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SPACE SYPHILIS
Condotta Rouvenor Gallente Federation
70
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Posted - 2014.04.07 13:41:00 -
[1] - Quote
I have tried to use Commando for the event and there is a lot of blaring problems with this role. One when you try and switch a weapon you cannot look down the sights properly. This is a real problem especially if you are using a long range weapon like a RR with poor CQC strafing vs my AR. The enemy using cloaks surprises me from the rear, I turn, switch weapons, and I am useless. My sights are jacked up and I cannot aim enough to put rounds on a jumping scout while my sights are all F**** up.
Second problem is the commando has to large of a hit box. When you are the size of a sentinel with less hit points, it is very hard to dodge attacks and add poor speed and you have a disaster.
Third problem if we are supposed to be a commando then why do we have the same signature as a heavy, give us a little more stealth. Lack of slots makes it useless to use a dampener.
My final report on the commando is as follows. In my opinion it is a failure and you are better off running a sentinel with a Light weapon and side arm than a commando.
Do you feel the same way or do you have any suggestions?
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Kasote Denzara
A Vulture
2235
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Posted - 2014.04.07 13:44:00 -
[2] - Quote
Nope. Commandos are fine as they are.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara, Uprising 1.7
Long live the Commandos!
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Hoover Damn
H.A.R.V.E.S.T.
95
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Posted - 2014.04.07 13:44:00 -
[3] - Quote
Well if you're in CQC (and I mean within 5 m) I wouldn't advise using the ironsights. Maybe it's just my ADS sensitivity level (which I minimized) but it slows me far too much to track anything up close, much less a leaping fairy scout.
"Any job worth doing with a laser is worth doing with many, many lasers." - Unknown
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JP Acuna
Pendejitos Canis Eliminatus Operatives
119
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Posted - 2014.04.07 14:38:00 -
[4] - Quote
Yep, in CQC always fire from the hip.
I like my commando, but it's not for every situation. Try to pick up a good location and don't ask for too much. I think of it as a "light-weapon sentinel". It works best with mid-long range weapons.
I use a GLU-5 as a main and an AR in case the enemy gets too close, but i try to mantain a strategic position rather than moving across the map. |
Vitoka79 from SVK
Edimmu Warfighters Gallente Federation
76
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Posted - 2014.04.07 14:52:00 -
[5] - Quote
I'm fine with my commando but yeah the scan profile,precision and range should be better as the sentinels because its a comm...wait for it...ando.
I don't need a pilot suit.I made my own without skill bonuses :(
Crashing dropships since september 2012...
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Awesome Pantaloons
Lokapalas.
426
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Posted - 2014.04.07 14:53:00 -
[6] - Quote
I run an Amarr commando with laser rifle and assault scrambler rifle. It works very well. I think the key to being a good commando is maximizing your bonuses and finding a nice combination of weapons.
My Amarr, for example, is capable of taking down most enemies both from long range and from medium and close, because both weapon benefit from my skills and are tailored for combat at all ranges.
Now, when it comes to the Caldari Commando, range is always your friend. Your best bet is to stay out of the main concentration of combat and skirt around with your sniper rifle and rail rifle. If heavy combat is more your style, using both a regular rail rifle and an assault variant works well.
The Minmatar Commando is one of my favorites. The explosive bonus makes it a good match for mass drivers, swarms, and plasmas, making it decent for AV as well as anti-infantry. The combat rifle is even meaner on one of these as well. The speed helps as well, allowing you to move quickly through the battlefield, dealing large amounts of damage very quickly.
The Gallente Commando, unlike the others, is better suited for CQC. It excels with the assault rifle and shotgun, allowing it to slaughter anyone in medium to close range. Shotgun scouts rarely survive a 1-on-1 with a good Galmando. If you're a Gallente purist and plan to take the high ground, the plasma cannon makes a good switch from the shotgun.
tl;dr The Commando is good, but as with all roles, you simply need to understand how each works and then practice.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Fire of Prometheus
Alpha Response Command
4196
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Posted - 2014.04.07 14:59:00 -
[7] - Quote
for the mkst part, commandos are fine, they do need some tweaking but other than that they are fine.
