User blog comment:Urbancommando77/Boss VS Thel Vadam/@comment-5723635-20130622211856

Well, about the weapons

Melee: The Energy Dagger is longer and has more range, but it is commonly used for assassinations rather actual combat with someone. Plus, the vibroblade has the neat sonic emitter to cut through armor and more deadliy in my opinion. Of course, Boss would have to be VERY close to Arbiter to use it, but I have to give the edge to the Vibroblade for simply being an ACTUAL combat weapon instead on relying on hostage killing and stealth.

Edge: Vibroblade

Close Combat: No contest for me voting for this one. The DC-15S might be a slightly more ranged weapon, the Type-1 Energy Sword can easily deflect any shots as long as it's wielded by someone who knows how to use it (Arbiter himself) DC-15 needs chargeing time after 7 shots, which depletes very easily, while the Energy Sword isn't useless until 100 hits. All Arbiter has to do is wait out Boss's DC-15 until he has to reload, then disarm or kill him.

Edge: Type-1 Energy Sword.

Mid Range: A little harder to judge on this one, but I think it all comes down to how each is used. The Storm Rifle can fire continuessly for 5 seconds, and is extremly deadly, but the DC-17 can have more presition as far as the 60 rounds before it had to be reloaded. I would have to give this a tie until I see how and in what situation the respective weapons would be used. But it more leans for the DC-17 for me.

Edge: Tie

Long Range: With the DC-17's sniper capibilities, it can be used at a longer distance due to much larger magnification, and not overheating after two shots like the Beam Rifle. Also, while the Beam Rifle has a more quiet shot and burning capibilities, the beam given off can give the location of the shooter, which would render them seen and in danger of being killed. The edge for me has to go to the DC-17 again.

Edge: DC-17m Sniper Mode

Special: One I read about the Beam Rod Cannon, it's not contest again that it is better than the DC-17m's Anti-Armor Mode. It had far more range, MUCH more damage and splash damage, and a bigger magizine and ammo typically carried for it. The only way I see the grenades used to work in this battle would be taking down the Phantom, if even possible there.

Edge: Beam Rod Cannon

Explosives: While this would almost be a tie as well, the Thermal Detonator has this edge slightly. The Plasma Grenade has a smaller radius, a longer time to detonate, and while it can stick to anything, with the armor of most of Arbiter's forces, the thermal detonator will have the same qualities for sticking. While the plasma grenade's range can be up to only 12 meters, the kill range of a TD is larger at 20 meters.

Edge: Thermal Detonator.

Team: A big game changer is the teams of Arbiter and Boss. While Clone Commandos went through very hard training, and could be used in very efficent teams, the Elites are constantly fighting enemies like the Clone Commandos. The Clones however arn't held back by most honor codes like the Elites are. Elites are extremly intelligent and battle hardened from fighting for survival. On a known basis, the Elite team also has slightly more advance weapontry than the Commandos. I have to give the edge to the Elites on this one for more battle prowlness and larger and stronger soliders.

Edge: Team Arbiter

Vehicles: The LAAT dosen't have near enough capibilites to match the Phantom. The Phantom's Type 52 cannons can easily destroy the LAAT and is more quick to manuver than it's opponent. The driver is also much more protected than the LAAT's pilot. The Phantom also has charging cannons and weapons while 2/6 weapons on the LAAT have a small ammo capacity.

Edge: Phantom

Overall: While this will be a very close match, I don't believe that Boss will be able to pull together for this one. While further away the Commando's might be able to take some out, with the more advanced weaponry, stronger team, and more durable ship, the Arbiter and his team can beat the Commandos.