Teras Kasi Archive

Thread: Concerning My Post About Commandos and TKAs ( I hit a button with alot of people)

RicoUnderwood
Wed Oct 01, 2003 11:44 am
#27

The full saying is "a jack of all trades, but a master of none" You left off that last part, but I can guess why, eh?



Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

Valkari-TKM
Wed Oct 01, 2003 11:50 am
#28

oh and btw i did master brawler, and by the same theory it should be totaly worthless, as master marksman is for somone who did master bounty hunter.


i did it for the +5 toughness and +5 ranged defense and +5 melee defense, and the better intimidate 2. I wanted to be the best melee charecter I could be. If you consider that wasted because its not a prereq for TKA then i can't help you.


alot of people get range suport for the ranged defense and the bonus to acuracy. the reason they dont complete marksman is because they have decided using one weapon is good enough. The bounty hunter would say to this.


"knowing all weapons is more important then being more potient in one weapon" as a good hybrid should say. Does that mean hybrids should be gimps in this game? No i think 1vs1 a hybrid should be just as potient then somone else, and in some cases more potient, because they can switch weapon types.


a bounty hunter fights a rifflmen, so he gets right up close to them, and he switchs to pistol and has the advantage for close range fighting.


then the bounty hunter sees a master pistoleer and gets some distance between him, and pulls out his range weapons and goes to town, puting the master pistoleer at a disadvantage


While the carbineer has many broken aspects about it, the carbineer itself is somewhat of a hybrid of pistoleer and rifflman, but the game decided that posture changes and what not was its raod, curently pretty useless for a master carbineer, but a bounty hunter could get really close use pistoleer, or simply get distance and use a riffle.


brings up another area that should have been addressed, riffles should have considerble farther range then a pistol, and right now its just acuracy penalitys etc. there should be a max range for pistols of 50m a max range of carbine of 64m and a max range of riffle of 100m but thats just me.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Valkari-TKM
Wed Oct 01, 2003 11:57 am
#29

lets get back to the comando here. the comando is a interesting class because its not truly a hybrid. its simply a master of demolitions and heavy weapons. They should be pure deep range fighters, lots of aoe attacks, and there only close quarter fighting ability should be granades and flame throwers, wich it is.


i see no problems minus 2with how comando was set up at all, as its not really a hybrid by definition. They are simply your basic suport expert.


The problems that i see with comando concerning the rest of the population is this


1) there fire dot should not inflict wound dmg, but only by percentage as everyone elses weapons do.


2) there fire dot itself should be able to be first aided and or meditated out.


other then that, i think the comando is fine the way it is.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Mister_Heavy
Thu Oct 02, 2003 12:07 am
#30

Yeah, we do disagree a lot, but it's more interesting than a bunch of people sitting around agreeing with themselves


Well, I just don't have the energy to type out an analysis on how TKAs are more effective up close than Commandos. Mostly it has to do with attack speed, defensive skills, overall damage output, pool-specific attacks, and state change attacks. We'll just have to agree to disagree about that point.


About the versatility/power issue. BHs and commandoshave ranged, offensive ability. That's it. They get virtually no defensive mods, and have no melee skills. The lack of defense is largely overlooked right now because defenses are still broken, but when they get fixed, both the BH and Commando will pay a price for their offensive firepower.


I can't see why a master rifleman would also be a master pistoleer. You could do that, but it'd be a large waste of points to take 2 ranged professions IMO. Instead of doubling up on ranged skills, why not pick up a melee profession or a healing profession or CH? That would add versatility to your character. You would be able to handle more situations. You'd have more options. The increased versatility of non-hybrid classes does depend on intelligent use of those skill points.


I don't know if Master Brawler is worth it or not, because I've never had MB. I can tell you one thing for certain. Nobody interested in min/maxing skills for power would ever take master marksman if they didn't need it as a prereq for an advanced professions. What am I going to do, put down my FT so I can take a leg shot 1with my carbine? Novice scout, and exploration 1 are, IMO, pretty much a requirement until mounts come out. However, the remainder of those skills do little or nothitng to increase the power of the BH against end-game PvE targets, and even less against PvP targets. The heavy prereqs for hybrid classes are a definite disadvantage.


