Teras Kasi Archive

Thread: TKA Commando question...

skint0r
Wed Apr 06, 2005 9:33 am
#1

Hi


I don't really understand a lot of the CU so i have a question.


If you are TKM you do not get armour mitigation...


If you also take Commando you get armour mitigation for the armour a commando wears AND you get a knuckler weapon.


So if you use the commando knuckler wearing commando armour can you use TKM abilites/specials/attacks and still have the armour mitigation ?


Mankind00
Wed Apr 06, 2005 9:42 am
#2

Ok if your having trouble understanding some of the stuff I'd really recomend having a read of this. It should help you a bit, if not it's not doing it's job so feedback in there would be great.

Anyway as for the question, all that changes is that the armour effects the TKA innate armour (natural armour you earn as you progress through TKA). You can still do those moves etc, but you have the encumberence of armour & no TKA Armour.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


skint0r
Wed Apr 06, 2005 9:53 am
#3


but i get my armour mitigated with the commando skills.


thanks for the link i will have a read and come back.


*edit*


ok, so our defense specialties are redundant from wearing armour but penalties to speed etc may not be affected.


i will have to wait for a more detailed description of our def capabilities before deciding then.


thank you again.

Message Edited by skint0r on 04-06-2005 09:58 AM

skint0r
Wed Apr 06, 2005 10:05 am
#4

I like the guide btw , if i have a question for you thats not listed after you test elite profs at TC i will definately post some feed back.


Sorry to push this but your post says that only our innate armour will be affected by wearing armour and we will recieve the encumberence penalty for wearing it.


Now, i assume that the enc. penalty is covered by the mitigation percentage recieved from another profession so that leaves losing the innate armour. So, if the innate armour benefit is l;ess than the certed armour benefit wearing the armour is the thing to do ?


If this is something to be covered later or i am plain stupid then by all means tell me to wait and see. I am open minded and patient, just curious.
Ryutek
Wed Apr 06, 2005 10:55 am
#5

The easiest way to think of it is this:

TKA - Innate Armor
Commando - Armor Certifications

You can choose to use armor that you are certified to use, thus receiving what protection it offers and losing the innate TK armor, or you can wear no armor thus receiving the full benefit of the innate TK armor. Whichever offers better protection would be the best way to go.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Wed Apr 06, 2005 2:54 pm
#6



Flatlinedmemory wrote:
Im going to try and sum this up in a few words

Apparently some of the defense will work no matter what weapon is equiped, however the inate defense will not. Because TKM's do not get armor certification, we get very good defenses in place of armor. However the devs failed to see that many TKM's also pick up other professtions that do get armor cert leaving them with TWO insanly stupid options.

A. The make all our inate defense work as long as we are not wearing armor no matter what weapon we have equiped. That means we'll be able to runa round with awesome defense usimg commando weapon, rifles, swords ect. This would make TKM/damage dealing professtions FOTM

B. They make it so that the inate defense dose not work. This will make TKM/combat prof worthless because if you switch a second professtion you wont get the defense that was supposed to suppliment your armor. leaving you without good defense and without armor


mind telling me why you think the options are "stupid?" It is simple logic. If you are great at avoiding damage then that will happen until you are encumbered in some way, which is exactly what this represents. Personally I think you are just trolling threads on the issue, but *shrug* that's your call.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Flatlinedmemory
Wed Apr 06, 2005 5:19 pm
#7

You think its ok that because I choose to be a TKM I wont be able to use my other combat skills. Cause you wont be able to post CU.

Anyone who has TKM/what ever combat prof dosnt soley use TKM, they switch often. If things remain the same once you start a fight you will not be able switch, which a huge waste of skill points.
Mankind00
Wed Apr 06, 2005 5:32 pm
#8



Flatlinedmemory wrote:
You think its ok that because I choose to be a TKM I wont be able to use my other combat skills. Cause you wont be able to post CU.

Anyone who has TKM/what ever combat prof dosnt soley use TKM, they switch often. If things remain the same once you start a fight you will not be able switch, which a huge waste of skill points.




Then the template you are looking at doesn suit what you want to do.

