Commando Archive

Thread: The illogical next step. Master Commando picking up Carbineer skills

SuperTurbo
Wed Mar 10, 2004 5:14 pm
#1

lol... I may be going crazy, but looks like this is what I'm going after, to complete my character's fighting capability.


Publish 7 will fix some of the Carbineer's moves, and looks like they are gaining Area KD. If this indeed does work, I can imagine Area KD, and running in for FlameCone2.


To me, Carbineer type weapons, aka Assault weapons, makes more sense to be a Commando type weapon... Going to be giving up my prized CH skills to go down this path.


I already got my EE3, E11 caribine, Laser Carbine, Enhanced E11 Carbine (1.9 sliced spd).


Wish me luck!



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Cakins7005
Wed Mar 10, 2004 6:03 pm
#2

Don't forget that full auto area is an area dizzy You will essentially be a ranged, AOE TKA without meditate.



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
Granzho
Wed Mar 10, 2004 6:07 pm
#3

With the leftover skill points he can get TKA meditation 3.
SuperTurbo
Wed Mar 10, 2004 6:48 pm
#4

Yeah, the only catch is that I still plan to keep 4-0-4-0 in Scout for the terrain bonus and harvesting bonus.


I'll see how it works out as I go down this path.


PS: Finally cracked my first holocorn. BE... lol... sure... Those little blue boxes likes to tell jokes.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Raptor2k1
Wed Mar 10, 2004 8:42 pm
#5

Heh, the funny thing about your post title is that a commando carbineer should be considered logical (in all practicality, not in terms of how game mechanics have been), rather than illogical. Funny the way this game is set up like that.



Kyeran Halkyon

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


SuperTurbo
Thu Mar 11, 2004 11:03 am
#6

Yeah, funny, ain't it?


So far, I'm liking Carbineer weapons. Having AP1 and AP2 fast firing weapons are nice. I picked up a nice 1.9 spd AP1 enhanced E11 Carbine. Now I need my ST armor, and will put on the upcoming "Shock Trooper" title, and I'm set. The DXR-6 acid AP1 carbine is pretty nice too.


I also got a Tech pack, the one with all the bottles, so that it looks like a real Flame thrower liquid tank on my back.


but, I still find myself switching back to the bad boy flamer to kill NPCs when I get into trouble. FlameSingle2 with a 1000 max dmg flamer is a good last ditch weapon.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Page 1 of 1
Previous Next