Commando Archive
Thread: Commando?????
Page 1 of 1
aneb
Tue Jan 27, 2004 7:58 pm
#1
Hello,
I have a question for all u commandos out there?
My friend told me that the "flame thrower" is the best heavy weapon i could have.
He tells me to only get "grenadier" only for commando.
He wont tell me why i shouldnt get master commando!
So any advice for what commando skills i should get!!!! plz
Oh yeah.... What weapons should i get and what is a good damage and attack speed for them thanx alot!!!!
Darkside292
Tue Jan 27, 2004 8:25 pm
#2
When your novice start out with a Launcher Pistol. You won't have good aim with the flamethrower till you get flamethrower 1. I went to master commando just because I dont like dabblers. I say if you have the points go for Master Commando because its fun.
thepunisher286
Tue Jan 27, 2004 10:08 pm
#3
If anything, work with a good launcher pistol untill you hit flame2. Flame2 wont take too long to get realisticly speaking. When you start with novice commando, you have the accuracy thats comparible to someone who can only use CDEF weapons. Once Flame2 comes around the corner, your accuracy is standable, and thats about the time you should start flamesingle1/flamecone1 pikets on dantooine.
Once thats dones, any flamethrower under 3.5 speed is sufficient, dont go for the 1k dmg crap because they are all at 4.2+ speed.
N4R4Y4
Wed Jan 28, 2004 9:22 am
#4
aneb wrote:
Hello,
I have a question for all u commandos out there?
I might have the answer....dunno yet...still caffinating..
My friend told me that the "flame thrower" is the best heavy weapon i could have.
That is somewhat correct. From 16m or less, it is the best heavy weapon in the game. From beyond that range, I have to give the title to the rocket launcher....
He tells me to only get "grenadier" only for commando.
He's a n00b.
He wont tell me why i shouldnt get master commando!
Hmmm.....slap him.
So any advice for what commando skills i should get!!!! plz
This is simple...
If you plan on PvPing with Commando, you'll want to master it for two reasons:
- Accuracy boosts at master.
These are crucial in PvP. Even though it doesn't seem like much, it does make a difference...
- Defense boosts at master.
That +25 to both Ranged & Melee defense is big, will be even bigger once they nerf mod stacking :/
If you do not plan on PvPing, training just the Flamethrower line will serve well for the time being however this may all change in a couple of months...
Oh yeah.... What weapons should i get and what is a good damage and attack speed for them thanx alot!!!!
Depends on how far into Commando you are. If you are just starting, you want to use the Launcher Pistol until you have enough Heavy Weapon XP to train Flame I. From there, burn your way through the flamethrower line. You can get through Heavy Support Weapons & Acid Rifle Specialization using the Flamethrower. Field Tactics requires Combat XP and you'll pick alot of this up along the way.
tyguy1012490
Thu Dec 09, 2004 2:02 pm
#5
I dont understand whats so great about being commado and trying to get fs xp and everything. Do the grenades do more damage or do you get more xp or what? Because i am a doc/tkm and fs xp is not very fast. I am just wondering what are some of thos great things about being a commado with the fs grind?????
Ackomo delores~doc/tkm
kettemoor
BONJORNO
Thu Dec 09, 2004 2:05 pm
#6
when you throw nades you get only combat xp and you get more than you usually would since the combat xp conversion is 3:1 opposed to weapons xp which is 30:1
jrt
Thu Dec 09, 2004 3:20 pm
#7
I will put it this way my friend has grinded 2 skills in FS it was a 4 week thing with Swords and Pike. He did 3 skills in FS in a week and a half your just need to have alot of cash for good nades.
DonnieDarko123
Thu Dec 09, 2004 4:07 pm
#8
Yeah, to keep it short, if you can find the grenades it is a lot quicker. You can get 300k combat xp(100k fs xp) and transfer it in 45-60 minutes.
Jak_Herer
Sat Dec 11, 2004 5:17 am
#9
I was TKM/Master doc too until i saw the light!
I changed to TKM, Commando 4000 and the rest in medic.
Here are the stats based on 1, 3hr 30min buff session in a large 15+ solo group
As TKM/Doc
Capped unarmed 1 to 1.5 times for 60k - 90k fs xp (about 12 giant baz nitch lairs per cap)
As Commando
Capped combat 3 times for 300k fs xp (just under 4 giant baz nitch lairs to cap)
As you can see using grenades earns you fs xp at a rate between 3.5 and 5 times quicker than a melee profession.
What took you 4-5 weeks as TKM/Doc will take 1 week as commando
The only downside is the cost - Crates of 25 Thermal Detonatorscost around 100k-120k each and you need max damage grenade pups which vary from 3k-8k per crate of 10. On average it takes me 5 grenades (5 uses each) to complete one lair so at 4 lairs per cap it costs about 90k to complete.
If you are starting from scratch with no fs xp at all you need 7,350,000 fs xp to complete 6 branches.
At 100k fs xp per cap you need 73.5 caps.
At 90k credits per cap it would cost around 6,500,000 credits.
So if ya rich go for it! I had already completed 2 branches when I started so its costing me around 4,400,000 credits and as far as i'm concerned it is worth EVERY credit.
I wonder when devs will realise whats happening and change grenades from combat xp to heavy weapons xp? Just gimme one more week devs, i'm almost done here..........
Chroma_Key
Sat Dec 11, 2004 8:13 am
#10
Well I don't think that the nades is such an exploit. I mean listen to what you just said. 6.5 millions!
Not everyone can do it... It's an exploit for all those who have been in the game for such a long time to be able to spend that amount of credits.
IMO those who canpay the credshave suffered so much all this time playing the various systems that deserve such a way out using the nades.
Page 1 of 1