Commando Archive
Thread: Need Some Testing Done...
Vrs other template's effectiveness: Right now as either BH/MCommando/0103 pistols or MCarbs/Mcom/some pistols commando is hard to beat. Using the hlc's radius aoe its easy to take on 2 ppl at once in certain situations and at least make it away safely.. if not defaet them. In one on one fights only a person in recon armor with a psg is a problem using pure commando skills.. due to the reason below.
Regarding heavy weapons, we really need a high lvl kinetic weapon.. as it stands now all our choices for 50+ do energy and some tiny amount of elemental (sub 100 elemental damage on all weps I crafted). We are the only ranged class with the lack of choice between kinetic and energy, so if any mobs in the game (or pcs for that matter) have recon sytle resists.. we loose alot of our effectiveness.
Outside of that issue though due to the AOE nature (even broken as it is atm) of the HLC and the PFT we excel in group and damage dealing situations so long as you have another range prof mastery in your template. Without another ranged prof though, commando seems to be useless as we have no specials.
Ileta of TC-EP3
Message Edited by Khog on 04-25-2005 02:56 AM
Thatguyfubu wrote:
How are people hitting for so low. Even after the weapon changes I am still hitting for 1600 per shot after mitigations. BTW I made some weapon to tool around with and the crafted ones are the same stats as before the wipe. Unfortunatly that also includes the high ham cost too. I think I might try to make some more and experiment on the ham cost and see what final damage output is.
I made some plasma throwers, a launcher pistol and a heavy acid launcher but they were unusable because of the current bug where crafted weapons have a primary damage type of stun(if a scope and stock are used) or blast(if just a stock or no attachments are used)
besides that i have tested a few different templates all with master commando.
master rifles/master commando pistoleer 0/4/0/4
I'm not very good with the math side of things but i can tell you that this is'nt the best combination. my theory was high damage with hard hitting specials. the problem is that many of the most effective rifleman specials require you to be either prone or covered. I have noticed though that the plasma throwers AOE does'nt seem to be very effective, as i was getting munched on by 3 beasties and attacking with a plasma and although they all had the fire particle effect on them the damage being done by this was minimal at best. about 3 patches ago i was doing good damage and getting the states(such as rooted) to stick to multiple targets but now it does'nt seem to work very well. as has been mentioned many times before the current action costs are killing commando. even without using specials I'm draining the action bar just from using the plasma. In PvP I get owned badly in 1 on 1 duels.
Master Commando/MBH smuggler 0/4/0/0 or pistoleer 0/4/0/0
This so far is one of the best templates i have ever played. its fun, has good specials, and good damage output. plus i seem to be effective in large scale PvP. but this is where i have a small problem. although grouped with 7 other players all of level 80 I am unable to take down an AT-ST(level 65) on my own, using frog issued grenades(proton and thermal dets) and a rocket launcher. I can do some good damage to it getting it to half health but it is at this stage that i am almost dead(wearing full reb assault armour, with cybernetic left arm from getting cloned) using my rocket launcher in large scale PvP(invasion of theed and defense of moena) I felt i was serving a purpose, as if one other person attacked the AT-ST with me, the big metal chicken went down. also hitting players with a rocket launcher and underhand shot is 98.7% chance of definite KD which allows the melee players to get in range and get to work. using grenades also works a treat as you can stick a burn on multiple targets and KD them then keep burning with a plasma.
hope this info helps.