Personly I'm looking at TKA + Pikeman as I love tanking. Nearly all the time I will be using TKA, why? As I'm no longer restricted in my specials, I can be effective either way. If I decide I suddently need the damage from my pike I can switch, my TIA is still active as it works as long as I don't wear armour, not much changes, just I'm doing differnt damage types etc.

I've been fighting both as both melee & ranged in one fight, no issue there, I run to 10m or so after someone else has taken agro & I've pulled out a blaster.

But the fact is if you pick a template that suits you well the things you mention are not an issue.

I've said it before & I'll say it again. You need to build your template around the CU & not hope the CU builds around you, I expect the comunity will lose some very good members simply as they don't find TKA suits them any more, however we will gain some as well. I know it sounds harsh but it is the case that some people will want to leave a proffesion they have maybe loved since live as it no longer suits them in the way it did before. From all your posts I've seen that really seems to be your issue...



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Fellstaff
Wed Apr 06, 2005 6:32 pm
#9






Mankind00 wrote:





Flatlinedmemory wrote:
You think its ok that because I choose to be a TKM I wont be able to use my other combat skills. Cause you wont be able to post CU.

Anyone who has TKM/what ever combat prof dosnt soley use TKM, they switch often. If things remain the same once you start a fight you will not be able switch, which a huge waste of skill points.






Then the template you are looking at doesn suit what you want to do.

Personly I'm looking at TKA + Pikeman as I love tanking. Nearly all the time I will be using TKA, why? As I'm no longer restricted in my specials, I can be effective either way. If I decide I suddently need the damage from my pike I can switch, my TIA is still active as it works as long as I don't wear armour, not much changes, just I'm doing differnt damage types etc.

I've been fighting both as both melee & ranged in one fight, no issue there, I run to 10m or so after someone else has taken agro & I've pulled out a blaster.

But the fact is if you pick a template that suits you well the things you mention are not an issue.

I've said it before & I'll say it again. You need to build your template around the CU & not hope the CU builds around you, I expect the comunity will lose some very good members simply as they don't find TKA suits them any more, however we will gain some as well. I know it sounds harsh but it is the case that some people will want to leave a proffesion they have maybe loved since live as it no longer suits them in the way it did before. From all your posts I've seen that really seems to be your issue...



The people that think Fencer is the ultimate 'defense' profession will probably move to TKM.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
Mankind00
Wed Apr 06, 2005 6:36 pm
#10

Agreed, fencer has been my main example on other occasions just as out of all the proffesions it's the one thats changing most, it's going from defence to offence, which really is a huge swing.

I acctuly think alot of TKAs might go pike & use armour as they are more based around how TKA used to be in my opinion, a good tank that should be pretty good damaging judging by the weapons, & they are the new target modifiers which really used to be our role.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Death_Dealer
Thu Apr 07, 2005 12:26 am
#11

what about using a commando weapon w/o armor, will we keep the inate TK defenses while using a flamethrower?



Halbarad Dovanna - Former MBH/Respec Jedi Nub!
Mankind00
Thu Apr 07, 2005 12:41 am
#12



Death_Dealer wrote:
what about using a commando weapon w/o armor, will we keep the inate TK defenses while using a flamethrower?




Yes as long as they are not wearing armour at the time the TKA Innate Armour will be active.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Flatlinedmemory
Thu Apr 07, 2005 12:41 am
#13

Im going to try and sum this up in a few words

Apparently some of the defense will work no matter what weapon is equiped, however the inate defense will not. Because TKM's do not get armor certification, we get very good defenses in place of armor. However the devs failed to see that many TKM's also pick up other professtions that do get armor cert leaving them with TWO insanly stupid options.

A. The make all our inate defense work as long as we are not wearing armor no matter what weapon we have equiped. That means we'll be able to runa round with awesome defense usimg commando weapon, rifles, swords ect. This would make TKM/damage dealing professtions FOTM

B. They make it so that the inate defense dose not work. This will make TKM/combat prof worthless because if you switch a second professtion you wont get the defense that was supposed to suppliment your armor. leaving you without good defense and without armor
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