03 March, 2009

survival

Jungle Survival Course Summary

4 Day Jungle Survival Course

Unarmed Combat Video

Unarmed Combatives

Unarmed Combatives Force Necessary
"Using that force necessary to survive and win."
My central focus is urban, suburban, rural and battlefield fighting winning, survival and self-defense, based upon military and police defensive tactics and the best of martial arts - bridging this gap."

"I believe in the seamless application of all good tactics in all ranges of combat-standing, kneeling and prone. I don't even consider myself a martial arts instructor. I am more of a friendly drill sergeant, or police academy instructor teaching you real-world survival skills." --Hock
This course covers mentality, strategies and tactics in hand vs. hand, hand vs. knife, hand vs. stick, and hand vs. gun threats. Level 1 (beginner) thru Level 10 (which is a Black Belt-see below requirements), taught in approximately 40 training modules. The first nine levels prepare you for the 10th Level which is a performance of some 200 combat scenarios in all ranges of standing, kneeling and prone reality combat. (click on "Book and Tapes" for descriptions and lists of rank and theme videos)
Hock will often recognize the blood, sweat, tears and martial time in other systems and kick-start people into an appropriate rank for them, providing Hock is familiar with your other systems and has seen you perform in classes and at seminars. (Click on "Regional Instructor button for info about instructors in your area.)

"I still use the term "black belt" in this course because many people really want to
teach. Every potential student knows what a black belt is.
Achieving one is important from a personal achievement goal
and a business goal." --Hock

The Training Mission DVDs and books and some follow-up theme best videos teach and document the UC course. Order these and more on the shopsite.
This Tactical/Modern Unarmed Combat Course includes:

. Tactical street combat--standing and on the ground . Combat tactics similar to Kick Boxing and Thai Boxing . Combat grabs--standing and on the ground . Combat headlocks/chokes--standing and on the ground . Combat bear hugs--standing and on the ground
. "Extreme " Close Quarter Combat in the "Fighter's Clinch" . Combat hand, knife, stick throws, takedowns . Counters and reversals to all tactics taught . Combat ground fighting scenarios (non-submission based) . Combat against multiple attackers . Empty hand vs. knife, pistol and long gun scenarios
. Important military and police follow-up containment and control tactics . Combat against stick and all impact weapon attacks . Ground Zero-ground kick fighting . Joint cranks, joint breaks, counters, reversals and flows . Invading Hands (or Trapping Hands)- standing, kneeling and on the ground

You will learn: . vital, life-saving conversions of classical and traditional martial art techniques over to reality fighting
. dirty tricks and strategies that clean-cut, rule-following police and martial artists won't usually know
. hundreds of skill, power and fighting savvy developing drills that police/soldiers won't usually know
. hundreds of street survival strategies & techniques, that martial artists/soldiers won't usually know
. non-classical, non-traditional, no katas, no sports, no kids, no contracts, no uniforms
. rank certification and instructorships are available, or just simply train!
. learn the tactics/plans of criminals and enemy soldiers, how they will ambush you and fight you.


The Unarmed Combatives Course Modules
These consist of strikes, kicks, cranks, invading entries, takedowns, throws in standing, kneeling and ground combat scenarios, with and against empty hands, or modern weapons like sticks, knives and guns. All supported by skill developing drills. This is perhaps like a college course of fighting. The first three levels are designed to be the basic self defense crash course.