Regardless, I didn't mean to hijack the thread.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Valkari-TKM
Thu Oct 02, 2003 12:26 am
#31

well my comparison was that i took master brawler just for the toughness and ranged defense.


lets say your a bounty hunter persay. and your acuracy and speed mods are not quite as good as a master in that certian respective class, you would want to have riffle specialist for the extra mods for your riffle. but they are not just riffle, they are pistol and carbine aswell, and to use them all effectively, you almost need atleast 3 of the tiers in master marksman. Then there is ranged suport, and its not a bad tier, like i said alot get that for the defense and acuracy bonus, so you already have the novis, makes sense you would get that anyways. You could simply opt to get master or not to get master, but master adds to the mods too.


The only real sink is scout, and its not all that much of a sink other then two tiers. The tents and the exporation is still nice.


so if you had a choice you would get rid of marksman and what.....hit nothing? bounty hunters are what you said people should not do. they are experts with many weapons, and thus get the equivilant to like expert in pistol riffle comando carbine. They get some mods, but it isn't really enough.


It is true they get less defense then other class's, and perhaps that is the sole reason there styles are more effective, because i do not buy its because of the points spent. people would still be getting master marksman even if it wasn't a requirement IMO. or atleast at least 3 tiers of it.


comando needs master marksman, but yet uses none of those weapons, so thats a total sink for them, and makes little sense as a prereq. in the case of the comando alone, i think there offensive power justifies the point sink. in the case of the bounty hunter i dont buy it.


I still think TKA needs to be a little more effective, i think bounty hunters should be a little less effective, and i think comandos are fine ATM minus the two things i mentioned.


smuglers have to get unarmed toughness a novis 15 point sink, and another 15 point sink into marksman with a tier of pistol. ofcourse thats not really a sink, because they use pistol. it can be argued that smuglers lack, but then again they are not pure combat like the BH or comando.


small comparison i did.


bounty hunter using carbine at 3m range in composite armor vs me master TK unarmored.


i won every time, but i was always 1 shot away from death in my action pool.


conclustion: little too effective on the part of the BH


comando using flame thrower at 3m range in no armor vs me in no armor


I won the first fight, i barly one the second fight, but lost the third due to 900 health wounds


conslution: 1) i should not have as a tactic *running*


2) the wounds are excesive


3) if he was armored id probably have lost the first 2 fights.


4) if i could wear armor vs him in armor id probably incap myself cause of ham costs and still lose.



end conclustion


1) tka still needs work IMO


2) comando is fine cept for wounds and healing dots not being available


3) bounty hunters are a tad too potient


4) i wish they would give wookies some sort of protection *crys*




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Mister_Heavy
Thu Oct 02, 2003 12:54 am
#32






Valkari-TKM wrote:

comparison i did.


bounty hunter using carbine at 3m range in composite armor vs me master TK unarmored.


i won every time, but i was always 1 shot away from death in my action pool.


conclustion: little too effective on the part of the BH


comando using flame thrower at 3m range in no armor vs me in no armor


I won the first fight, i barly one the second fight, but lost the third due to 900 health wounds


conslution: 1) i should not have as a tactic *running*


2) the wounds are excesive


3) if he was armored id probably have lost the first 2 fights.


4) if i could wear armor vs him in armor id probably incap myself cause of ham costs and still lose.



end conclustion


1) tka still needs work IMO


2) comando is fine cept for wounds and healing dots not being available


3) bounty hunters are a tad too potient


4) i wish they would give wookies some sort of protection *crys*








I think we might actually be getting somewhere. I agree with manymore of your conclusions now than yesterday. In your comparison that you did, why did you not use KD2? I've seen people stay down for 20+ seconds with KD2. Did you have special rules for the engagement?


Also, I still have to disagree with you on the armor against commandos, only because I've been on both sides of that battle.





Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
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