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gustavo acosta
Tharumec
105
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Posted - 2014.07.01 07:12:00 -
[31] - Quote
Imp Commando ak.0 has 3 weapons
Commando ak.0 >assault ak.0
The End...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11432
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Posted - 2014.07.01 07:18:00 -
[32] - Quote
gustavo acosta wrote:Imp Commando ak.0 has 3 weapons
Commando ak.0 >assault ak.0
The End...
If you are using a Commando correctly you don't need the 3rd weapon slot, and even then it would cost far too much to be a useful suit.
A Proto Commando ak0 fit already costs 200+K ISK
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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Chunky Munkey
Amarr Templars Amarr Empire
4906
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Posted - 2014.07.01 16:14:00 -
[33] - Quote
It doesn't matter what the question is.
The answer is Amarr Assault.
RIP Stinky Sleeve.
RIP Dust514.
See you on Destiny. PSN: GSDSteVB
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Kam Elto
KILL-EM-QUICK RISE of LEGION
340
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Posted - 2014.07.01 16:40:00 -
[34] - Quote
My Amarr Commando just seems squishier than my Amarr Assault. It's like a gimped heavy suit with no resistances. |
Dragonmeballs
Better Hide R Die
34
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Posted - 2014.07.01 19:21:00 -
[35] - Quote
I have keenly followed the advice of Adamance and several others whose names escape me regarding the laser on the Amarr suits and have been trying to sort this out myself over the last few weeks.
To be clear, I generally don't run with the cool kids and I tend to think in terms of protecting the team from somebody pulling some kind of flanking maneuver. If the other team is stationary then I will flank to one side in an attempt to herd them into a corner. This means I am mostly running solo.
Take 1:
In a long distance battle (85-100 meters) the bonus from the Assault comes in handy when you are tracking/suppressing a squad and some of the folks are jumping around. I find the "death touch" portion is also slightly easier to manage as well on assault suit. Preheating the laser is just way too much fun and suddenly you start to think of it as a lightsaber.
Take 2:
In one on ones where the distance is less than the ideal for the laser (55-80 meters) the bonus from the Commando comes in handy for suppression. If you find yourself in a pinch (a squad heading your way) a well chosen second weapon (other than a sidearm) come in real handy as you retreat.
Shotgun scouts are drawn to laser as they see a sweet opportunity for a quick kill and if they get to around 30 meters they can close the distance pretty fast and the laser is not the right tool for the job. A submachine gun isn't really an effective deterrent at 35 meters. A GEK on the other hand will put a scout down before they can do any real damage to when running Commando suit.
TL:DR It depends....if you are bad shot like I am than to fully utilize the weapon at its full potential (90-100 meters) you might need that extra warm up bonus as nobody seems to stand still any more.
If you can't help yourself and need to be nearer to the action than you too should Commando.
As always it good to be discussing the finer points of a weapon that actually requires skill to utilize. |
Thang Bausch
Pierrot Le Fou Industries
179
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Posted - 2014.07.01 20:42:00 -
[36] - Quote
OP FOTM wrote:True Adamance wrote:Commando can "death touch" as well, they just over heat almost instantly after.
Assault can just "death touch" for a bit longer.
I get it now. I think Commando would definitely be better at a closer range because I've just been getting bad results in CQC with the laser. http://www.protofits.com/fittings/shared/0/5204Man, do all Assaults have this problem? I can't even fit a proto grenade or any equipment with all the necessary stuff on the fitting. And this is a very unrealistic scenario because all the fitting optimizations are set to 5. Caldari scouts, probably Gallente Scouts, all the Logis, all the Heavies don't have problems throwing full proto on every single slot.
Not true for all logis. I can't fit all proto on my proto min logi suit. I still need to make choices about what is proto/adv/basic.
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MINA Longstrike
957
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Posted - 2014.07.01 21:03:00 -
[37] - Quote
MINA Longstrike wrote:Laser formula for basic laser is 17 + (0.85*number of shots fired consecutively) which is dmg per shot affected by dmg mods, adv is like .95 per consecutive shot fired and proto is like 1.05 or something. The numbers have changed though and might now be different, I'm not 100% positive of exact values offhand.
What this means is that the commando will do more damage over 60 shots than an assault will, especially if the assault isn't running damage mods (they really should be though), however the assault gets to fire for longer (20 more rounds at proto) and that means that due to the way the damage ramps up the assault does considerably more damage over 80 shots.
I believe with both suits to proto and no dmg mods applied with a basic laser the comm does 2600ish damage over 60 shots or something like that, and the assault does something like 3800 damage over 80 shots. This means that a comm might get to death touch one person and it does more damage over a shorter period - the assault however is more oriented to killing groups of people or pre-heating the laser and torching a heavy.
Then there's the differences in mobility, slot layouts etc etc etc. but the tl;dr is this: both are good, com kills 1 person well, assault murders everyone well.
As a followup to this post - if you have proto commando and proto assault and both are using the maximum available damage mods, the assault is only doing about 100 points less damage at 60 shots - which is *IMMEDIATELY* compensated for over the next two or three shots... Essentially given equal skill levels and max damage mods the assault only does like 1-2% less damage than the commando over 60 shots, which is made up for by the fact that the assault gets to fire longer (and in truth a proto assault with 3 damage mods would be doing more damage over 60 shots than a proto skill commando without damage mods).
Now if you have proto commando skill and you're comparing vs an assault that isn't using any damage mods the commando does about 500 points more damage or so over 60 shots. Essentially the commando is a slightly less expensive option due to the inbuilt damage mods and ability to run an ADV comm with a proto weapon & adv secondary and less equipment requirements, but it only gets 60 shots, where the assault gets to fire for longer and overall do more damage.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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John Demonsbane
Unorganized Ninja Infantry Tactics
3963
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Posted - 2014.09.04 02:25:00 -
[38] - Quote
Never saw this thread. Necro, bitches!
In terms of raw damage output you cannot beat the Assault/LR combo.
(The godfather of tactical logistics)
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