The UC Strike Modules (Used standing, seated, kneeling and on the ground)
Level 1 The Finger Strike Module
Level 2 The Palm Strike Module
Level 3 The Forearm Strike Module
Level 4 The Hammer Fist Module
Level 5 The Punch/Counter-Punch Strike Module
Level 6 The Elbow Strike Module
Level 7 The Body Ram Module
Level 8 The Head Butt (limited-use of) and Crown Crusher Module
Level 9 The Unarmed versus the Knife and Stick Modules
Level 10 The Combat Scenario Performance Module
The UC Kick Modules (Used standing, seated, kneeling and on the ground)
Level 1 The Frontal Snap Kick Module
Level 2 The Stomp Kick Module
Level 3 The Knee Strike/Kick Module
Level 4 The Rear Leg Round Kick Module
Level 5 The Front Leg Hook Kick Module
Level 6 The Mule Kick/Back Kick Module
Level 7 The Side Kick Module
Level 8 The Thrust Kick Module
Level 9 Review Prior Kicks in combinations
Level 10 The Combat Scenario Performance Module
The UC Takedown and Throw Modules
Level 1 The Finger Attack Takedowns Module
Level 2 The Circular Takedowns Module
Level 3 The Rear Takedowns Module
Level 4 The Bent Arm Takedowns Module
Level 5 The Front Takedowns Module
Level 6 The Neck Attack Takedowns Module
Level 7 The Push/Pull Takedowns Module
Level 8 The Tackle Takedowns Module
Level 9 The Unarmed vs. the Knife and Stick Modules
Level 10 The Combat Scenario Performance Module
The above groups cover the Unarmed Combative progression. In order to maximize your survival in knife, impact weapons and CQC firearms, one must train in unarmed combatives as a foundation. If you would like to learn more about the Unarmed Combatives courses, our would like to order books, videos and manuals for the course click on any title to the left.

24 February, 2009

Grenade

Time -Delay Grenade:

The most common type of grenade on the battlefield is the time-delay fragmentation anti-personnel hand grenade. The primary function of this grenade is to kill or maim nearby enemy troops. To ensure maximum damage, the grenade is designed to launch dozens of small metal fragments in every direction when it explodes.
These sorts of grenades, which played a major role in World War I, World War II, Vietnam and many other 20th century conflicts, are designed to be durable, easy to use and easy to manufacture. The conventional design uses a simple chemical delay mechanism. The diagram below shows a typical configuration of this system, dating back to the first World War.

How to throw Grenade ??




The outer shell of the grenade, made of serrated cast iron, holds a chemical fuze mechanism, which is surrounded by a reservoir of explosive material. The grenade has a filling hole for pouring in the explosive material.
The proper way to throw a hand grenade:
Depress the striker lever, pull the pin, hurl the grenade.
The firing mechanism is triggered by a spring-loaded striker inside the grenade. Normally, the striker is held in place by the striker lever on top of the grenade, which is held in place by the safety pin.
The soldier grips the grenade so the striker lever is pushed up against the body, pulls out the pin and then tosses the grenade.

Here's what happens inside once the grenade is released:

With the pin removed, there is nothing holding the lever in position, which means there is nothing holding the spring-loaded striker up.
The spring throws the striker down against the percussion cap.
The impact ignites the cap, creating a small spark.

The spark ignites a slow-burning material in the fuze. In about four seconds, the delay material burns all the way through.
The end of the delay element is connected to the detonator, a capsule filled with more combustible material.
The burning material at the end of the delay ignites the material in the detonator, setting off an explosion inside the grenade.

The explosion ignites the explosive material around the sides of the grenade, creating a much larger explosion that blows the grenade apart.
Pieces of metal from the outer casing fly outward at great speed, imbedding in anybody and anything within range.
This sort of grenade may contain additional serrated wire or metal pellets for increased fragmentation damage.

23 February, 2009

Top 10 Combat rifles

Special Task

The commando training course consists of several more specialist school including urban and maritime operations, climbing, special forces weapons, and jump school as well as others.

Some tasks a commando may be required to perform include but are not limited to:-

Accurately employ a range of advanced weapon systems (including night aiming devices); -
Fight at close quarters with weapons; -
Participate in a Commando fighting patrol in both urban and rural operations; -
Destroy targets using explosives; -
Parachute onto land or into water; -
Participate in Tactical Air Land Operations from both fixed wing and rotary wing aircraft; - Embark and disembark from Commando amphibious insertion craft in surf (beach and rocky landings) and from parent craft; -
Ascend and descend vertical obstacles using military roping and caving ladder climbing techniques; -
Operate intra-platoon communications equipment; -
Conduct manual entry to urban structures; -
Comply with the Laws of Armed Conflict (LOAC), Rules of Engagement (ROE) and adhere to Orders for Opening Fire (OFOF); -
Conduct airborne rappelling and fast roping (including suspended extraction); and - Operate Commando amphibious boats as coxswain / bowman as part of a flotilla.


