Commando Archive
Thread: Master commando Or effective at 0/4/4/4
Thanks for the thoughts, I have read a couple posts that seamed to give the impression that there was a significant boost to making master commando. Can you enlighten me on this, and how much worse, or in what way would it be worse to go 0/4/4/4.
I would like to save the extra points for baseline medical and a couple clicks up the travel lader of scout. The rest of my points are fairly well locked in as well.
I was also thinking of going 0/4/4/0 in order to pick up some basic pistol aiming Mods, just not sure how much that would really help my aiming and fire rate with the launcher pistol and if I am spreading myself to thin.
How much would Pistol skills help with commando?
Thanks for the advice !
Jynx
If you are sticking with the Launcher pistol don't forget that all the pistol skills (bleeds, body shot, etc) all work with it. Usually you only get Hvy wpns xp, but sometimes you get some pistol xp as well.
Until I get my FT line up I am still using the launcher pistol, I took Pistoleer novice and pistoleer marksmanship1 to increase my accuracy. I will drop them later if I need to.
I'm not currently planning on going over 0/4/4/0. I'm at 0/2/4/0 right now and I'd don't have the points to master the other two branches and keep the things I simply have to have, like novice medic and exploration1 in the scout tree. If they make the master skillbox more appealing, I'll gladly have another look.
Well I can't speak for or against the Grenade Tree (though I intend to go all the way to master). However the Flamethrower vs Acid Rifledebate is a little clearer. I would recommend both. I find myself switching between the two very often depending on the resistances of the target. Acid attacks appear to be held in high regard. Look at the DX2 pistol; it appears worse until you factor in the acid. Also it is no accident that Flame 1 costs 150K XP and Acid Rifle 1 costs 175K XP. There is definitely a place for the acid rifle.
Good Luck.
TheRooster - Gorath