As for the bug, it's been here since 1.2 but it has picked up since 1.8
Alpha Response Command (ALREC)
The premier training corp for commandos.
Apply today!
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Fire of Prometheus
Alpha Response Command
4196
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Posted - 2014.04.07 15:00:00 -
[8] - Quote
Awesome Pantaloons wrote:I run an Amarr commando with laser rifle and assault scrambler rifle. It works very well. I think the key to being a good commando is maximizing your bonuses and finding a nice combination of weapons.
My Amarr, for example, is capable of taking down most enemies both from long range and from medium and close, because both weapon benefit from my skills and are tailored for combat at all ranges.
Now, when it comes to the Caldari Commando, range is always your friend. Your best bet is to stay out of the main concentration of combat and skirt around with your sniper rifle and rail rifle. If heavy combat is more your style, using both a regular rail rifle and an assault variant works well.
The Minmatar Commando is one of my favorites. The explosive bonus makes it a good match for mass drivers, swarms, and plasmas, making it decent for AV as well as anti-infantry. The combat rifle is even meaner on one of these as well. The speed helps as well, allowing you to move quickly through the battlefield, dealing large amounts of damage very quickly.
The Gallente Commando, unlike the others, is better suited for CQC. It excels with the assault rifle and shotgun, allowing it to slaughter anyone in medium to close range. Shotgun scouts rarely survive a 1-on-1 with a good Galmando. If you're a Gallente purist and plan to take the high ground, the plasma cannon makes a good switch from the shotgun.
tl;dr The Commando is good, but as with all roles, you simply need to understand how each works and then practice. This ^
Alpha Response Command (ALREC)
The premier training corp for commandos.
Apply today!
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Jadd Hatchen
The Phoenix Federation
433
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Posted - 2014.04.07 15:03:00 -
[9] - Quote
SPACE SYPHILIS wrote:I have tried to use Commando for the event and there is a lot of blaring problems with this role. One when you try and switch a weapon you cannot look down the sights properly. This is a real problem especially if you are using a long range weapon like a RR with poor CQC strafing vs my AR. The enemy using cloaks surprises me from the rear, I turn, switch weapons, and I am useless. My sights are jacked up and I cannot aim enough to put rounds on a jumping scout while my sights are all F**** up.
Second problem is the commando has to large of a hit box. When you are the size of a sentinel with less hit points, it is very hard to dodge attacks and add poor speed and you have a disaster.
Third problem if we are supposed to be a commando then why do we have the same signature as a heavy, give us a little more stealth. Lack of slots makes it useless to use a dampener.
My final report on the commando is as follows. In my opinion it is a failure and you are better off running a sentinel with a Light weapon and side arm than a commando.
Do you feel the same way or do you have any suggestions?
I've been doing Minmatar Commando with Combat Rifle and Plasma Cannon with random equipment (drop uplink, nanohive, or scanner). I've been having a lot of fun with it because you throw on one Kin Cat (and no armor plates) and you run really fast, like as fast as an armored scout fast. Add to that the 5%/level (total of 25% since I maxed out commando suit) and with like three more levels of reload speed from the plasma cannon skill itself (total of 40% faster reload speed) and now you reload that plasma cannon super fast! Not to mention that the combat rifle is reloaded in like 2 seconds. But basically, the idea is CR for infantry and PC for vehicles. Occasionally I'll feel froggy and one-shot some infantry with the PC.
Another fit that works WAY better is Combat Rifle combined with Mass Driver. Then with maxed out minmatar commando skills you get +10% to damage with both the CR and the MD. Throw on another +10% for light weapon damage mod and you blow through most other targets really quickly.