The Best fighter helicopter Of COMMANDO

22 February, 2009

MP-5 Gun

pictures of HK MP5
The Heckler und Koch submachine gun, MP-5, is one of the most famous and wide-spread firearms of its class, developed since the Second World War. Its development began circa 1964 under the company designation HK MP-54, or simply HK 54. In the 1966, German police and Border Guard adopted the HK 54 as the MP-5, and it was originally available in two forms - MP-5 (HK MP5 ) with fixed buttstock and MP-5A1 with retractable buttstock. Some years later HK slightly upgraded the design of MP-5, replacing the sights (from flip-up open notch rear and blade front to drum-type diopter rear and hooded post front) and the muzzle (replacing the two-slot muzzle compensator to the tree-lugs QD silencer mount without compensator). Other improvements made over the time concerned the magazines (early type magazines were of straight box type, latter - of curved box type for improved reliability). The trigger units also were upgraded - from original stamped steel with plastic grip to the all-plastic units, integral with grip, and with various fire modes and marking. Over the years MP-5 were adopted by the huge numbers of police, security and military forces around the world, including the German police and border guard, British police and elite Army SAS units, American police, FBI, Navy and Marine Corps, and many, many others. MP-5 is still manufactured in Germany by the HK itself, and also licensed to Greece, Iran, Pakistan and Mexico.

Video About HK MP5 gun given below:

Commando

COMMANDO:

C = Clever ( चलाख)
O = Obedient ( अनुशासन ,अ।ज्ञा पालक)
M = Mettle (तेज,सहास)
M = Maintally strong ( बलिष्ट मानसिकता)
A = Alert ( साबधान)
N = Nominate member of Force ( युनिटकै चुनिएकाे सदस्य)
D = Defend (प्रतिरक्षा)
O = omniscient ( सर्बज्ञानी)


GUN FMK-3 (Argentina)

Picture of gun fmk-3
Caliber: 9x19mm Luger/Para Weight: 3.40 kg emptyLenght (stock closed/open): 523 / 693 mmBarrel lenght: 290 mmRate of fire: 650 rounds per minuteMagazine capacity: 25, 32 and 40 roundsEffective range: 100 meters
The FMK-3 submachine gun was developed by Fabricaciones Militares company of Argentina circa 1974 and is being manufactured by Small Arms factory of Domingo Matheu. It is used by Army and Police of Argentina, and also, in semi-automatic version is sold to civilians under the name of FMK-5.
FMK-3 is a blowback-operated, selective fire submachine gun. It uses telescoped bolt, that sleeves around the rear part of the barrel when closed. Double stak magazine is inserted into the pistol grip. Receiver and pistol grip is made from steel stampings, safety/fire selector switch is located at the left side of the weapon above the pistol grip. There also is an automated grip safety at the rear of the pistol grip. The sights are of flip-up type with "L"-shaped rear sight blade, marked for range of 50 and 100 meters. The retractable buttstock is made from steel wire.
It is said that ( gun fmk-3)FMK-3 is quite comfortable to use and accurate in full-auto, putting all hits into 125 mm (5 inches) groups when firing offhand at 50 meters (short bursts, obviously).

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Mini UZI Gun

Mini UZI Gun

Caliber : 9x19mm Luger/Para
Weight, kg: 2,7
Length, mm : 360 / 600
Barrel length, mm: 197
Rate of fire, rounds/min :950
Magazine capacity: 20, 25, 32
Effective range, meters: 100 m.
picture of Automatic Guns

