station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Commando
Sign In  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7  |  Next Page
 
For You Review: Commando Summary   [ Edited ]
Options    Options  
garvin
Blue Glowie
Posts: 7233
Registered: 08-12-2003


garvin

Reply 1 of 102

Viewed 7024 times


Background:  Recently ThunderHeart gave us Correspondents an Assignment.  He asked this week that we put together a Summary of our Profession.  Basically he wanted a Skill Point Summary, Our Purpose (Solo and Group) and what is Fun/UnFun about our Profession...Here is what I've come up with so far...I'm going to submit this to TH probably tommorow night or Friday morning, but would really appreciate any feedback you might have...
 

 
Profession title: Commando
 
Overall For Master Commando:  4219550 XP / 1240 AP / 169 Skill Points
 
77 Skill points / 620 AP / Master Masksman
  • 15 Skill Points Novice Marksman
  • 14 Skill Points / 91,000 Carbine XP
  • 14 Skill Points / 30,550 Combat XP
  • 14 Skill Points / 91,000 Pistol XP
  • 14 Skill Points / 91,000 Rifle XP
  • 6 Skill Points / 620 Apprentice Points for Master Marksman
29 Skill Points / 91,000 Unarmed XP - Unarmed 4
  • 15 Skill Points - Novice Brawler
  • 14 Skill Points / 91,000 Unarmed XP
63 Skill Points / 3,425,000 Heavy Weapon XP, 400,000 Combat XP / 620 AP / Master Commando
  • 6 Skill points / 40,000 Combat XP for Novice Commando
  • 14 Skill Points / 360,000 Combat XP for Field Tactics Tree
  • 14 Skill Points / 1,000,000 Heavy Weapon XP for Heavy Support Weapons Tree
  • 14 Skill Points /  1,200,000 Heavy Weapon XP for Flamethrower Specialization Tree
  • 14 Skill Points  /  1,225,000 Heavy Weapon XP for Acid Rifle Specialization Tree
  • 1 Skill Point / 620 Apprentice Points for Master Commando
List of Abilities/ Certifications
 
