 05, 2004 6:17 pm
#3

I'm going:


Master TKA


Commando with Flame IV


Weaponsmith with 0403( I bet I'll drop this after I get ticked enough)






-------------------------------------------------------------------------
The world is a survival of the fittest, if you are strong you live, if you are weak, you die.
"...and demonstrate what we all know-that wherever a ground-pounder can merely achieve, a flier can excel." - Lord Pilot Deprid ke Fanax from X-Wing Starfighters of Adumar.
Yeahman Dark (Valcyn) : Master Riflman/Master Combat Medic
Raptor2k1
Mon Apr 05, 2004 11:52 pm
#4

That's pretty close to what I'm working on right now, except I'm focussing more on rifleman and pistoleer than commando.


When all's said and done I'll be a:


  • 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.




Kyeran Halkyon

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


WolfGuy
Tue Apr 06, 2004 3:03 am
#5

Ooooooooooh... Smuggler you say..... I never even thought of that! That Feign Death/Slice mag seals/Low Blow might be really really handy. Man, I am getting so stoked about this template idea, I might have to start grinding to get there!




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
RougeSoldier
Tue Apr 06, 2004 4:09 am
#6

I'm a commando 1020 and TK 0021 (almost 1030 and 0031) and already my TK skills are overshadowing my commando skills. I do much more damage and meditate (even in the current low form I have it) is cool.I am also flat novice smuggler (so i can make spice)and I plan to get atleast slicing 1 to be able to get more cash out of mission terminals. The thing is I orriginally planned to be TKM MCommando and smuggler 0300. But now, I see that my TK skills shadow my commando skills so I might just only get commando 0040 and do something else with my remaining skill points. If they NERF commando one more Time I'm gonna sadly have to jump ship.



-SamuraiX "Yahiko" Opuke-
Wow, that sounds like a line from a crappy forum post.
omg!!! teh chiken has ub3r 1337 hax0rz!!!!!!!111!!!!!oneoneoen

RougeSoldier
Tue Apr 06, 2004 4:11 am
#7

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)



-SamuraiX "Yahiko" Opuke-
Wow, that sounds like a line from a crappy forum post.
omg!!! teh chiken has ub3r 1337 hax0rz!!!!!!!111!!!!!oneoneoen

Aladine
Tue Apr 06, 2004 3:38 pm
#8






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 am a TKM now, and I used to be a commando (pre before any of the nerfs) and if I am careful about what I fight (like nothing with high kinetic resists) I can easily do more damage now then when I was a commando. In PvE I do about 1500-2500 DPS on mobs. Enraged rancors get hit for about 1800 by me, per second with Unarmed hit 3. In PvP, however I get the short end of the stick. With only Kinetic damage I rarely do more then 50 or 60 damage to a person, and that is with a nice damage sliced set of VK's. If I don't land my knockdown in PvP, I am dead really fast (reminds me of my OH NO!I missed with flame single 2 days)



Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
Mastered: Marksman, Tera Kasi Artist, Smuggler, Pistoleer, Commando, Swordsman, Rifleman, Chef
Next: Ranger then MCH
Member of Silverwolves
Sony's Direct line that patches you in to their switchboard/live operator : 858-577-3100 and their Fax: 858-577-3313
Nagirte
Tue Apr 06, 2004 9:01 pm
#9

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 .






Radiant- Nagirte Master Commando/Master Smuggler
WolfGuy
Thu Apr 08, 2004 12:37 pm
#10

/bump




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
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