The UZI submachine gun was developed in Israel by designer Uziel Gal in around 1949, and manufactured by IMI (now IWI Ltd) since about 1951. UZI had been adopted by police and military of more than 90 countries, including Israel (now only in reserve), Germany, Belgium. It was also produced under license in Belgium by FN Herstal, and without license - in Croatia. More compact versions, Mini and Micro UZI, which were developed in 1982 and 1983, respectively, are adopted by many police, special operations and security units around the world, including Israeli Isayeret, US Secret Service etc.An interesting question is the ancestry of the design of Uzi submachine gun. Most sources state that it was inspired by the Czechoslovak SA 23 submachine gun, which also had magazine in pistol grip and wrap-around bolt. This submachine gun was adopted in 1948, with production commencing in 1949. There are some doubts that it could reach the shores of Israel the same year it was born. On the other hand, British army tested several prototype weapons of the same basic layout as early as 1944 (see MCEM-2), and it is possible that Uziel Gal had learned about this layout from UK. It is also possible that he "invented" this layout on his own - after all, the very same basic layout has been used in semi-automatic pistols for a good 50 years.
The UZI submachine gun is blowback operated weapon which fires from open bolt. Mini- and Micro-Uzi submachine guns are produced either in open-bolt or closed-bolt versions; in the latter variation, weapon is equipped with separate striker and additional spring. The receiver is made from stamped steel, with trigger unit and pistol grip pinned to its bottom at the center. The bolt is of "wrap-around" type, with most of its weight located in front of the breech face. The Micro-Uzi has an additional weight, made from tungsten, attached to the bolt, to slightly slow down the overly excessive rate of fire. The cocking handle is located at the top of the receiver cover, and does not move when gun is fired; the cocking handle slot is covered by sliding dust cover. Bolt handle is cut at the middle to provide a sighting channel. Gun is fitted with manual safety / fire selector, located on the left side of the grip, plus automatic grip safety at the rear. Full-size Uzi submachine guns were fitted either with a detachable wooden shoulder stock, or with underfolding metallic shoulder stock of indigenous design. More compact Mini-Uzi and Micro-Uzi are fitted with side-folding metallic buttstocks made from steel.
picture of Automatic Guns
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Long range machine Gun

Automatick rifle

The Automatic riflePortable assault rifle that fires cartridges; in automatic weapons such as submachine guns and light machine guns, the cartridges are fed by a magazine or a belt.

Name of parts

picture of Automatic Guns
flash hider
Muzzle attachment designed to cool the gases and reduce muzzle flash.
handguard
Piece that protects the shooter’s hand from the heat of the barrel.
magazine
Part containing the cartridges, which are automatically fed into the gun barrel.
safety Catch
that blocks the trigger to prevent the weapon from firing by accident.
trigger
Device that is pressed to fire the weapon.
butt
Back part of the weapon that is held against the shoulder.
pistol grip
Part for holding and aiming the weapon; its shape is similar to that of a pistol butt.
charging handle
Device used to cock the weapon.
bolt assist mechanism Mechanism
for choosing between automatic fire (center position) or single shot (down position).
rear sight
Articulated graduated aiming device attached to the back of the barrel; the rear sight is lined up with the front sight when aiming.
barrel
Tubular part that guides the trajectory of the projectile.
front sight housing
Device that protects the front sight from impact.
barrel jacket
Perforated or water-filled metal tube around the barrel; during firing, the tube fills with water to cool down the barrel.
ejection port
Hole from which the empty shell casings are ejected.
receiver
Metal casing around the weapon’s firing mechanism.

picture of Automatic Guns

21 February, 2009

Raid Operation




RAID:

R = RAPID
A = ACTION
I = IMMEDIATELY
D = DESTROY TO ENEMY


20 February, 2009

AK- 47 Assault Rifle

AK- 47 Assault Rifle


The AK-47 stands for Avtomat Kalashnikova, model of 1947; it was designed by M. T. Kalashnikov in the 2nd half of the 1940’s and was adopted by the Soviet army in 1947 as AK, it was manufactured in huge numbers for both internal use and export.
In addition to the Soviet Union, the People’s Republic of China, East Germany, Poland, Bulgaria, North Korea, Hungary, Yugoslavia and Egypt have manufactured the AK-47.
The AK came in two versions; one with a fixed wooden stock, and another with a folding metal stock issued primarily to armor troops.



