Commando Archive

Thread: Commando and Heavy weapons

Logitition
Mon Jan 26, 2004 2:36 pm
#1

Forgot to add, that I am sure there are other templates out there. This was just one mans observation on 1 facet of the things that can be done with commando hybrids. Trying to give my brothers light on another weapon choice and avenue.






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][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
Logitition
Mon Jan 26, 2004 10:04 pm
#2

no one had any input?






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][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
ForsakenFrenchFries
Mon Jan 26, 2004 11:26 pm
#3

Hear that silence? That is the sound that people make when they realize they've just been taken to school.


Good job.





-Merideth Ramirez
-Master Squad Leader
-Headmaster Pariah Tactical Operations Training Academy
Ahazi.
Logitition
Tue Jan 27, 2004 12:32 am
#4

Oh well I tried...lol






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][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
CarlTheWookie
Tue Jan 27, 2004 12:41 am
#5

I did that. Once. Worked great. Cost me 300k. Not doing it again. Otherwise, an excellent post on the tactical implementaion of heavy weapons.



Revolver - Elder FOTM / Elder Commando / Elder BH :: Serous Dex - Elder 4444G
Hutch' Davitch - Elder Melee Stacker / Gimped Pikeman :: Pops Davitch - Elder Smuggler
Tanner Davitch - Elder Ranger/Rifleman :: Boo Davitch - Elder Doc/CM
Cynn Davitch - Elder Cantina Rat :: Hump Davitch - Elder Ithy
TEST CENTER


Halmet
Tue Jan 27, 2004 12:50 am
#6

I really like this defenition. Sounds like a fun and engaging way to play this game.

To make this role more effective, some changes are needed. I can see grenades being more accurate, having an effective blast radius, and having status effects making this role more fun and useful.

Good post man.



Master Commando
Naritus

Nothing to see here. Move along citizen.
Logitition
Tue Jan 27, 2004 1:57 am
#7


Ok here is my new tests.


Let the dabblers be Salamanders and Heat monkeys. The FT is only for close range.



HEAVY WEAPONS are for the Master.


Last night I took part in the battle on Kauri. I was the only Artillery man. There were tons of commandos but I was the ONLY Artilleryman.


You are not going to be that tank TKA, U are not going to be that run and gun pistol action junky. U are going to have to dabble... To those who say that they should not have to dabble to be viable... u will get what u spend. If U go up against a crafter/TKA with a crafter/commando u are going to most likely win. We all know how insane and improbable that combo is, specially in war.


The Role of an Artilleryman:


U are a howitzer.U are not there to rush up and get your DB... as an artilleryman u are going to be dug in (kneeling). Rockets will murder zergs and unarmored foes in one hit. Armored foes will feel a 1/3 **edit** in a random bar. When used in a supporting position u will watch as the battle turns for your side.


U are going to get hit... Poisons, disease, fire if your line fails... FALL BACK, u are not there for a tank role... if their tanks get in on u.... U HAVE TO MOVE THE ARTILLERY BACK. Heal up... support the first fall back position as u do.


In PvP u are going to only use rockets. period... unless u are out and last hold out with a PB. NEVER fire your RL without being kneeled and DOUBLE aiming. U get a 100 acc to rockets at master. 70 acc for PB's.-AND WAY LESS FOR ALL OTHER HEAVY WEAPONS.


Example: last night I used 60 rockets, all double aimed.... I missed 11 times. I incapped 17 ( a couple were add ons, others in battle with em when my rocket took out the target)


at 64m kneeled with double aim, u will hold your group up.

If they get in close... let your tank in the unit get em... u are not there for that garbage... u are a bombardment SPECIALIST. If they are over running your position, switch to the FT and cook as u RUN.


Wear armor! Heavies are really low on the ham... slow as all hell, but really low on the ham. The other side will eventually have a point where they break yer lines... when they are on you make sure u stim accordingly and have enough armor to take punishment. NEVER get less than 75%... Shoe horn that tin can on with buffs, screw enc cuts... u want as good percent as u can get. U will come up against stun... fall back, cook or retaliate withyour secondary prof weapon.


Supporting the Artillery commando major:


Most people wanna master 2 proff's and be an end all. Won't happen. U have to support your Major Prof. UNLESS u are a crafter. If u are a crafter and a Commando master u do not plan on being in the 20% hardcore bracket. I know 167 pts, it sucks boo hoo... complain all day on the boards... hope they listen. In the meantime use what they gave u.


Example: I am a M.Commando/TKA4003/Rifle4004/nov medic Note: All of the add ons from other prof's SUPPORT the Commando Master. I will not be able to go toe to toe with a TKA on his game, or deal out headshots as fast and accurate as Riflemen... but it compliments the Commando specifically. Lets look at it; The TKA med line will allow u to fall back and cure all bleeds, poisions, diseases, wounds.... It will alloew u to boost when u can for the extra stats when u cannot get buffs or need the mind... U will stand up after an incap one time per hour to keep your Rockets flying. The rifle will allow u to mind shot or Health hit when u need to finish off a rocket hit...DB at 64 meters... the defences to melee and ranged will be under 120, but that 119 to melee will mean the difference between u getting to the fall back point or not while using that 110 acc FT and having only +5 in KD for status defence. We all know Nov. medic...lol


To finish,


Rockets only downfall is cost... but hey, this works both ways. Being so expensive u will not see as many with em... I incapped 1 commando last night 4 times as he and his crew tried to take out my tanks. he got the hint on the last one when he seen that his FT does not do anything to a 80% heat layer at 55m ... and my Rocket incaps in one hit when u are not wearing armor.



