Commando Archive

Thread: Speed and Accuracy Question...

JonSolo2u
Tue Sep 27, 2005 11:26 am
#1

Hi there,


I have created a new toon and am planning on having Master Commando as part of my template. As I browsed through the vendor search on the bazaar I noticed that most of the commando weapons are located in the Rifles section. Which leads me to this question: Do you gain a speed and accuracy bonus from rifle speed and accuracy mods while using one of those "Heavy Weapons" that are listed in the bazaar in the "Rifles" section? Or is your speed and accuracy determined only by general ranged and heavy weaps speed and accuracy skills?


Sorry if this sounds like a stupid question, but they're placement on the vendor in the rifles section made me ponder the posibillity of these Commando weapons being positively affected by rifleman skill mods. Another factor that lead me to question this is the fact that one of the master weapons is (or is at least called) a rifle - the Proton Rifle. I checked the guide and other stickied posts here and didn't see anything about that, so I thought I would ask.


Thanks for your help...


blacke
Tue Sep 27, 2005 11:33 am
#2

Those weapons under the rifle section take heavy weapons mods. The reason they are under the rifles section is becouse they where consumables before CU or introduced with the CU, but for some reason (only God knows) they couldn't keep there heavy weapons section.

Our non-consumables where, at least before CU, labeld as special heavy weapons, and I think still are. So there is a certain distinction between them.






Tizzossk Dun'Daro -- Master Commando / Master Bounty Hunter / 0400 Carbiner -- Rebel Colonel
Katabhi -- future Pikewoman / Master CH

JonSolo2u
Tue Sep 27, 2005 11:58 am
#3

Thanks for the reply Blacke. That's what I thought, but before I progress any further into my anticipated template ( MPistols/MCommando/CM4000 ) I just wanted to make sure. It would be a bummer to find out that I could vastly improve my Commando abilities by coupling it with Rifleman over Pistoleer after I had already finished the grind.


It seems to me that Pistoleer is a good complement to Commando via the specials and skills. Conversely, I feel that Commando will improve my pistoleer abilities as well, so the two seem like a good fit to me. If anyone who has or has had this template could lend some insight, it would be appreciated...


BloodMonk
Wed Sep 28, 2005 12:03 am
#4

them being under rifles means you CAN use pups on them right?



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
JonSolo2u
Wed Sep 28, 2005 12:29 am
#5

Dunno BloodMonk, very good question though!!! I never really considered that ranged pup's wouldn't work. They are ranged weapons after all. Can some one shed some light on this?
BloodMonk
Wed Sep 28, 2005 12:51 am
#6

well I know for sure weapons listed as "heavy weapon" do not take pups


I'm working on a high elemental damage lightning beam cannon....got up to 204 yesterday....if would be REALLY cool if I could use one of those +elemental - dam pups on one.....once I get the elemtal higher that is......haven't reached the cap yet





Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
blacke
Wed Sep 28, 2005 1:15 pm
#7

Those weapon listed under rifles do take PuPs, i.e the pre-CU consumables ones if you know who they are.

It seems the devs "normalized" all our weapons but forgot to put them all into the same category.






Tizzossk Dun'Daro -- Master Commando / Master Bounty Hunter / 0400 Carbiner -- Rebel Colonel
Katabhi -- future Pikewoman / Master CH

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