The goal of this course is to train the students in the safe, practical use of the AK-47 to allow them to operate the weapon as part of their operational equipment.
At the conclusion of that lesson, the participants will be able to:
Introduce the AK-47, its origins, specifications, and necessary technical information
Explain operation of the weapon, list at least four (4) accessories, and identify the difference between service and training ammunition
Describe and demonstrate how to disassemble and reassemble AK-4, and explain the importance of maintenance and cleaning :

1,Identify the three (3) malfunctions for the AK-47
2,Demonstrate the three (3) shooting positions with AK-47
3,Apply the Principals of Marksmanship (Steady Hold, Sight Alignment, Trigger Control and Follow Through)
4,Demonstrate how to control vehicles and how to search persons with AK-47; explain the difference between soft and hard search
5,Demonstrate how to operate the AK-47; demonstrate the shooting with AK-47 at the shooting range .

The AK47 is cheap, light to carry, and easy to clean and repair in the field. It is mostly reliable though the ejector pin tends to break. Derivative designs replaced the AK-47 during the 1980s.


The weapon was developed for motorized infantry, adopted for service with the Soviet Army in 1949 and designated the AK-47. It was not provided with a bayonet.





Characteristics Caliber, mm 7.62
Cartridge 7.62x39
Sighting radius, mm 378
Length, overal, mm 870
Barrel Length, mm 415
Magazine capacity, rds 30
Sighting range, m 800
Weight w/empty magazine, g 4300
Weight w/loaded magazine, g 4876
Rate of fire, rds/min 600
Muzzle velocity, m/s 700
Killing range, m 1500
Rifling Grooves 4
Rifled Bore, mm 378

Assault rifles

Introduction of rifles:

Assault rifles are primary offensive weapons of modern troops. Today's AR (Assault Rifles) usually have calibers ranging from 5.45mm to 7.62mm, magazine capacity of 20-30 or more rounds, selective full auto and single shot modes of fire, plus, in some models, 2 or 3 round burst mode. Effective range of fire is some 600 meters or so; effective rate of fire - up to 400-500 rounds per minute in full auto mode. Many assault rifles shown here are, in fact, parts of whole families of assault firearms (from short carbines to light machineguns - Steyr AUG is a good example). Almost all AR's may be equipped with bayonet, optical or Night Vision scope/sight and, some of them, with underbarrel grenade launcher or rifle grenade launcher (rifle grenades usually are put on the barrel and fired with a blank cartridge). Todays trends in AR design are wide usage of hardened plastics and lightweight alloys and built-in holographic (collimator) or optical scopes with magnitfication of 1X to 4-6X (usually 1X or 1.5-3X).

Most of the worlds' recent assault rifles are designed in bull-pup configuration. This means that buttplate is attached directly to the receiver and handle with the trigger placed ahead of the magazine veil. The only major countries that still stick to conventional AR design are Germany (their latest G36 looks a little bit more 'conservative', comparing to Austrian AUG or latest Israeli Tavor), and Russia, where latest ARs are developed in both 'classic' (AN-94, AK-10x) and 'bull-pup' (Groza OC-14) styles.

The history of the concept of the assault rifle started in the early 1910's, when the famous Russian armorer, col. Fedorov designed a small-bore selective-fire rifle with detachable box magazine. Initially, Fedorow designed a brand new small-caliber 6.5mm cartridge for his rifle, but, due to WW1, switched to the Japanese 6.5mm Arisaka load, which was less powerful than the Russian 7.62x54R and available in quantity. This rifle was aquired by the Russian army in small numbers in 1916 and served (in very limited quantities though) with the Russian and Soviet (Red) Army up to 1925. While the design of the selective-fire rifle was not unique for that time, the concept of the "lightened" cartridge, more suitable for full-auto fire, was new. Also, col.Fedorov invented the idea of infantry weapons families (assault rifle, light machinegun, medium machinegun, vehicle and/or aircraft mounted MGs) based on the same actions and receivers.

The next step in this history was made by Germany - in the 1930's, theybegan research to develop a medium-power cartridge, which would be much lighter than 7.92mm German and easier to fire accurately in full-auto mode. This development led to the 7.92x33mm cartridge (Pistolenpatrone 7.92mm). The Germans developed some weapons designs for this load, including the MP43 and Stg.44, but this was too late for Germany... Further development of such designs was made by German engineers in Spain, and later in West Germany, and led to the HK G3/G41 family of battle&assault rifles.