But yeah, I totally agree that the aiming is f u cked up when swapping light weapons for some reason. That and it also seems to happen when you first spawn in too... like skills are not being taken into effect as they should be! I REALLY suspect that CCP has managed to not only bork up the armor and shield skill bonuses not taking effect when you first spawn in, but that this may also apply to a lot of other things like damage bonuses from skills and accuracy bonuses from skills.
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HYENAKILLER X
WILL FIGHT ANYONE
713
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Posted - 2014.04.07 15:19:00 -
[10] - Quote
If you cant fight with a comando you are on a bad team. Trust me. A very bad team. 800 base hp is + weapons proficiency bonus is very good.
Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory.
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NAV HIV
The Generals General Tso's Alliance
1363
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Posted - 2014.04.07 15:42:00 -
[11] - Quote
HYENAKILLER X wrote:If you cant fight with a comando you are on a bad team. Trust me. A very bad team. 800 base hp is + weapons proficiency bonus is very good.
Calmado with Duel RR
Minmando with CR and MD
AMando with Laser and SCR
And they are UP ?! |
Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
103
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Posted - 2014.04.07 15:45:00 -
[12] - Quote
One thing that bothers me about the Calmando is proto gives only 1 low slot is bad. Every suit needs at least 2, as at least 1 needs to be an amor repair.
When I look down my scope, all I see are dead people.
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Mike Ox Bigger
Skill Shots
248
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Posted - 2014.04.07 15:56:00 -
[13] - Quote
SPACE SYPHILIS wrote:I have tried to use Commando for the event and there is a lot of blaring problems with this role. One when you try and switch a weapon you cannot look down the sights properly. This is a real problem especially if you are using a long range weapon like a RR with poor CQC strafing vs my AR. The enemy using cloaks surprises me from the rear, I turn, switch weapons, and I am useless. My sights are jacked up and I cannot aim enough to put rounds on a jumping scout while my sights are all F**** up.
Second problem is the commando has to large of a hit box. When you are the size of a sentinel with less hit points, it is very hard to dodge attacks and add poor speed and you have a disaster.
Third problem if we are supposed to be a commando then why do we have the same signature as a heavy, give us a little more stealth. Lack of slots makes it useless to use a dampener.
My final report on the commando is as follows. In my opinion it is a failure and you are better off running a sentinel with a Light weapon and side arm than a commando.
Do you feel the same way or do you have any suggestions?
I have a feeling you're just doing it wrong :) I've had some good games during this event with the commando. I'm using an advanced Calmando with KRR, it has one complex precision, one complex damage, a reactive plate, and k17 triage hives. To maximize my setup I try to stay out of other rifles range so keep about 70m to100m away from the enemy. My second gun on the suit is either a standard CR for close range or a swarm launcher for vehicles. With all of that I still have room on my suit, I can easily put on proto rep hives if I want, but I like to be cheap. |
Dauth Jenkins
Ultramarine Corp
438
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Posted - 2014.04.07 16:04:00 -
[14] - Quote
Samantha Hunyz wrote:One thing that bothers me about the Calmando is proto gives only 1 low slot is bad. Every suit needs at least 2, as at least 1 needs to be an amor repair.
It's a shield suit. You know, that thing that caldari like using. Your not meant to have lots of armour on it.
-Sincerely
--The Dual Swarm Commando
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Cyrus Grevare
WarRavens League of Infamy
170
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Posted - 2014.04.07 18:31:00 -
[15] - Quote
Personally I'm running a Gal Commando, usually shotgun/AR, rarely PLC/AR since IMHO PLC cannon is currently a horrible piece of weapon or I just suck with it and will likely never get the hang of it no matter how hard I try to make it work
In any case I find my commando very fun to play, but unfortunately it's just nowhere near competitive at high level play, be it the lack of slots or speed, but PC matches are no place for my commando.
