Swordsman Archive
Thread: The anti-commando.
Actually Morath it's pretty easy to avoid the damage in pvp and pve as a commando.
One of the commandos in my guild has gotten quite used to it, she's learning some TKA for the defenses and will just whip out her flamethrower to fire off a special then put it away immediately. At worst she takes one high damage hit if the monster/player gets lucky in that split second of attack.
I'm sure other commandos will pick up on this as it seems their weapons are unlike, say, rifles where you shootonce per second and do great damage over time. Whereas commandos seem to be more about massive damage on a per shot basis with much slower fire rates, and the fire delay does not stop you from changing/unequipping weapons. Also I don't think the charge based heavy weapons fall under that policy as you use them like grenades and there really isn't a weapon 'equipped' except in that one second of firing, or if they do again it's a minimal window of vulnerability.
-Shi
Yes, shi that is why I said I deal with it by switching to pistol. It has the same effect. With my pistol out and full composite I take isane amounts of damage. Also, what you are advicating is good when you don't need xp and are at a high or master level. When you are at a low level with flame for example and you are trying to level you miss alot and you dont want to keep switching back and forth. In those cases even fully armored you take a lot of damage. I do my leveling on Dath. Its a high reward/risk environment at times.
oshad wrote:
i don't think it was such a good idea at all
they spec a melee line
They do spec a melee line. But what happens when a swordswoman picks up a rifle? She gains the 2.5x melee penalty.
If a master melee loses the defense by picking up a ranged weapon, why should commandos be special? They only got one line in brawler.
The other problem with just simply switching weapons that I believe the rifle doesnt have is the long wait after you fire off flame. Now I don't don't know about flame 2 but with a 4.5 second FT firing flame 1 I have to wait about 10 seconds or so to effectively switch weapons. At least that is what it seemed like last night. So what happens is that you attract the creatures with your FT's power and then can't use it or effectively anything for the next 10 seconds. Plenty of time to get killed by those quick lizard Khama's.. Especially since kneeling seems to help accuracy and time between shots.
I can only assume it will be better at Flame 4... I normally don't have a prob with this because I plant my first character Morath at dath's outpost and he buff's me. I just wanted to try it under normal conditions.
The fire delay does not prevent you from switching weapons.
Our commando was doing that when she had Flame 1 (just for the unarmed toughness bonus at that point time since that was pre-extra melee damage on heavy weapons) and she still does it now at Flame 4.
-Shi
I said effectively. Last night I tried this. Maybe it was a laggy server but it took me a good 10 seconds to change weapons after flame 1. Maybe someone can else can confirm this. Maybe a commando? In any event I was on Dathimir and 2 nights in a row it rolled the server back 1 hour and we lost an hours worth of xp. I hope you're right and that it is just the lag.
Actually I was on Dath on my server as well, and it was very laggy. Good delay on every action I took.
I think Dathomir is becoming super popular again, like the old Endor jax days popular.
Too many people in one place.
-Shi
Now it appears that if I switch to vibro knuckles, it does come off. Boy, I need to do my own testing. Dang work, why can't I just go home and play...lol
I'll have to test with our commando tonight as well to see.
I'm also curious about the charge based heavy weapons (which from what I've seen are rarely used by most commandos yet from all appearances pretty freaking powerful) and if there's any sort of penalty for using them (since you don't 'equip' the weapon, but use it like grenades).
It might be that the penalty only applies to the flamethrower and acid rifle, and if the switching weapons thing works, then it really isn't a big deal at all.
-Shi
i don't think it was such a good idea at all
they spec a melee line
15m range on specials grens are like 40m or somthin but they are a waste
what they should of done was fix theacid rifle have the special on that 50+ range and put the 2.5x on that, dam throw it on the rocket launcher aswellbut flamer should be restricted to 15meters or something like that plus a lil damage tweakin
nasty flame wounds but yeh who ever heard of flame throwers being long range......................................................... ????