Teras Kasi Archive
Thread: TKM/Commando?
i love this combo....shoot for high dmg....then when they come close switch off to vibro knuck'sor unarmed and bam use a nice kd and finish em off....
also is a life saver while lvling up commando....since the mulitplier on the range weapon is there..when u go unarmed u get less dmg....and if the mob ur attacking helps eachother just switch off tounarmed and roxxor there soxxors.
But what do you do with the pistoleer or smuggler who's shooting from 35m away? Your best weapons don't reach that far, do they?
from my experience.. the flamethrower is still a pretty viable weapon even at a distance.
you wont get the big damage specials but you are far from helpless.
But what do you do with the pistoleer or smuggler who's shooting from 35m away? Your best weapons don't reach that far, do they?
I'm concerned that adding TKA to Commando is making an already close-range combatant more close range. ~J
I am a TKA / commando. Let me tell you, this is the best possible combo for taking care of those annoying kiters.
"What's that Mr. Pistoleer, you say you want to run away from me instead of fighting now that you are at half HAM. Well, here's a going away gift for you, It's called a post-patch C22 sliced up to1600 blast damage. Have a nice day."
The field tactics line is deffinately a lifesaver. Don't forget that while throwing a gren, you are still considered unarmed and get our precious unarmed toughness mod.
I am tempted to try the Master TKA/Master Commando combo, but, in my opinion, there would be no need to use TKA skills in PvP combat with so much commando firepower.
I think I am going to stay on the Master TKA/Master Creature Handler with smuggler pistols abilites track for now and see how that fares. My next character will be a Bounty Hunter anyways.
Yeah, I think the flamethrower and acid rifle have ranges around 65m, but specials can only be used at somewhere around 15m.