Novice Commando:
  • Certifications:
    • Fragmentation Grenade
    • Heavy Acid Rifle
    • Rocket Launcher
    • Launcher Pistol
    • Flame Thrower
  • Skill Mods:
    • Flame Thrower Accuracy +10
    • Thrown Weapon accuracy +15
    • Heavy Acid Rifle Accuracy +10
Field Tactics I: Ranged Mitigation 1
  • Certification:
    • Cryoban Grenade
  • SkillMods:
    • Thrown Weapon Accuracy +10
    • Thrown Weapon Speed +10
Field Tactics II:
  • Certification:
    • Glop Grenade
  • SkillMods:
    • Thrown Weapon Accuracy +10
    • Defense Vs. Knockdown +5
Field Tactics III: Ranged Mitigation 2
  • Certification:
    • Imperial Detonator
  • SkillMods:
    • Thrown Weapon Accuracy +10
    • Thrown Weapon Speed +10
    • Ranged Defense +5
Field Tactics IV:
  • Certification:
    • Thermal Detonator
  • SkillMods:
    • Thrown Weapon Accuracy +10
    • Thrown Weapon Speed +10
    • Melee Defense +5
Heavy Support Weapons I:
  • Certification:
    • Heavy Particle Beam Cannon
  • SkillMods:
    • Heavy Rocket Launcher Speed +20
    • Heavy Rocket Launcher Accuracy +20
    • Heavy Particle Beam Speed +10
Heavy Support Weapons II:
  • Certification:
    • Heavy Acid Beam
  • SkillMods:
    • Heavy Rocket Launcher Speed +20
    • Heavy Rocket Launcher Accuracy +20
    • Heavy Particle Beam Speed +20
    • Heavy Particle Beam Accuracy +20
    • Heavy Acid Beam Speed +10
    • Heavy Acid Beam Accuracy +10
Heavy Support Weapons III:
  • Certification:
    • Lightning Beam Cannon
  • SkillMods:
    • Heavy Rocket Launcher Speed +20
    • Heavy Rocket Launcher Accuracy +20
    • Heavy Particle Beam Speed +20
    • Heavy Particle Beam Accuracy +20
    • Heavy Acid Beam Speed +20
    • Heavy Acid Beam Accuracy +20
    • Heavy Lightning Beam Speed +10
    • Heavy Lightning Beam Accuracy +10
Heavy Support Weapons IV:
  • SkillMods:
    • Heavy Particle Beam Speed +20
    • Heavy Particle Beam Accuracy +20
    • Heavy Acid Beam Speed +20
    • Heavy Acid Beam Accuracy +20
    • Heavy Lightning Beam Speed +30
    • Heavy Lightning Beam Accuracy +30
Flamethrower Specialization I:
  • SkillMods:
    • Flamethrower Accuracy +15
    • Flamethrower Speed +10
  • Specials:
    • Flame Single 1
Flamethrower Specialization II:
  • SkillMods:
    • Flamethrower Accuracy +15
    • Flamethrower Speed +10
  • Specials:
    • Flame Cone 1
Flamethrower Specialization III:
  • SkillMods:
    • Flamethrower Accuracy +25
    • Flamethrower Speed +15
Flamethrower Specialization IV:
  • SkillMods:
    • Flamethrower Accuracy +15
    • Flamethrower Speed +10
  • Specials:
    • Flame Single 2
Acid Rifle Specialization I:
  • SkillMods:
    • Heavy Acid Rifle Accuracy +15
    • Heavy Acid Rifle Speed +10
  • Specials:
    • Acid Single 1
Acid Rifle Specialization II:
  • SkillMods:
    • Heavy Acid Rifle Accuracy +15
    • Heavy Acid Rifle Speed +10
  • Specials:
    • Acid Cone 1
Acid Rifle Specialization III:
  • SkillMods:
    • Heavy Acid Rifle Accuracy +25
    • Heavy Acid Rifle Speed +15
Acid Rifle Specialization IV:
  • SkillMods:
    • Heavy Acid Rifle Accuracy +15
    • Heavy Acid Rifle Speed +10
  • Specials:
    • Acid Single 2
Master Commando: Ranged Mitigation 3
  • Certification:
    • Proton Grenade
  • SkillMods:
    • Flamethrower Accuracy +30
    • Heavy Acid Rifle Accuracy +30
    • Heavy Rocket Launcher Accuracy +40
    • Melee Defense +25
    • Ranged Defense +25
  • Specials:
    • Flame Cone 2
    • Acid Cone 2
Regarding Specials:
  • 8 Specials (4 Flame, 4 Acid)
    • Restrictions: 16m Range
    • Penalties: 6 to 10 second play delay per special
Defense Abilities/Capabilities
At Master Commando a Commando has:
  • Defense Vs. Knockdown +5
  • Melee Defense +34
  • Ranged Defense +45
Fun /  Not Fun
 
