Commando Archive
Thread: TKM for Commando Explain?
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Callaway86
Mon Jul 05, 2004 2:57 pm
#1
Ok, all I know is that TKM is great for any profession, so people say, so I'm adding it to my skills. What exactly is so great about the defences? What are they and do they work while I'm using non-mele commando weapons? Can anyone explain and do you agree that this is a good addition? Thanks in advance.
KetsTK
Mon Jul 05, 2004 4:00 pm
#2
the melee and ranged defense work while you have any weapon on, so do the vs. defences. Tka used to be great for commando because you could use a flamethrower special and then immediately remove your weapon, using the unarmed toughness modifier to take damage while you wait to use another flame special if needed, but the delay in wearing and removing a weapon has made it so that it doesnt work that way anylonger. You can however get most of the defences by doing 0/3/0/4 tka or 4/3/0/4 if you want the benefits of meditation.
Warmaker01
Mon Jul 05, 2004 8:13 pm
#3
Meditate is another huge reason. Go in a Medical Center nowadays and most "healers" out there will only take care of a damn tumbler. Some guy could walk in with his entire Health bar blacked out with 1 health. Nobody out of the 10 healers in that center will help him. They prefer to take care of the tumbler. Take Meditate, be more self sufficient, and say F**k off to all the pretender Docs and Medics.
As for defenses, a TKM/MCommando template give you ranged/melee defenses in the mid 90's. Good, but nothing like other defense oriented templates.
Ryubushi
Tue Jul 06, 2004 2:06 am
#4
I was going taking TKA to complement commando, but I've decided with the impending BH change, that BH is a better option. The LLC will come in very handy, seeing as the HLC can't hit the broad side of a Death Star.I thinkthe only things in TKA worth having for commandoare meditate 4 (being ignored by so-called doctors really sucks)and the unarmed knockdown.
But hey, that's just my two cents.
If you disagree, then you owe me a quarter. 
Skeptic666
Tue Jul 06, 2004 7:28 am
#5
tkm use to be realy good you could knock them down and set them on fire. And when you use the flame and have to wait the 10 seconds you could go unarmed and take less damage. But then they said that is not the things were intended there for they put that delay in. So you still take a lil less damage but that 2x damage melee thing is killing us seing as we have to be in melee range to kill any thing. So now im basicly a TKM that if I can ever KD/dizzy something and its down I have the time to Flame them
Ster
Tue Jul 06, 2004 7:36 am
#6
Too many times has this happened to me before I was a TKM. There were 5 docs just sitting there in the med facility healing a tumbler. I asked for a heal... nothing. I asked again... nothing. I move in front of them and ask with tells... nothing. That was one of the turning points for me turning TKM. Of course it probably will get better when the holo-grinders are out of the picture. I have nothing really against the grinders, I just prefer to use an old phrase when I think of them; Jack of all trades and a master of none.
Warmaker01 wrote:
Meditate is another huge reason. Go in a Medical Center nowadays and most "healers" out there will only take care of a damn tumbler. Some guy could walk in with his entire Health bar blacked out with 1 health. Nobody out of the 10 healers in that center will help him. They prefer to take care of the tumbler. Take Meditate, be more self sufficient, and say F**k off to all the pretender Docs and Medics.
As for defenses, a TKM/MCommando template give you ranged/melee defenses in the mid 90's. Good, but nothing like other defense oriented templates.
WookieeCrisp
Tue Jul 06, 2004 8:50 am
#7
Ster wrote:
Too many times has this happened to me before I was a TKM. There were 5 docs just sitting there in the med facility healing a tumbler. I asked for a heal... nothing. I asked again... nothing. I move in front of them and ask with tells... nothing. That was one of the turning points for me turning TKM. Of course it probably will get better when the holo-grinders are out of the picture. I have nothing really against the grinders, I just prefer to use an old phrase when I think of them; Jack of all trades and a master of none.
Warmaker01 wrote:
Meditate is another huge reason. Go in a Medical Center nowadays and most "healers" out there will only take care of a damn tumbler. Some guy could walk in with his entire Health bar blacked out with 1 health. Nobody out of the 10 healers in that center will help him. They prefer to take care of the tumbler. Take Meditate, be more self sufficient, and say F**k off to all the pretender Docs and Medics.
As for defenses, a TKM/MCommando template give you ranged/melee defenses in the mid 90's. Good, but nothing like other defense oriented templates.
That suck about the docs. I used to be a TKM/MDoc and when I went to the med center I healed everyone that came in. I used tumblers when I was in our town and needed a little more xp to get a box. Most of my xp came from actually healing people.
Zade_Taerin
Wed Jul 07, 2004 6:34 am
#8
As a BH I've had too tie myself to Medic Skills simply because of the tumbler epidemic. Coronet to Theed, doesn't matter, the med centres have turned into Cirque d' Soleil tumbling arenas. Whenever Ineed to goto the med centre Iusually inform my group that I "need to go to the circus".
Ster wrote:
Too many times has this happened to me before I was a TKM. There were 5 docs just sitting there in the med facility healing a tumbler. I asked for a heal... nothing. I asked again... nothing. I move in front of them and ask with tells... nothing. That was one of the turning points for me turning TKM. Of course it probably will get better when the holo-grinders are out of the picture. I have nothing really against the grinders, I just prefer to use an old phrase when I think of them; Jack of all trades and a master of none.
Warmaker01 wrote:
Meditate is another huge reason. Go in a Medical Center nowadays and most "healers" out there will only take care of a damn tumbler. Some guy could walk in with his entire Health bar blacked out with 1 health. Nobody out of the 10 healers in that center will help him. They prefer to take care of the tumbler. Take Meditate, be more self sufficient, and say F**k off to all the pretender Docs and Medics.
As for defenses, a TKM/MCommando template give you ranged/melee defenses in the mid 90's. Good, but nothing like other defense oriented templates.
Warmaker01
Wed Jul 07, 2004 8:47 am
#9
WookieeCrisp wrote:
That suck about the docs. I used to be a TKM/MDoc and when I went to the med center I healed everyone that came in. I used tumblers when I was in our town and needed a little more xp to get a box. Most of my xp came from actually healing people.
At least you were healing people. There are many so-called "healers" that just use the tag of "Master Doctor" as an advertisement for their blasted buffs. It seems that nowhere does it imply actually helping people.
Now, to be back on topic: TKM/M.Commando, even with the current weapon swap delay isn't as bad. It's not great, don't get me wrong, I relied on the FT/VK swap for so long in the past. But, it seems that switching from say Flamethrower to barehanded seems just a tad bit faster than switching out your Flamethrower with a Carbine. I may not have my VK's on, but I can fall back to my TK defenses and start using lunges, UH's, UDizzy, etc.
But that's in the past. I dropped TKM so I can pursue either MCommando/BH 0404 or MCommando/BH 0044. I've got LLC3 already, and the the weapon is quite fun.Decent accuracy at longer ranges also for PvE.
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