The United States also put in some effort to this idea, and before WW2 developed a special less-than-medium powered cartridge .30Carbine and a rifle for this cartridge - a so-called "baby-Garand" in semi-auto M1 and selective-fire M2.

But the largest stride forward was made by the USSR, when, in 1943, the Soviet Army adopted a new cartridge - the 7.62x39mm medium-power load. In 1945 , the Soviet Army adopted the semi-auto SKS rifle in this chambering, and, in 1947 - the AK (known for the West as AK-47). The AK was Worlds' first sucessful assault rifle, and one of the most widely used. The Last major step on this road was made by US again - in the late 1950's, the US Army adopted a new (for the US) concept of military selective-fire rifle using a small-caliber cartridge. The first of such weapons adopted was the Armalite AR15/Colt M16, designed by Eugene Stoner. This adoption lately set the new world trend for small-caliber (5.45-5.56mm / .22in.) high-velocity cartridges.

19 February, 2009

Meaning Of Commando

COMMANDO:

C = Clever ( चलाख)
O = Obedient ( अनुशासन ,अ।ज्ञा पालक)
M = Mettle (तेज,सहास)
M = Maintally strong ( बलिष्ट मानसिकता)
A = Alert ( साबधान)
N = Nominate member of Force ( युनिटकै चुनिएकाे सदस्य)
D = Defend (प्रतिरक्षा)
O = omniscient ( सर्बज्ञानी)





Survivor: Rambo Vs. Commando - Click here for the funniest movie of the week

Commando :
A commando is a member of a specially trained, highly mobile military unit.Commando units have often carried out operations behind enemy lines.the first commando units were the British Combined Operations Command .A member of a military unit trained as shock troops for hit-and-run raids.an amphibious military unit trained for raids into enemy territory.any military unit organized for operations similar to those of the commandos of World . A member of a military assault unit or team trained to operate quickly and aggressively in especially urgent, threatening situations, as against terrorists holding hostages.




COMMANDO:

C = Clever ( चलाख)
O = Obedient ( अनुशासन ,अ।ज्ञा पालक)
M = Mettle (तेज,सहास)
M = Maintally strong ( बलिष्ट मानसिकता)
A = Alert ( साबधान)
N = Nominate member of Force ( युनिटकै चुनिएकाे सदस्य)
D = Defend (प्रतिरक्षा)
O = omniscient ( सर्बज्ञानी)


Real Life Of Commando:

How to Use M-16 rifle

एम - १६ राइफल चलाउने तरीका हेर्नुस..



Rifle Handling method:

Army course

Ambush (एम्बुस)

Commando raid martial arts

Bugs, Complications, and General Issues:

Line of sight:
This is still a huge issue for the commando profession. Due to the fact that all AOE type HW's are ground targeting and aim for the feet, the slightest bump or object causes us to lose our line of sight resulting in the weapon not firing. If the weapons could aim for a torso like all other weapons it would greatly reduce our LoS issues.

DoT Issues:
DoTs not holding players in a combat state: This is a major problem for a commando in PvP due to the fact that once combat breaks the out of combat health regen kicks in and then defeats the DoT damage. The commando profession is a profession that has no snare break and no decloak. That means there's no way to chase after people who've taken off running or a way to pop a spy out of stealth to finish them off. In the past we've relied on the fact that once we apply our DoTs to a target combat will hold and the DoTs will keep ticking to hopefully incap the person.Looking at the old style of DoTs they all held combat once the DoT was applied meaning you stayed in the combat state until the DoT stopped ticking. This proved to be a crucial part in how a commando would deal with certain professions in PvP. Anyone who has a snarebreak/movement speed buff and the ability to snare is now capable of snaring a commando, and then running beyond 64 meters and breaking combat even while having a 10 stack on them ticking away. Under any other circumstance the player would incap from the DoTs upon trying to run away, and then the commando would be able to run over and DB. Having the ability to have DoTs hold combat was also a key factor in our ability to combat spies. Prior to the change in the DoT system a tactic often employed by commandos as a way to combat spies was to apply your DoTs either as soon as the spy came out of stealth or by free firing your weapon at the ground. Land as many DoTs as possible on the spy, and then after they cloak continue trying to free fire and dropping plasma mine while the DoTs kept ticking on them while they were in stealth. As is currently, you can build your stack up, but unless your able to hit the spy after they've cloaked (which is often easier said than done when its a ranged spy) the DoTs will stop doing damage due to the out of combat regen.Once the stack is established it needs to hold players in combat for the duration of the DoT effect.

