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Thread Statistics | Show CCP posts - 3 post(s) |
shaman oga
Nexus Balusa Horizon
2147
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Posted - 2014.05.18 18:32:00 -
[31] - Quote
Imo, all Commando should have more agility, it's not cool to share the same paths with heavies, we should be able to jump over little railings, especially if we are not tanked.
PSN: ogamega
I'm here to bla bla bla...
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1434
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Posted - 2014.05.18 19:22:00 -
[32] - Quote
Appia Vibbia wrote: Looking at the 4 racial variants Minmatar is number 1 because combat rifle and movement speed Gallente is number 2 because of its ability to armor tank and the prevalence of Chromo/early Uprising players having proto ARs Caldari is number 3 because it is incredibly PG deficient. Caldari is the second highest PG weapons with High Slot focus when high slot modules have a higher PG requirement at well Amarr is last because of the use of Scrambler Rifle and Laser Rifles. They are too niche for the types of players that went Commando.
I have never seen anyone using the Gal Commando with an AR. But that is an issue with the weapon not the Commando. No, people use the Gal Commando because of the HP potential.
The Cal Commando would definitely benefit from a boost to its shield recharge delay but be careful not to make it faster than then Cal Heavy as this would definitely make it OP.
Fun > Realism
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
447
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Posted - 2014.05.18 19:26:00 -
[33] - Quote
Personally, I'm in love with the Gallente Commando. AR + Shotgun is a monster in direct engagements, even against multiple enemies, and allows me to adjust to different distances on the fly while closing in. You don't need to be the fastest dude when you engage in the right environment. And equipping swarmer + PLC makes for an awesome one-two punch against vehicles. The PLC is almost good with the reload speed increase, because it directly affects the re-fire rate. I can even use prox mines to trap vehicles with my single suit. It's the first time since 1.7 that I've been able to engage tanks on even grounds.
I wish the Assault bonus was even half as useful. Why can't it get a more melee-focused bonus? Lowering dispersion is actually a disadvantage for a Gallente.
However, the swarmer + PLC combo applies equally to the Minmatar Commando, due to the explosive damage bonus. It would help if that was instead a Caldari-based bonus, due to swarmers being Caldari.
Edit: I'm running everything, aside from the AR, at standard. My AR is adv. I murder everyone in a fair fight, as long as I'm not outranged. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3334
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Posted - 2014.05.18 21:28:00 -
[34] - Quote
Magnus Amadeuss wrote:CCP Rattati wrote:In short, Minmatar Commandos are by far the most commonly used currently.
Please discuss why, and come up with tweaking suggestions to make them more aligned with his brethren (that includes buffing the other three) The amarr commando has many many issues. 1) it is nearly as slow as the minmatar sentinel. This makes positioning for the amarr weaponry really difficult. 2) It has a choice of two weapons that it has bonuses too, these weapons overheat insanely quickly on the amarr commando. Due to overheat mechanics, and wanting to actually use the suit bonuses, the best option I have found is just to fit two scrambler rifles and really pay attention to overheating. Also, never ever use a charge shot with this suit. 3) There is no versatility here. The two amarrian light weapons fill a similar niche, and the commando has no decent AV capabilities due to having no bonused AV. 4) Fitting. The scrambler is far and away the hardest weapon to fit, yet it is the only real option for use on the amarr commando. This means that the amarr commando is going to have less fitting options while being less effective with amarr weapons than the assault, slower than the assault, easier to hit than the assault, and less versatile. Honestly the way commandos would see to work is to allow you to fill two assault roles in one, but you sacrifice mobility and versatility to do so. This is not supported by the limited weapon selection and the high fitting requirements of amarrian light weaponry.
This reminds me, one thing that should be pointed out is that since the Amarr assault has the best bonus in it's class, I'm guessing it's still used quite a bit and may decrease adoption of the commando by people who like laser weapons.
The Amarr assault bonus is unquestionably more powerful with the LR, the math is pretty straightforward and it's not even close. I'm not as sure about the ScR but I'm betting it's not as big a difference but still the same situation. Reducing overheat is much more important than a simple damage buff!
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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Theresa Rohk
The Cuddlefish Templis CALSF
49
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Posted - 2014.05.18 21:28:00 -
[35] - Quote
Oh Good, CCP has outsourced their design department to the forums. Surely this will go well.
