I'll take my Gallente Assault and Amarr Assault in pretty much every situation over the Gallente Commando and Amarr Commando.
If I try and fully tank my Assault suits and try and fully tank my Commnado suits, the Assaults will have more HP, smaller hitbox, better strafe speed
Breakin Stuff wrote: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'
That looks quite nice. It also looks like you haven't actually played the game since Fan Fest.
The extra shots from teh Amarr Assault are a far superior bonus than a free damage mod. Clearly the Commando has the boon of that second Light Weapon Slot they'll need if they're running a Laser Rifle though, as you need to switch to you secondary as soon as someone is within 50m.
On the Caldari, well, all the Caldari suits need some serious CPU increases so any of the suits have the option to run rechargers/energizers, but aside from that you're talk on the sniper rifle is just a load of bullshit. Fun Fact, a Caldari Sentinel can survive 2 consecutive headshots from a Charge Sniper Rifle when a Caldari Commando is using 3 damage mods.
Running 3 damage mods on a Caldari Assault suits, or Caldari Scout, or Caldari Sentinel, the number of consecutive headshots to kill doesn't change.
Outside of a Domination match, camping a rooftop, that damage bonus for the Rail Rifle really doesn't help. Most often you're fighting within the effective range of other rifles, strafe speed becomes more important that that point because battles in DUST 514 are won by whomever has the best DDR skills.
That's also not how the plasma cannon works. It's not the Gallente Mass Driver that you pretend it is in that rhetoric. It has a splash radius of 3.5m. Most suits can
jump over that. With the Gallente Commando damage bonus the splash can do up to 400 damage, but it won't. No one scatters when they see a baked potato coming at them. they rush the guy that shot it because of reload time. Congrats, you're stuck with an AR against armor tanking suits or a shotgun with an optimal range of 5m
The one thing the Minmatar Commando had over the Assault was HP. It's the lowest HP suit of its Role but slower than Assaults. It just lost that. Assaults can be on an equal HP ground and still move about faster. I'll take increased rounds per clip over increased damage with the CR. And the explosive damage isn't enough to affect number of shots to kill because 10% damage on a Strike weapon has no real effect.
You can call it "suppression suit," but I'm just going to call it what it is, "sub-optimal choice."