DoT effects stop doing damage: There have been several reports of the new stackable style of DoTs breaking and even though the stack is refreshed it simply does not produce any damage. One method that causes this has to do with a conflict between the old style of DoTs and the new stackable style of DoTs. What happens is if an older style of DoT is applied first (say a medics bleed DoT from the gas cloud), and then a new stackable type of DoT is applied after, once the older style DoT wears off the target damage from the stackable DoT stops ticking.The problem posed by this bug is that unless the players using professions that still have the older style DoTs constantly keep them applied the commandos stack will break and they'll have to start it over. There have also been reports of this bug happening when no one has used any of the older style DoTs, but there are no steps on how to reproduce that issue as of yet.




Kinetic and Energy elemental types:



With the release of GU4 and GU5 commandos have access to the kinetic and energy elemental types. The release of these elemental types was so that a group thats heavy with commandos would still be able to put out full DPS with out multiple commandos having to share a stack. These elemental types are needed. But the problem is they produce no elemental proc effect. So litereally speaking unless your in a group that has more than 4 commandos there is NO reason to use them because your infact gimping yourself by using them unless there's 4 other commandos present. With any other elemental type you get some sort of bonus for using it... Fire produces the DoT effect, Acid causes the target to take more crits, Cold causes the target to take more damage, and Electric causes the target to have a higher chance of glancing. But kinetic and energy do nothing and have no incentive to be used.

Grenades cannot be used while wielding heavy weapons:
This was something that the commando community has wanted for years. As is currently we have to switch to a non HW to be able to throw our nades, and its simply not needed. When its mass pvp and there's the combination of serverside/clientside lag switching weapons can be very difficult if not impossible depending on how bad the lag is. Prior to GU4 we were told that it wasnt possible for grenades to work with HW's, and then late in the development of GU4 we were told that it was possible but wasnt going to be done due to balancing reasons. Grenades dont draw influence from any of the weapon mods so the weapons shouldnt cause any added DPS to the grenades. Having to constantly switch weapons just to be able to use grenades also causes a commando to have a lot of issues with toolbar space since you then have to have between 2-3 weapons on your toolbar (HW's and your rifle/carbine). Overall with no clear cut seperation between a HW user and a grenadier, forcing a commando to switch weapons to throw nades simply isnt needed.

Remote Detonator:
The remote detonator is still completely buggy and almost not worth the points due to how bugged it is to use. The change in GU4 to make it cost no action was a decent change due to the fact that when the ability failed to work prior to GU4 it would cost you action and do nothing, but even with it costing no action its still a buggy nightmare to try to use. Targeting something thats out of range causes it to bug. Using an AOE type HW can cause it to bug. Having a plasma mine down can cause it to bug. Having grenades out that are still unexploded can cause it to bug. There are several triggers that cause this ability to simply either not work, or to instantly go to cooldown with out working. For 11 points of the commandos expertise its a huge investment to put into something thats not going to work half the time when you try to use it.
Cryoban Grenade: For some reason this does Acid damage as opposed to cold damage. Its not really much of a bug, but the cryoban grenade by description implies cold damage, yet it doesnt actually do cold damage.

Kinetic DoT message:
When reading the combat log after a kinetic DoT effect wears off it says that "the electrical effect on you has subsided" when it should read the crushing effect.
Double Time: Not really sure what happened to this between the time it was on TC to the time it hit live, but for costing 10 kills off the meter and not having a snare break attached to it, it produces almost no movement speed increase. When this ability first hit TC it actually produced a pretty decent increase to the commandos movement speed, as is now its not worth using really unless your trying to get out of position secure faster. Killing Spree: With the way killing spree functions it will attack targets at random that are near your intended target. If there's only one target all procs will hit the same target meaning you'll have 3 procs hit the same target. The problem is when LoS is a factor it will try to attack targets that are not within your line of sight resulting in lost DPS.