Jesus, do you guys have so few ideas that you're hitting up the community for them now? |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3334
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Posted - 2014.05.18 21:30:00 -
[36] - Quote
Theresa Rohk wrote:Oh Good, CCP has outsourced their design department to the forums. Surely this will go well.
Jesus, do you guys have so few ideas that you're hitting up the community for them now?
Considering CCP's track record, it's probably the better choice, tbh.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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ACT1ON BASTARD
Amarr Templars Amarr Empire
7
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Posted - 2014.05.18 21:36:00 -
[37] - Quote
CCP Rattati wrote:In short, Minmatar Commandos are by far the most commonly used currently.
Please discuss why, and come up with tweaking suggestions to make them more aligned with his brethren (that includes buffing the other three)
Dont touch my commando nobody was complaining about it.I chose it because it has good stamina and it has a bonus to the mass driver my best weapon.Just buff the other commandos im sick of nerfs.And can you guys look into the amaar logi bonus? when i switch to a different suit the droplinks i dropped as an amaar logi Lose their bonus. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3334
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Posted - 2014.05.18 21:44:00 -
[38] - Quote
ACT1ON BASTARD wrote:CCP Rattati wrote:In short, Minmatar Commandos are by far the most commonly used currently.
Please discuss why, and come up with tweaking suggestions to make them more aligned with his brethren (that includes buffing the other three) Dont touch my commando nobody was complaining about it.I chose it because it has good stamina and it has a bonus to the mass driver my best weapon.Just buff the other commandos im sick of nerfs.And can you guys look into the amaar logi bonus? when i switch to a different suit the droplinks i dropped as an amaar logi Lose their bonus.
This thread is only for commando issues, please keep on topic.
Also, as I said in the other thread you mentioned this in, that's how the bonus is supposed to work. You only get the bonus if you are in an Amarr logi suit at the time, not when you dropped it.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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Luk Manag
of Terror TRE GAFFEL
521
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Posted - 2014.05.18 22:45:00 -
[39] - Quote
The main thing that makes the CR OP is the ability to do about twice the DPS (of the other rifles) with fast tapping (feathering?/turbo?). It sounds like a buzz-saw.
There will be bullets. ACR+SMG [CEO of Terror]
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God Hates Lags
The Last of DusT.
1144
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Posted - 2014.05.19 00:08:00 -
[40] - Quote
I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that.
"Look what I destroyed in two days"
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CCP Rattati
C C P C C P Alliance
1222
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Posted - 2014.05.19 00:14:00 -
[41] - Quote
God Hates Lags wrote:I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that.
Can the scrambler be (simply)made a little more effective in the mid range? Other than that, we think it may course correct if shield v armor tanking becomes a little more balanced and we see more shield tankers out there.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Leeroy Gannarsein
Legio DXIV
172
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Posted - 2014.05.19 00:46:00 -
[42] - Quote
CCP Rattati wrote:God Hates Lags wrote:I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that. Can the scrambler be (simply)made a little more effective in the mid range? Other than that, we think it may course correct if shield v armor tanking becomes a little more balanced and we see more shield tankers out there.
That would risk unbalancing the Amarr Assault; it's in a pretty good place at the moment and I think a buff to the ScR would push it over the edge. I think that increasing shield tanking viability would be a far better fix, tbh.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3338
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Posted - 2014.05.19 01:46:00 -
[43] - Quote
Leeroy Gannarsein wrote:CCP Rattati wrote:God Hates Lags wrote:I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that. Can the scrambler be (simply)made a little more effective in the mid range? Other than that, we think it may course correct if shield v armor tanking becomes a little more balanced and we see more shield tankers out there. That would risk unbalancing the Amarr Assault; it's in a pretty good place at the moment and I think a buff to the ScR would push it over the edge. I think that increasing shield tanking viability would be a far better fix, tbh.
Personally, I still don't think that would make a big difference with the Commando suit (obviously it would with the ScR), because I just don't see there being enough difference between the two laser weapons even with that change.
Ok, so one is more effective at midrange now (which tbh if you are good with it, and I am not even very good, it's quite effective there already). So what?
The range difference doesn't add enough versatility to make the suit more attractive than it currently is - one midrange and one long range weapon, both of the same type, is not comparable to the CR/MD, RR and sniper/swarms, even the AR/PLC.