Flamethrower:
  • Fun: Does high initial damage via it's Specials
  • Not Fun: Weak Flame Dot.  Due to speed, accuracy and range restrictions, damage over time is more important then initial damage as getting a second shot to connect can be difficult.
  • Not Fun: 6-10 second play delay post specials.  Due to Accuracy issues, delay on a missed shot often leads to loss making Commando a non-PvP profession.
  • Not Fun: Most high end game content has 85% or higher Heat Resistence making Commandos especially not useful in group play.
  • Not Fun: Flame Cone Specials do not damage non-aggro'd targets. [Added per suggestion]
  • Not Fun: No Armor Piercing [Added per suggestion]
Heavy Acid Rifle:
  • Not Fun: Weaker Clone of the Flamethrower but has no DoT
  • Not Fun: Shares all the same penalties and restrictions as the Flamethrower.
  • Not Fun: Has a higher HAM cost to use then the Flamethrower
  • Not Fun: Acid Cone Specials do not damage non-aggro'd targets. [Added per suggestion]
  • Not Fun: No Armor Piercing [Added per suggestion]
Note: The HAR is rarely used due to is "not fun" factor when it comes up lacking next to the Flamethrower yet has higher costs.
Rocket Launcher:
  • Fun: Relatively High Blast Damage
  • Not Fun: Consumable Weapon (Averages 30 shots, of which 18 typical connect due to accuracy issues at Master Commando Level, virtually making accuracy for Dabblers non-existent)
  • Not Fun: Very Poor Accuracy and Speed (compared to Bomb Droids ability to /follow target for perfect accuracy)
  • Not Fun: So hard to craft that Weaponsmiths rarely make it available
  • Not Fun: Causes the user to stop and kneel to use (Other similar ingame items allow the user to move and shoot)
  • Not Fun: Blast radius is only 10m (compared to the 17m Blast Radius of a Bomb Droid)
  • Not Fun: Considerably high HAM cost
Grenades:
  • Not Fun: Extremely High HAM Cost
  • Not Fun: Will damage user if caught in blast radius
  • Not Fun: Ideal range often within blast radius
  • Not Fun: No Status Effects
  • Not Fun: Very limited throwing range
  • Not Fun: Only available in 5 packs.  Packs need to be increased to 25 to 30 to be more useful in battle [Added]
Note: Due to high HAM cost and damage done to user, using often leads the user to being incapped by their own weapon.
Launcher Pistol: [Added]
  • Fun: Works well with outside pistol Skill Mods and Specials
  • Fun: Only Blast Damage pistol in game
  • Not Fun: No pistol SkillMods in any Commando Tree (nothing beyond Master Marksman)
  • Not Fun: No Commando specials granted for the LP
  • Not Fun: No Armor Piecering
  • Not Fun: Novice Pistoleer better with LP then Master Commando
Other Consumable Weapons:
  • Not Fun: All Consumable with poor Speed and Accuracy…not worth the price to custom order.
Master Commando: [Added]
  • Fun: The title of being a Master Commando (a sense of accomplishment)
  • Fun: Boost to Melee and Ranged Defenses (still low though)
  • Not Fun: No noticable difference between Flame 4 Commando Vs. Master Commando using the Flamethrower via Speed or Accuracy (same with HAR, RL and other weapons).
  • Not Fun: No new Non-Consumable Weapon Cert at Master Commando Level
Other Not Fun Aspects: [Added]
  • Not Fun: Having unarmed 4 and not having any unarmed skills or toughness stemming.
  • Not Fun: Having specials in melee range and having low melee defenese despite the unarmed pre-req
  • Not Fun: Lack of a need for any tactical deployment or maneuvers given the lack of static objectives in the game world and the removal of battlefields
  • Not Fun: Lack of any inherent commando specials other than resticted 16m range specials via Flame and Acid trees.
Combat Role Summary
 
How Commandos Are:
Demolitionists - High Damage Vs. Low Speed, Accuracy & Defenses.  Commandos general purpose to is to do the high initial damage, but not much of a role beyond that.
How Commandos Would Like To Be:
A group of soldiers trained to specialize in guerilla warfare. Should focus on four qualities; assault troops trained for vehicle combat and artillery; soldiers who were experts at sabotage, demolitions and stealth; and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.
Note: This was taken from a Star Wars site regarding the Commandos in various books and games.
Grouping Summary
 
How Commandos Are:
High Level of initial damage on low to med heat resistant targets.  Capable of high blast damage (good for Turrets and ATSTs) but recently replaced by higher blast damage done by Bounty Hunters/Smugglers via Bomb Droids.
How we would like to be:
Planting charges/explosives; Highest ranged blast damage capability in game; Disarm bonus on Mines/Explosives.
 
