Commando Archive
Thread: Let's look at the bottom line
DetRoiT_player wrote:you want the bottom line on making creds as a commando? ok here it is....kill craetures sell the meat/hide/bones. you will make hundreds of thousands of creds every two days...TRUST ME. i make on average 200k a day doing this. its not hard as a commando. im a master and my flamethrower affords me the abilty to kill creatures quickly for harvesting. thats it PLAIN AND SIMPLE.
Absolutely. Group with a bunch of folks too to get higher level missions, then do 'em without the group along. If you are fortunate enough to have a second account (I have three), make one of them a Weaponsmith. My WS specializes in commando stuf, which our superb guild WS hates to make. Also, a really tight guild helps with the armour and upkeep. You get the Guild Armoursmith that wooly hide from Rori and he/she'll keep you in armour no problem. Get your Guild Chef those meats, he/she'll keep you in brandy, canapes and veghash. Get your Guild Doc plenty of herbivore and avian meat, he/she'll keep you buffed. You've got lots for harvesters too. If you can't survey, get waypoints from your Guild WS, AS, Chef, Doc and Archi and slap down some harvies to get them stuf they need. Sell the excess too. I find my Commando is the one char that actually DOES make money. I'm in a very good Guild too, so we all help each other a lot.
So the answer is to take some of the scout lines or some of the artisan lines, or rent your lots, or use them to harvest.
Agreed. All good answers.
What pros can support themselves without hybridizing? Pretty much all the crafters, pretty much none of the combat pros (fencers? Pistoleers? Swordsmen?).
Because of the pattern, I suspect that's what SOE wanted. THere are three hybrid professions that prove the rule: Scouts, Rangers and Smugglers. They have combat/crafting abilities, and can self-support.
By far the best suggestion so far is to use harvesters. Everyone has 10 lots. Combat pros don't use them. Use them to plunk down heavy harvs and suck up the best resources you can.
The hides/meat idea has merit as well. In fact, one could keep scout around for the harvesting ability, and trade it out for novice artisan when one needed to move harvesters. A commando/ranger team would make a formidable gathering expedition.
--Yak
I still think commandos should be able to make their own grenades. It would make them consistant with the other pros that can throw junk.
--Yak
Yakisoba1 wrote:I still think commandos should be able to make their own grenades. It would make them consistant with the other pros that can throw junk.
--Yak
I believe they did at one time (beta) because I found a Grenade Experimentation skill tape. I gave it to my WS but, like the Heavy Weapons skill tapes for my Commando, it doesn't seem to do anything for her. Seems to me Commando must've gone through an 11th-hour change prior to release (OK, nerf) and they didn't have time to take out all the stuf related to the original design. And still haven't. I keep 'em all though in case they get fixed someday.
Btw, Scout meshes pretty well with Commando. A little terrain negotiation helps when running after mobs to stay in melee range for the specials. Trapping IV gives you a trap that immobilizes a mob for a little while, making grenades and the heavy stuf a little more accurate. Hunting, of course, is a must for me. But, thanx to the useless sp sink in the brawler tree, I JUST can't seem to eek out enough SPs for the last box in survival and the master title. Not if I wanna keep novice medic for stims. And I think that burns me the most about commando...the absolutely useless brawler stuf.