Those combinations actually allow you to fulfill 2 truly distinct roles. LR/ScR does not. You would have to add an Amarr AV weapon or something (which I know we cant do... sigh...) to do it.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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DeathwindRising
ROGUE RELICS
296
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Posted - 2014.05.19 03:33:00 -
[44] - Quote
Leeroy Gannarsein wrote:CCP Rattati wrote:God Hates Lags wrote:I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that. Can the scrambler be (simply)made a little more effective in the mid range? Other than that, we think it may course correct if shield v armor tanking becomes a little more balanced and we see more shield tankers out there. That would risk unbalancing the Amarr Assault; it's in a pretty good place at the moment and I think a buff to the ScR would push it over the edge. I think that increasing shield tanking viability would be a far better fix, tbh.
yes. fix/balance shield tanking |
Cardio Therapy
Tech Guard RISE of LEGION
23
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Posted - 2014.05.19 03:43:00 -
[45] - Quote
CCP Rattati wrote:God Hates Lags wrote:I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that. Can the scrambler be (simply)made a little more effective in the mid range? Other than that, we think it may course correct if shield v armor tanking becomes a little more balanced and we see more shield tankers out there.
And speed. Speed is everything. Give commando more speed specially Amarr. |
Spectral Clone
Dust2Dust. Top Men.
2799
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Posted - 2014.05.19 06:12:00 -
[46] - Quote
I wanted to comment on why I find commandos sub par.
I believe that the main problem is the "negative spiral" that is caused by high rate of fire weapons slow down effect and commandos big hitbox. Let me illustrate:
You get hit -> Move slower -> Easier to hit/apply damage to/slow down even more.
I actually die quicker on my untanked gallente commando than on my tanked gallente scout (not fully brick tanked, 1 complex plate usually).
Heavy/sentinels offset this issue with higher shield/armor, resistances and naturally slower movement speed (Im guessing slow down effect is a scale factor rather than a subtracted value).
The solution to this problem is to either remove the slow down effect or tone it down on heavier frames with the motivation that heavy objects moving in a certain direction with a velocity is not affected as much as light objects by small arms gunfire.
This message was brought to you by the PC master race.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
447
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Posted - 2014.05.19 07:39:00 -
[47] - Quote
This makes me think: How does Amarr Commando armor compare to other Commandos? It might help to give them a nice armor and stamina boost. |
DeathwindRising
ROGUE RELICS
298
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Posted - 2014.05.19 07:42:00 -
[48] - Quote
Pokey Dravon wrote:Couple things at work here:
Weapon Options Minmatar Commando simply gets the best spread of weapons that make sense for mixed combat, namely the Combat Rifle and Mass Driver. They're both fairly flexible weapons that work well to cover each others weaknesses and makes the Minmatar commando extremely flexible. In addition they have two different damage types which makes it even more flexible given the target.
Gallente gets the Plasma Rifle which is pretty weak in comparison to the Combat Rifle, and their other options are Shotgun (which is not very useful due to the relatively low suit speed) or the Plasma Cannon which is well...a joke.
Amarr gets Scrambler Rifle and Laser Rifle which honestly fill similar roles as medium range weapons, so having one of each isn't particularly useful.
Caldari gets the rail rifle and sniper rifle, and while both of these weapons are long range combat, they represent totally different playstyles. I think it would be rare to find a player who wishes they could switch between sniping and long range assaulting on the fly.
In short, the weapons available to Minmatar Commando compliment each other extremely well and allow the user to fulfill a number of roles at the same time, making it the ideal platform for the flexible combat the Commando is designed for.
Similarity to Assault Suit The Minmatar Commando is the lowest health, highest speed Heavy-Class suit in the game. This means that it is the closest to being a Medium/Assault suit out of all the Heavy suits. This paired with good reload and damage bonuses, it makes the the Minmatar Commando behave very much like a tanky, high damage Assault suit.
In my opinion, this is more how Assault suits SHOULD operate. In many ways the Assaults are the little brother to the Commando and their roles are very similar to a point of redundancy. If anything I think future Assault suits should have bonuses much like the Commando, with more speed and less health, but the damage bonuses to that race's racial weapon. Giving Assaults two light weapons and phasing out the Commando role would give Assaults a unique advantage, securing a more defined role in the battlefield.
i run RR and sniper rifles on my cal cmdo. i use the RR for general purpose combat and turn open fields and roads into my kill zones. anything i cant hit with the RR gets the sniper rifle. any time i see a sniper rifle in the kill feed, i just switch to my sniper rifle and take him out. free kill imo. then i go back to the RR. works perfect for me. and i hardly die obviously lol.
ive literally sat on the objective in a dom match and defended it by myself simply because i was surrounded by open areas. no one could get close enough to me. only thing i wish was the shield delay was buff a bit since it's the same as the min cmdo |
Moonracer2000
Subdreddit Test Alliance Please Ignore
799
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Posted - 2014.05.19 10:59:00 -
[49] - Quote
I would definitely recommend looking at what popular weapon combos are used across all commandos (in addition to each specific race).