Mainly Commandos should be the frontline attackers.  For this purpose Commandos would need to be comparable to Tanks.  They would need high front end damage with high defenses, but be balanced by being slow, high cost as well as other penalties.
Some things we would like to see added to Commando (in no particular order):
  • Unarmed Specials resulting from Unarmed Pre-Req
  • Melee Mitigation resulting from Unarmed Pre-Req
  • Higher Melee Defenses to include Melee Defense and Def Vs. Knockdown, Dizzy.
  • Pistol Specials and SkillMods for our Launcher Pistol
  • Removal of HAR or complete Revamp (Useless when compared to Flamethrower…just a weaker clone with no DoT and higher costs).
  • Addition of Assault Rifle with ranged specials (even if it meant it was damage comparable to Riflemen weapons…note: damage is stated and not accuracy of riflemen).
  • Grenades with Status Effects (Dizzy, Stun, Bleed, Blind, & Knockdown)
  • Grenades not to damage user if caught in blast radius (like Bomb Droids)
  • Joint E-Web weapon with Squad Leaders
  • A Tank like vehicle or vehicle with built in weapons
  • Consumable Launcher Weapons replaced with one Launcher Weapon with consumable easier to craft ammo packs (Blast, Acid, Heat, etc).
  • Currently lootable Heavy Weapon SkillMods of Heavy Weapon Speed & Heavy Weapon Accuracy to once again work in game (like they did in Beta).
  • Commando Shock Trooper Armor (like in Republic Commando game recently released)
  • Melee skills in the form of point-blank attacks we can use with our weapons, much like pistol whip (except being something like Riflebutt, Bayonette, overhand weapon slam, etc.) [Added]

 
So anything you would add, change, remove, etc?

Message Edited by garvin on 06-09-200411:14 AM

Message Edited by garvin on 06-09-2004 11:29 AM

Message Edited by garvin on 06-09-2004 11:41 AM

Message Edited by garvin on 06-09-2004 11:52 AM

Message Edited by garvin on 06-10-2004 11:21 AM

Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website
06-09-2004 10:33 AM  

Report Abuse to a Moderator
 
Re: For You Review: Commando Summary
Options    Options  
CrimmMoga
Squadron Leader
Posts: 446
Registered: 01-13-2004


CrimmMoga
PA: Veni Vidi Vici ! and The Leader of the Secret Society of Billy Lovers
Server: Wanderhome

Reply 2 of 102

Viewed 6398 times


This sounds great.  Great work garvin.

THE SMILEY KING
Crimm-Wanderhomian Commando/Smuggler/TK
Peyoan-Wanderhomian Droid Engineer/Master CH
Loyal VVV Member | Ackis ©'s Me | Dev's Hate Me
Leader of the Secret Society of Billy Lovers
06-09-2004 10:58 AM  

Report Abuse to a Moderator
 
Re: For You Review: Commando Summary
Options    Options  
Ster
Jedi
Posts: 1099
Registered: 06-30-2003


Ster
PA: ITEC
Server: Tarquinas

Reply 3 of 102

Viewed 6408 times


Defense Abilities/Capabilities
At Master Commando a Commando has:
  • Defense Vs. Knockdown +5
  • Melee Defense +34
  • Ranged Defense +45

This is just sad...

Not Fun: Weak Flame Dot.  Due to speed, accuracy and range restrictions, damage over time is more important then initial damage as getting a second shot to connect can be difficult.  

But Garvin! We were too uber leet before and which was why they took it away. (PS. We need our DOT back or some other compensation)

  • Not Fun: Most high end game content has 85% or higher Heat Resistence making Commandos especially not useful in group play.
  • Yeah this hurts.

    Not Fun: All Consumable with poor Speed and Accuracy…not worth the price to custom order.

    Second.

    Higher Melee Defenses to include Melee Defense and Def Vs. Knockdown, Dizzy.

    Definitely!

    Great job Garvin. The list is thorough and well thought out.

    I would also like to mention something that I have mentioned before but dont remember it being addressed. AOE attacks, like the Flame Cones, do NOT hit all of the targets if they are not already agroed to you. The AOE attack will only hit the "target" of the AOE. This is a terrible weakness for our AOEs because of how long of a wait we have for them. When the mobs start swarming around you, you have to carefully position yourself so that your cone might hit all of the mobs just right. The running and shooting special creates a much greater chance of missing as well. Does anyone else know what I am talking about?

    Ster Nemor... The last of the Mononokians
    Master Commando
    Master TKA
    Pistoleer 0030
    06-09-2004 10:59 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Warmaker01
    Jedi
    Posts: 4940
    Registered: 04-17-2004


    Warmaker01

    Reply 4 of 102

    Viewed 6393 times


    Some quick, minor corrections.  Your level 4 skills say, for example "Field Tactics VI" instead of "Field Tactics IV."  VI means 6.