Uben Haum'Qui

Artilleryman stationed on Kauri







g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
Nighthelm
Tue Jan 27, 2004 3:26 am
#8

The problem is that you fired 60 rockets, which is about 120k in costs to do the same amount of damage any other combat profession can do with a weapon costing about 20k. Furthermore you took about twice as long to do it as those classes. Believe me, in pvp raids all I do is fire rockets and particle beams, but in the greater scheme of things, they are fun (its a great feeling when you land a few particle beams), but the role of laying back and providing massive fire can come at a cost much cheaper in skill points and weapons cost (a master riflemen laying back can fire AOE attacks at once a second with a much deadlier accuracy). I see alot of people that say that heavy weapons should be for vehicles/turrets etc. and I tend to agree if they are talking about rockets. However, what is the purpose of particle beams, lightning cannons, and acid cannons, if not for soft targets? Many of the newer commando's around here haven't been commandos long enough to remember our very first nerf. It was the lowering of accuracy of heavy weapons against soft targets do to one hit kills. Well guess what, one hit kills dont happen anymore due to armor and buffs, and furthermore, many other professions have surpassed the dmg done by heavy weapons, thus making this first nerf utterly pointless. At the very least, we should be fighting for a higher accuracy level against soft targets for the heavy weapons (except for rockets, which are expensive and do have a current use) as they obviously have no use for stationary targets, and must thus be anti personel weapons.






Jered Nighthelm of the Keepers of a New Hope
Logitition
Tue Jan 27, 2004 9:07 am
#9

On my server RL's cost 35k and have about 30-35 rockets in a bundle. I will anhilate a master rifleman at the same range, I have done it. Sure he can deal out some damage but HIS weapon drains his mind. Mine do not. I also can put more armor on than these guys... a rifleman's T21 will not do so much against my 80% compo. He will be reduced to an Ion rifle, an Ion rifle is good for 40m, I will be hitting him at 64m. I do not use my mind for anything but my rifle specials... and with rockets I do not use em except to finish a bar. So as this guy is mindshotting me I will wait him out, Fishnak, bivoli, ormachek, and muon.... and as I do I will hit him with a few rockets or swap to the PB and keep zapping... The rifleman seems to fall alot in this situation. He is literally trading his mind for mine. Since I do not use it for rockets, he kills himself for something that is not going to bother me a bit.


I have been hit by these guys alot... they are ranged masters like I am. I have taken out 2 on me before... that rifle drains ALOT of his mind. Sometimes I just wait out the one as I am peppering the other, and then when the first is down I will turn and mindshot the other. It usually takes 1 hit... I dabbled but before I used to be a pistoleer and keep a rifleman next to me for the cover and rnge db. I do not care to get my own DB's if I have to expose myself, once I dig in I do not move until it is either forward or back.


ON AN ARMORED TARGET, I will knock off 1/3rd of his bar. Random but my rockets are hitting for 700-2300 in PVP. They are AR3. the only thing that might save them is me hitting action and them rushing my position. I do not use rockets up close... I am forced to use the torch in that situation.


I have been toying with a carbine action shot for the above situation... I am not through with my tests tho.






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][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
JBAKER2003
Tue Jan 27, 2004 10:16 am
#10

Double aim?



Colonel Dakmar F'ette, Officer of the Rebellion
ODL, Naritus
Nighthelm
Tue Jan 27, 2004 12:32 pm
#11

Logitition, it sounds as if the riflemen of your server have not found out about food and spices yet. A bit of muon and fishak, and that riflemen can wear as much armor as he likes and spam all day long, furthermore, while you kneel to take that shot, he should be on the move inside 40 m with the jawa rifle, as riflemen can easlily hit you from any distance with the accuracy mods they recieve, while even double aiming I still miss alot on moving targets (much more than you miss). I use rockets and particle beams all the time, but a raid should notme 150k (rockets on my server run about 65k). I hope the devs either make our weapons worth the price, our lower the amounts of materials required to make them.



Jered Nighthelm of the Keepers of a New Hope
Salahsur
Tue Jan 27, 2004 5:02 pm
#12

Double aiming...

Unless there was a change to this since last Thursday, aiming doesn't work for any weapons in the Heavy Support line.

Try again.
Logitition
Wed Jan 28, 2004 9:31 am
#13

Night helm... they do use food... but so do i, in heavy armor those guys cannot regen, so it DEPLETES thier mind. I use 600 at 810 sec fishnak, 225 bivoli, 500 muon, and if that is not enough, I will juice the ormachek.


The thing is... I do not use MY mind to hurt these guys... and I do not use my mind for my specials. HE does. I am in 85% compo and that is a hard puppy to pierce. I also have the med line in TKA with a stock of 1100 mind... boosted I have 1650 mind WITHOUT food OR drugs... and I use them too.



I have done extensive tests with aim, and whoever told u that id did not work, lied.


My last test was 10 rockets at 50m kneeling, target was moving... I missed 6 outta 10, only 4 hit.


Then I used the same situation on the same target kneeling at 50m, except I used double aim... I missed with 1 rocket, hit with 9...


I have many more tests, I have the numbers, if u need proof and have a site I will post screen shots of my logs on my next round of tests.





g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
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