I've found that running a proto commando is just an ISK sink for me, they're still slow and rather squishy, they might pack a punch, but are usually in the thick of it and get mowed down by a true heavy. I went down to running basic commando fits for pub matches and find that the power level comparison between Prototype and Basic is not really worth it for the high cost.
My observations and only for the Gal commando, which is mostly up close and personal due to favored weapons, I really feel the speed makes its role lacking.
www.protofits.com - a fitting tool project
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
702
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Posted - 2014.04.07 18:39:00 -
[16] - Quote
That's because the commando is the battle cruiser of suits. Lots of cruiser weapons on a larger frame than regular cruisers (medium suits) Heavys are the battleship. Commando should have a hitbox between the two.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
103
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Posted - 2014.04.08 03:33:00 -
[17] - Quote
Dauth Jenkins wrote:Samantha Hunyz wrote:One thing that bothers me about the Calmando is proto gives only 1 low slot is bad. Every suit needs at least 2, as at least 1 needs to be an amor repair. It's a shield suit. You know, that thing that caldari like using. Your not meant to have lots of armour on it. I don't want armor. I just want to be able to fit an armor repair as well as a shield regulator. As it stands, most suits need a way to repair armor. Otherwise you loss op on HP buffer across sustained fights. Every suit regens shields naturaly, even armor tankers, withpout use of a mod. As a shield user it is necessary to run a module to repair your armor buffer.
When I look down my scope, all I see are dead people.
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Doctor Day
THE SUPERHEROS
38
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Posted - 2014.04.08 03:56:00 -
[18] - Quote
haVing trouble with my minmatar std commando [not skilled into md]
Obvious troll is Obvious
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Azri Sarum
BurgezzE.T.F General Tso's Alliance
304
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Posted - 2014.04.08 04:02:00 -
[19] - Quote
Samantha Hunyz wrote:Dauth Jenkins wrote:Samantha Hunyz wrote:One thing that bothers me about the Calmando is proto gives only 1 low slot is bad. Every suit needs at least 2, as at least 1 needs to be an amor repair. It's a shield suit. You know, that thing that caldari like using. Your not meant to have lots of armour on it. I don't want armor. I just want to be able to fit an armor repair as well as a shield regulator. As it stands, most suits need a way to repair armor. Otherwise you loss op on HP buffer across sustained fights. Every suit regens shields naturaly, even armor tankers, withpout use of a mod. As a shield user it is necessary to run a module to repair your armor buffer.
Just use repping hives. The K17/D Nanohive provides all the armor repping power my Minmando needs.
As for the overall effectiveness of the commandos, i think its missing... something. They are in an 'OK' place, but I would love for CCP to work on differentiating them more from assault / sentinel suits. I think right now the roles are too close together, and just stepping all over each other.
EVE - Victor Maximus
DUST - Azri Sarum
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9322
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Posted - 2014.04.08 04:16:00 -
[20] - Quote
SPACE SYPHILIS wrote:I have tried to use Commando for the event and there is a lot of blaring problems with this role. One when you try and switch a weapon you cannot look down the sights properly. This is a real problem especially if you are using a long range weapon like a RR with poor CQC strafing vs my AR. The enemy using cloaks surprises me from the rear, I turn, switch weapons, and I am useless. My sights are jacked up and I cannot aim enough to put rounds on a jumping scout while my sights are all F**** up.
Second problem is the commando has to large of a hit box. When you are the size of a sentinel with less hit points, it is very hard to dodge attacks and add poor speed and you have a disaster.
Third problem if we are supposed to be a commando then why do we have the same signature as a heavy, give us a little more stealth. Lack of slots makes it useless to use a dampener.
My final report on the commando is as follows. In my opinion it is a failure and you are better off running a sentinel with a Light weapon and side arm than a commando.
Do you feel the same way or do you have any suggestions?
The Commando is probably the best infantry roles for its intended designation which is long range fire support and defensive actions.
DPSing down Sentinels is not hard in a Commando as we essentially negate their role bonuses.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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