    06-09-2004 11:07 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Pure_Fusion
    SWG Chief Petty Officer
    Posts: 149
    Registered: 07-21-2003


    Pure_Fusion
    PA: Aartan Ridge
    Server: FarStar

    Reply 5 of 102

    Viewed 6392 times


    Regarding the flamer:
    You should probably also mention that not only do high-end mobs have high resists, they also have Heavy armor vs our zero AP.

    Grenades:
    In the Note, you write "do", should probably be a "due"

    ____________
    Neglexis Dalton, Farstar - Master Commando
    Neglexis Dalton, Lowca - Master Commando (retired)
    Neglexis Dalton, Test Center - Master Commando
    06-09-2004 11:15 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    garvin
    Blue Glowie
    Posts: 7233
    Registered: 08-12-2003


    garvin

    Reply 6 of 102

    Viewed 6393 times


    Thanks for the suggestions...

    I've added the part about Cone Specials not damaging non-aggro'd targets around the initial target (something that bugs me too)...as well as I've fixed my type with the IV vs VI...

    Garvin Lansdowne
    Retired Commando Correspondent - Current Blue Glowie

    Master Commando / TKM || Architect / Shipwright / Master Droidsmith

    ShadowStyrkeGuild.com: A WoW Guild Website
    06-09-2004 11:16 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Ster
    Jedi
    Posts: 1099
    Registered: 06-30-2003


    Ster
    PA: ITEC
    Server: Tarquinas

    Reply 7 of 102

    Viewed 6391 times




    garvin wrote:

    Thanks for the suggestions...

    I've added the part about Cone Specials not damaging non-aggro'd targets around the initial target (something that bugs me too)...as well as I've fixed my type with the IV vs VI...




    Thanks Garvin, and great job.

    Ster Nemor... The last of the Mononokians
    Master Commando
    Master TKA
    Pistoleer 0030
    06-09-2004 11:18 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Raptor2k1
    Jedi
    Posts: 5338
    Registered: 08-18-2003


    Raptor2k1
    PA: The Old Republic
    Server: Starsider

    Reply 8 of 102

    Viewed 6366 times


    This isn't quite something to add, more of a modification... but I'd always hoped we could get our melee skills in the form of point-blank attacks we can use with our weapons, much like pistol whip (except being something like Riflebutt, Bayonette, overhand weapon slam, etc.)
     
    It'd be a cool way to integrate our unarmed requirement smoothly.

    Kyeran Halkyon

    Master Gunfighter and Demolitionist of the Old Republic Navy
    SWG Commando Forum

    06-09-2004 11:25 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Hellshot
    Wing Commander
    Posts: 1036
    Registered: 08-28-2003


    Hellshot
    PA: CMNDO - Commando
    Server: Test Center

    Reply 9 of 102

    Viewed 6368 times




     
    So anything you would add, change, remove, etc?


    Not fun: Having unarmed 4 and not having any unarmed skills
    Not fun: Having specials in melee range and having low melee defenese despite the unarmed pre-req
    Not fun: Many high end mobs have high heat and acid resists, rendering both of our specialized weapons useless
    Not fun: Having no specialized weapons with armor piercing value despite one shooting rockets (LP) and one with a description that implies armor piercing  value (HAR)
    Not fun: Lack of a need for any tactical deployment or maneuvers given the lack of static objectives in the game world and the removal of battlefields
    Not fun: Lack of any inherent commando specials other than DoT attacks.
     
    Fun: heavy particle beam cannon is generally usefull as an anti-infantry weapon in pve, though limited in pvp.
     
    Things I want:
    -A grenade launcher or a massive increase in the ideal range and accuracy of grenades
    -Mortars, artillery, and general weapons that we see on a normal battlefield
    -Battlefields or points of control instead of random gank squads for the gcw
    -The ability for commandoes to construct battlefield structures such as machine gun nests, pillboxes, foxholes
    -A bonus at master commando for wearing heavy armor (i.e. composite armor)
    -A squad assault weapon (akin to the M60 machine gun)
     
    Related to someone else's comment, I don't think a rocket launchers splash damage is applied if they aren't already aggroed/engaged. Also, I don't know how much this bothers other people, but our 2 best consumable weapons (the RL and HPBC) are designed to be used at long range, but we don't get that type of seperation in dungeons.

    Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

    Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
    Test Center - Ahab Crestingrunner Master Commando and stuff

    First player to wear Mandalorian armor
    06-09-2004 11:26 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Hellshot
    Wing Commander
    Posts: 1036
    Registered: 08-28-2003


    Hellshot
    PA: CMNDO - Commando
    Server: Test Center

    Reply 10 of 102

    Viewed 6379 times




    Raptor2k1 wrote:
    This isn't quite something to add, more of a modification... but I'd always hoped we could get our melee skills in the form of point-blank attacks we can use with our weapons, much like pistol whip (except being something like Riflebutt, Bayonette, overhand weapon slam, etc.)
     
    It'd be a cool way to integrate our unarmed requirement smoothly.



    Oooh, bayonettes. That would be sweet. Maybe they could even change our skill req from unarmed to 2 handed swords to better reflect that. Not that it matters much, just a random thought

    Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

    Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
    Test Center - Ahab Crestingrunner Master Commando and stuff

    First player to wear Mandalorian armor
    06-09-2004 11:28 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Ysoby
    SWG Ensign
    Posts: 235
    Registered: 07-11-2003


    Ysoby

    Reply 11 of 102

    Viewed 6381 times


    Great list of ideas & suggestions.  I just started as a commando the other day and even given the limitations and faults that are listed in this summary I'm really enjoying the profession.
     

    _________________________________________________________

    -Ysoby

    "Who's the more foolish, the fool or the fool who follows him?"
    06-09-2004 11:59 AM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Skeptic666
    Jedi
    Posts: 1461
    Registered: 11-05-2003


    Skeptic666
    PA: Darkk
    Server: Bria

    Reply 12 of 102

    Viewed 6393 times


    Sounds pretty good the only sad thing is look at the Fun Versus the not fun.  What is the ratio on those hehehe.Any way ya. Keep it up man ide like to come back into the game and be usefull other then just mining stuff. 

    Member of Darkk
    EX Combat Upgrade Sandbox Alpha Phase: Commando Team
    06-09-2004 12:33 PM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    TKA-MC
    Wing Commander
    Posts: 791
    Registered: 04-19-2004


    TKA-MC

    Reply 13 of 102

    Viewed 6363 times


    Very Good Garvin. I like it.  Perhaps an addition of Armed toughness because we are a melee ranged specialized class.

    Dysinn Rahl (Gorath)
    MasterCommando/TKM

    "Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
    06-09-2004 01:00 PM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    Eege
    Jedi
    Posts: 537
    Registered: 07-31-2003


    Eege
    PA: Project Mongoose
    Server: Naritus

    Reply 14 of 102

    Viewed 6383 times


    Great job as always Garvin.

    Keep up the good work.

    Eege~ Elder Master Commando ~
    "Master Windu. I worked very hard to gain that title, and I've worked even harder to deserve it. I prefer that you use it." Mace Windu - Shatterpoint
    06-09-2004 01:01 PM  

    Report Abuse to a Moderator
     
    Re: For You Review: Commando Summary
    Options    Options  
    JackFlack007
    SWG Second Lieutenant
    Posts: 402
    Registered: 06-26-2003


    JackFlack007
    PA: DUKES
    Server: Intrepid

    Reply 15 of 102

    Viewed 6363 times


    Great list -- covers everything I can think of.

    -----------------------------------------------------------------------
    Andrexx, Intrepid Server - M. Rifles/M.CH, M.Commando pre-CU, M.Rifles/M.BH post-CU. CANCELLED DUE TO NGE
    Rabinn, Intrepid Server - M.Defender Jedi. CANCELLED DUE TO NGE

    "Been putting up w/SOE lies since Beta 3, but cancelled due to the NGE!"
    06-09-2004 01:28 PM  

    Report Abuse to a Moderator
    Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7  |  Next Page