Swordsman Archive

Thread: Swordsman has no chance vs. Commando

ToraNoShi
Tue Oct 07, 2003 5:10 pm
#1

Against a Flamethrower, forget it!
Mystic_Squirrel
Tue Oct 07, 2003 5:51 pm
#2

Either be a Doc, or get a doc to buff you and you're fine. If possible, fight near water (Ie: park in Coronet).



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DarkBShadow
Tue Oct 07, 2003 6:40 pm
#3

umm dude. The truth of the matter is Melee has a less likely to die in one hit from a comando then a range person. And so you die alittle we also have no chance against any range person if they attack you from 20 meters away but we aren't complaining. But truthfully. it doesnt matter in the en run. We al die eventually even the comando's



[Dark-B Shadow[
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Dyspare
Tue Oct 07, 2003 7:24 pm
#4

Hrm, tell that to the commando's I kill.



---
Shouldn't bring a gun to a knife fight.

What do you get when 2500 crack addicted monkies pound mindlessly on keyboards? SWG: Pet Wars.
Falator
Tue Oct 07, 2003 7:49 pm
#5

Heavy weapons are currently melee weapons so they are affected by toughness skills now (so you resist about 40% of their damage just from that). This is being changed though and they will probably be ranged weapons next patch.




Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
-Visk-
Tue Oct 07, 2003 7:54 pm
#6

I haven't found it too hard to kill commandos, it's when they abuse revenge TEF until your health is blackbarred that pisses me off. Also, one of the reason commandos are hard to kill is because their specials are bugged and cost no HAM to use, ever wonder why almost every commando is wearing a full suit of composite? When I fight an unarmored commando I can kill them in 2 hits.




kthxbye
Falator
Tue Oct 07, 2003 8:01 pm
#7

How do you know their specials are bugged? Pistoleer specials have low ham mods also. Are they bugged too?



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
-Visk-
Tue Oct 07, 2003 9:01 pm
#8

Have you ever looked at a flamethrower? The health special cost is over 100




kthxbye
DarkAngelus81
Tue Oct 07, 2003 9:24 pm
#9

He has a Valid point on Yavin 4 a Cammndo was specialing form here onto hell, but didnt loose **edit** for life or action or mind. I just thought he was good, then I glanced at the skill tree, and the weapons. They should be losing a lot more then they are...


Plus

Therlane
Tue Oct 07, 2003 9:25 pm
#10

what they need to do: They have to make flamethrower (and LLC) a ranged of Weapon of "Rifle" Style, but with a max range of 8 ( or whatever...). This will have melee hit for 3.5x damage (or was it 2.5x?), thus be the counter against Commandos. Yet Commandos would be great supporter Class in group Combat still, as they have cone-attacks (do they?) and do really heavy damage.


But I don't think we are 'under' to commandos atm.

APEist_theReb
Wed Oct 08, 2003 5:05 am
#11

make flames healable, not do so much wounds, and ill be fine.

but for ur idea on makin them like rifleman when it comes to the damage modifier, i dont think that will ever happen.
let them keep their range, and give them a 1.5 or 2x damge modifier to melee.

to take one out you really need a knockdown, maybe lunge 2. i have a ranged knockdown and have absolutely no problem with them.



APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

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