I chose Amarr simply because I had already skilled into Amarr sentinel and it was more economical SP wise. I also didn't put more thought into it than that. I then experimented with different weapon combinations. After a while I found that my favorite combination was a rifle as primary and a mass driver as secondary. It didn't matter what type of rifle, always a mass driver though.
So as an afterthought, the Minmatar commando would have been a better choice for my play style. But since the laser and scrambler rifle are shield based they match well with a mass driver, so I don't regret my choice too much.
Ashes to ashes, Dust to PC.
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Ground Zero420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2014.05.19 11:07:00 -
[50] - Quote
CCP Rattati wrote:In short, Minmatar Commandos are by far the most commonly used currently.
Please discuss why, and come up with tweaking suggestions to make them more aligned with his brethren (that includes buffing the other three)
Gall Commando w/ duvolle/shotgun=lulz Cal Commando w rr/sniper = wtf is that Winmatar w cbr/swarms/massdriver= more scenarios it is useful in. Amar w scr/laser= death from afar
Spartan mk420
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DeathwindRising
ROGUE RELICS
299
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Posted - 2014.05.19 11:41:00 -
[51] - Quote
Ground Zero420 wrote:CCP Rattati wrote:In short, Minmatar Commandos are by far the most commonly used currently.
Please discuss why, and come up with tweaking suggestions to make them more aligned with his brethren (that includes buffing the other three) Gall Commando w/ duvolle/shotgun=lulz Cal Commando w rr/sniper = wtf is that Winmatar w cbr/swarms/massdriver= more scenarios it is useful in. Amar w scr/laser= death from afar
Cal Cmdo w/ rr/sniper = long range suppression.
i can defend one objective with my rr, and a second objective with the sniper from one location.
i can defend one objective while covering my squad as they advance on a second objective and even soften up the enemy before my squad arrives and provide intel by using my scope to track targets
i can counter snipe at anytime my squad needs it.
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Ground Zero420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2014.05.19 12:05:00 -
[52] - Quote
CCP Rattati wrote:Thanks guys, this is been a great source of information. I guess my main take away is the swarm bonus which does make more sense as a caldari and the CR needing a tweak, and a few additional improvements.
Arkena, the current use is Minmatar Gallente Caldari Amarr
We are going to come back with a holistic view of the next patch and see if we can't fix a few things this round. I will still make a sticky and keep an eye out for additional info.
Who are you, and what have you done with the real CCP staff?
Spartan mk420
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Atiim
Heaven's Lost Property
8699
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Posted - 2014.05.19 14:54:00 -
[53] - Quote
So if they take the SL Bonus away, can I get a Minmatar AV Weapon?
Or a Respec?
CPM Game
Why Do Slayers Get All The Credit? :(
-HAND
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God Hates Lags
The Last of DusT. General Tso's Alliance
1148
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Posted - 2014.05.19 14:58:00 -
[54] - Quote
CCP Rattati wrote:God Hates Lags wrote:I have all the commandos at 5 and to be honest, the problem is lack of weapon variety. The commandos themselves are pretty balanced to my mind, the problem is that only the min actually has two weapons to use.
Minmatar can use either a combat rifle and a mass driver or two combat rifles. The first compensates well for the commando's lack of a grenade slot gives good variety to the role. The second compensates for the combat rifles low magazine and ammo count, easily its biggest drawback.
Gallente can use two AR's but really you aren't gaining much from using them. Clips are high already and with the lowest range you're still functioning within a very limited role. Plasma cannon is pointless since its a OHK already, and the gallente is too slow to use shotgun effectively. Besides, the 10% bonus doesn't make a lot of difference in the shotgun kill time anyway.
The charge time on the Rail rifle makes stacking two of them on the Caldari Commando a pointless exercise. A sniper rifle is handy and I use this commando a lot when countersniping but overall it's a very limited role.
