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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2040
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Posted - 2014.08.15 06:48:00 -
[1] - Quote
Am I the only one finding commandos to be a good matchup against assaults?
Seriously, I'm having fun. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2057
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Posted - 2014.08.15 10:07:00 -
[2] - Quote
Coleman Gray wrote:
Depends on the racial variant:
If I may expand on your commentary here...
Amarr= suppression with their high power long range lasers.
The suppression aspect here comes from the ability to remove enemies from high points and cause them to abandon their pushes. Everyone knows what happens when that little yellow beam touches them for too long. Even heavies die horrifically. Between the Laser rifle and the charge shot on the scrambler the Amarr Commando is an excellent platform for trolling on the battlefield and counter-sniper (Non-redline) tactics while retaining the ability to function as an assault suit in a push with the scrambler rifles themselves.
Caldari= mobile snipers, ARR means they can move about confidently and the sniper comes in handy when you find a good vantage point in your travels.
You hit the nail right on the head here. The Caldari Sentinel's ability to push with infantry by supporting with the Rail Rifle is a godsend, and the bonuses to Rails mean that you are a meaningful threat to redline snipers and forge snipers. Patience and positioning, and not being afraid to employ the rail rifle in a push are key here.
Gallente= Shock trooper/ defender due to their high hp and awesome CQC capabilities make them awesome brawlers at objectives, defending or attacking.
Gallente have a unique opening salvo in the form of the Plasma Cannon. You can use it to lob pain into a crowd and watch them burn as their shields drop, allowing for faster kills as you unload an AR into their chest. The Plasma cannon is also respectable as AV now, and I have been using the basic version to pick of Sica and Soma tanks by the dozen, and I have managed to kill two ADS with same weapon. The Gallente commando is an excellent suppressor platform. Also since the shotgun is bonused, if you're one of the people who sees scouts coming you can blap 'em back.
Minmatar= glass cannons.
Yes... and No. I tend to run damage mods and armor repair or Cardiac regulators here. Minmandos have the Unique pleasure of being the most efficient suits for Mass Drivers and Swarms. I do NOT recommend using both. I recommend a combat Rifle plus one or the other for survivability's sake. The Swarm Launcher is... Ok. I'm not going to sing it's praises and laud it as the second coming, because it needs work. Regardless of it's damage, it's ability to actually hit it's target is... dubious. The mass driver, however... is not a slayer weapon, unless you consider waiting for an enemy to mass for a push at a chokepoint and lobbing explosives into them while your assaults repel boarders. The warpoints for this move add up QUIIIIICK. Also of note: If you see a logi repping a sentinel the Mass Driver is THE weapon to utilize to break the rep chain. at skill 5, the falling shells will force the Logi to dive for cover, breaking the rep chain and accomplishing the need to separate them, or it will KILL the logi and separate them. Heavies become a lot easier to kill once they don't have rep tool lovin' |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2063
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Posted - 2014.08.15 11:23:00 -
[3] - Quote
Symbioticforks wrote:Commando is more utility than anything else.
Can't seriously run cloaks, can't speed tank, can't strafe, can't run fast, can't jump high, large hitbox, bad scan everything.
10% damage bonus, 2 light weapons, and gimmicky melee bonus damage.
I don't know any "slayer" status Commandos.
Staffing / Movement / Hitbox are a big deal.
If Commandos have the same total health as Assaults, your'e better off running Assault generally.
I'm not asking for an increase in total health, but a reduction in health for Scouts and Assaults.
Scouts are the new Medium frames, and Medium frames are the new Heavies.
Commandos are supposed to be frames Heavies use to compete with and support assaults in assault roles. if their performances are about even then the commando is well-balanced. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2125
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Posted - 2014.08.16 02:31:00 -
[4] - Quote
Hey alder king math analysis is fine but in practical application im finding STD commandos competitive with assaults. So I must disagree with your assessment based on performance in practice over theory. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2145
|
Posted - 2014.08.16 12:07:00 -
[5] - Quote
Symbioticforks wrote:Scouts got buffed upto Assault level EHP
Assaults got buffed upto Heavy level EHP
where does that leave commandos? (hint: Assault EHP with no mobility) They are right about at the same effectiveness level as the new assaults.
What, are they supposed to be superior? I'm finding the ability to shoot a pack of random jerks with a plasma cannon and immediately attack with a duvolle or a shotgun to be rather effective. Lets not forget the ability to effectively engage vehicles and turn right around and continue killing infantry without a suit swap. The versatility is worth more than another high or low slot. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2151
|
Posted - 2014.08.16 14:52:00 -
[6] - Quote
We disagree. Im cool with that. If CCP buffs the commando I am going to cackle like a lunatic and go nuts. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2198
|
Posted - 2014.08.17 22:40:00 -
[7] - Quote
Kierkegaard Soren wrote:After the assault buf of Charlie commandos do need too be reworked from the ground up, but to be frank that's been the case since they ere releasesd; they're just a poorly designed suit, and I say that as a player who has used the suit o the exclusion of almost everything else. Let's start again and get it right.
To me, the commando should be a tech-packed strategic glass cannon. The heavy frame should have the armour stripped down to the exo skeleton and replaced with profile dampening material and extra servos; the idea being that it can move quickly about the battlefield and remain undetected to the average non scout suit. You ply your trade, which should be flanking and suppression, by being smart and staying under the radar until your ready to commit. I'm also a big fan of them being demolition experts, because dammit I've seen Prwdator so every time you say commando I immediately think of hits exploding violently.
So. Lower Hp a touch, increase movement speed, drop scan profile significantly. Replace damage increase with ammo capacity increase, replace reload speed with remote explosive buff. Give them extraequipment slot too.
Ew. I dislike those suggestions.
I prefer them as a support suppressor that is a reasonable alternative to having to spec up the assault tree. If I wanted to play a ninja I'd have specc'd scouts. |
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