Stat mods not showing up in the character sheet:
There are several commando stats that do not show up in the character sheet. Devistation from SEA's doesnt show up. HW action decrease from expertise doesnt show up. So a review of all commando modifiers from expertise and SEA's is needed to ensure that all mods show up correctly in the stat mod sheet.
Devistation Modifier Bit: Currently the only combo for devistation comes from junk loot from both EK and TK... Needless to say the junk loot is so rare that for most players they'll never be able to accumulate enough to make the 3-4 required bits to set up a suit with out buying the parts which can cost several million for each part. This overall means that even if you have a 5 piece juggernaut set you wont be able to get full use out of it due to the fact you cant cap out your devistation chance.

Which Weapons can a commando use ?

What Heavy Weapons can a commando use, and what are the perks of using them?

Commandos can use every Heavy Weapon currently in the game. All but those noted are commando-only weapons. The list is divided for Directional Fire, Ground Fire weapons,

Commando Rifles:
Directional Fire (Cone AoE)
CL72 - Flame thrower (General Certification)
CL75 - C-M Fragstorm Shotgun (General Certification; Restuss Loot)
CL80 - Plasma Flamethrower
CL88 - Heavy Republic Flamethrower V1-5 [Cube Loot]
CL88 - Malevolent Flamethrower [Loot]
CL88 - Oppressor Flamethower [Loot]

Ground Fire (Radial AoE)
CL1 - Nickel Plated Targeting Pistol (General Certification; Publish Gift only)
CL48 - Launcher Pistol (General Certification)
CL56 - Heavy Acid Rifle
CL56 - Rocket Launcher
CL72 - The Void Rocket Launcher [Loot]
CL75 - M-XX Heavy Rifle [General Certification; Restuss Loot]
CL80 - Blackscale Acid Launcher [Loot]
CL88 - Lava Cannon V1-5 [Cube Loot]
CL88 - Devastator Lava Cannon [Loot]
CL88 - Devastator Acid Launcher [Loot]
CL88 - AK-Prime Rocket Launcher [Loot]



Commando Rifles (Non-AoE, function as rifles)
CL64 - Heavy Particle Beam Cannon
CL64 - Corellian Destroyer Lightning Beam Cannon [Loot]
CL72 - Acid Stream Launcher
CL80 - Lightning Beam Cannon
CL80 - Proton Rifle [Loot]

The Perks of Heavy Weapons are commando-specific:
Heavy Weapons do not have action costs
Commandos can get devastation attacks in addition to our critical shots, which bumps up damage and DOTs by 50%
Commandos gain a HEAT, POISON, and ACID DOT from HWs
Misc Notes about Heavy Weapons:
Heavy Weapon Damage is similar to every other weapon except for the DOTs they produce and their higher overall Elemental values
Damage abilities are not useable by Heavy Weapons, exceptions are Heals, Mines and Certain Expertise abilities .

Commandos can swap weapons to stack their DOTs to output the maximum damage
A maximum of 3 DOTs can be placed on a PvP target
Never underestimate the power of DOTs, but do not rely on them only
What is the radius of ground-fire Heavy Weapons?The radius is 6 meters.

What's the best Heavy Weapons to use?
(Taken from Starnick's original FAQ) For a CL90 commando, it is generally accepted to either use the Lava Cannon (or variants) or AK-Prime Rocket Launcher. The Lava Cannon is energy-damage and the Rocket launcher is kinetic, so its up to you. Both produce fire DoTs. Also, an acid launcher such as the Devastator Acid Launcher is a good weapon to use for its acid DoT and since its similar to the Lava Cannon and AK-Prime Rocket Launcher in damage stats. To attain a third DoT, most commandos use the looted rocket launcher "The void" or the Restuss Heavy Rifle.

What is a Commando in SWG?

What is a Commando in SWG?A Commando can be the most feared player in battle. With a combination of heavy offense and defense, mixed with Area of Effect (AOE) and Damage over Time (DOT) attacks, you can send your enemies running for their lives .

Israely Commando :