Amarr commando to me is the oddball of the lot. Laser rifle and Scrambler rifle have too similar ranges. Stacking them seems redundant or at the very least to make a very minor difference. Stacking dual Scrambler rifles is a better combination to my mind because it compensates for overheat, but with a scrambler rilfle you really need speed to strafe with a target and as the slowest commando, the Amarr just doesn't have that. Can the scrambler be (simply)made a little more effective in the mid range? Other than that, we think it may course correct if shield v armor tanking becomes a little more balanced and we see more shield tankers out there.
The Amarr commando to my mind is the hardest one to fix as it is the oddball. I would give the Gall commando an inherent armor rep. That would allow it to last longer in short range combat and make it a much more appealing role for sustained close range combat.
The Caldari is useful already. I think it will always persist in its limited role as sniper because that's just sort of what it does. no fix really needed here, it is what it is.
I think improving the armor vs. Shields would certainly help make the Amarr commando a more compelling option, but the fact remains that its weapons overlap too much. The one thing the laser can do that the scrambler can't is kill a heavy, and for that it's useful. But the scrambler is a one hit kill charge shot and is thus much more practical for killing infantry at the same range as a laser rifle.
"Look what I destroyed in two days"
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DeathwindRising
ROGUE RELICS
301
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Posted - 2014.05.19 15:18:00 -
[55] - Quote
Atiim wrote:So if they take the SL Bonus away, can I get a Minmatar AV Weapon?
Or a Respec?
sure. a single shot stinger missile that needs to be laser guided to its target. good news is you dont need a lock to fire it lol |
boba's fetta
Dead Man's Game
633
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Posted - 2014.05.19 17:09:00 -
[56] - Quote
the minnie commando is by far the weakest of the three. its the weapon loadouts that make it the most popular. cr + md or cr + swarms.
currently the minnie is the weakest of the four of you are just looking at the suits themselves. it could actully do with a buff. the amarr suit should be much stronger but its lack of versatily let it down. you are pretty much limited to scram rifle and lr.
the caldari has found its place as the snipers choice and the gall as the the run in and smack them in the face suit. the amarr's suit doesnt really fit well into any role and is therefore the one in most need of help.
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Mordecai Sanguine
What The French Red Whines.
683
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Posted - 2014.05.19 17:17:00 -
[57] - Quote
Amarr Commando suit is Great.
Ehp is great. Slots are great. Problem : Amarr are slower but are supposed to have more life, on Commandos suits the Hp bonus of Amarr seems to be...ridiculous. 30hp for a Heavy suit ... are you kidding ? Remove speed penality or increase life bonus but do something.
The problem is than Amarr weapons....Well there's only THREE of them in the ENTIRE game and two of them have the same niche and range...... No diversity.... Pointless weapon stacking.
-Overheat problem, -Extra Low DPS (Don't forget they have 20% almost ALWAYS) -The damage bonus of commando is TOTALLY negated by the (almost) 20% Nerf on Amarr wepaons. - Extra hard to fit. => 2 STD Scrambler is 22PG..... 2 Proto is 40PG.....Seriously ?
Do something about Amarr weapons.....They just sucks into Amarr hands. |
Nothing Certain
Bioshock Rejects
713
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Posted - 2014.05.19 18:24:00 -
[58] - Quote
In my opinion Commando's only have one advantage and that is having two light weapons. You give up quite a bit in speed and grenades to have that and for most light weapons it just isn't worth it. There are really only two weapons where make it worth it, the first is swarms, the second is the MD. Minmatar gives a bonus to those two so it will be the most popular.
Because, that's why.
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Atiim
Heaven's Lost Property
8711
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Posted - 2014.05.19 18:39:00 -
[59] - Quote
Perhaps the real reason as to why the Minmatar Commando is the most popular, is because the weapons they have bonuses to are the most popular?
I'd look at the market data for Light Weapons first. I'm sure popularity in the other Commandos would increase if their weapons were worth running.
CPM Game
Why Do Slayers Get All The Credit? :(
-HAND
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Vera Quorum
The Brothers Quorum et al.
0
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Posted - 2014.05.19 21:37:00 -
[60] - Quote
Gallente has too slow stamina recovery and not enough diversity of weapon choice. I find myself running just double AR most of the time with it. I find amarr need a not med-long range weapon, cause both LR and SR seem to do close to the same job on a suit and i'll often just end up favoring one over the other during play. Min has a nice weapon balance and allows a number of strong combos. Really More Light AV to complement the races that don't get any as a commando would be cool. Someone mentioned an amarr laser blade also early on in the comments, That would be a fun weapon to change it up with. |
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