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Lunatic Kota
0uter.Heaven
187
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Posted - 2014.08.14 20:39:00 -
[1] - Quote
Fix them CCP. Assualts have more hp than friggin heavy suits. Wtf?
If you find yourself in a fair fight, you didn't plan your mission properly.
-David Hackworth
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Paran Tadec
The Last of DusT. General Tso's Alliance
2161
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Posted - 2014.08.14 20:54:00 -
[2] - Quote
commandos are DPS suits...
Bittervet Proficiency V
thanks logibro!
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
64
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Posted - 2014.08.14 21:02:00 -
[3] - Quote
Commandos need one more mod slot and the Minmatar commando needs the missing 60 hp it's supposed to have. |
Coleman Gray
Opus Arcana Covert Intervention
1054
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Posted - 2014.08.14 22:21:00 -
[4] - Quote
Only way assaults have more hp than us is when they brick tank, which means sacrifices elsewhere. We're not hard done all things considered, intrigued to see what CCP has planned....hope it's a respec lol...really wishing I went Gal Commando over Min. The weapons fit my playstyle better....you know you made the wrong choice when you do better with a standard low skill fitting than your full proto one...
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Alena Ventrallis
S0VER31GN
1552
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Posted - 2014.08.15 06:21:00 -
[5] - Quote
Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill.
Rest in peace, oh captain, my captain.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2040
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Posted - 2014.08.15 06:48:00 -
[6] - Quote
Am I the only one finding commandos to be a good matchup against assaults?
Seriously, I'm having fun. |
Coleman Gray
Opus Arcana Covert Intervention
1057
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Posted - 2014.08.15 08:40:00 -
[7] - Quote
Breakin Stuff wrote:Am I the only one finding commandos to be a good matchup against assaults?
Seriously, I'm having fun.
Commando's are pretty balanced, never heard anyone say anything wrong with them until now, I never felt I was at a disadvantage against anyone....I'm not sure what needs changing on them.
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Coleman Gray
Opus Arcana Covert Intervention
1057
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Posted - 2014.08.15 08:45:00 -
[8] - Quote
Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill.
Depends on the racial variant: Amarr= suppression with their high power long range lasers. 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. Gallente= Shock trooper/ defender due to their high hp and awesome CQC capabilities make them awesome brawlers at objectives, defending or attacking. Minmatar= glass cannons.
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2057
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Posted - 2014.08.15 10:07:00 -
[9] - 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' |
WeapondigitX V7
The Exemplars Top Men.
164
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Posted - 2014.08.15 10:57:00 -
[10] - Quote
Commandos are still very great. Especially because they can be versatile and good dmg do-ers . Swarms and AR. Swarms and CR. Swarms and laser. AR and shotgun. SCR and shotgun. etc
I use amarr commandos.
I did really well with std amarr commandos when 'uprising' first came online. When uprising was first deployed. |
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Symbioticforks
Pure Evil.
518
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Posted - 2014.08.15 11:16:00 -
[11] - Quote
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.
Sniping Dust 514 (video series)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2063
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Posted - 2014.08.15 11:23:00 -
[12] - 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. |
Grimm Hammer
Sacred Initiative of Combat Killers IMMORTAL REGIME
8
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Posted - 2014.08.15 11:31:00 -
[13] - Quote
Ive always enjoyed my amarr commando reload speed bonus and the damage bonus are great on them (props to weapon had a nice ak.0 command fight night before charlie)
and ive found tht a creodon breach AR or the TAR even the burst is great on the gallmando secondary it with a shotgun or PLC and u have a good mid range attack platform with CQC possiblites or mid range with AV support
nvr ran a minmando but ive felt a MD from them while logi-ing and like break stuff said u will break that link lol
calmandos are nearly bar-none with SRs and slap a ARR on there u really dont wanna be in close range without a flux |
Joel II X
Dah Gods O Bacon
3022
|
Posted - 2014.08.15 11:54:00 -
[14] - Quote
My Gallente Assault at ADV has 21 more armor than my STD Commando, BUT less shields and reps. And that's because I rep tank my Commando, whereas I reactive plate tank my Assault. |
iKILLu osborne
Dead Man's Game
153
|
Posted - 2014.08.15 15:48:00 -
[15] - Quote
i use my amarr commando on rooftops thusly ehp is not a issue for me unless taking sniper fire then a extra plate would help
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2821
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Posted - 2014.08.15 16:13:00 -
[16] - Quote
Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill.
Prepare for the terror that is a Gallente Commando that can carry 2 Plasma Cannons can be fired twice each before reloading.
As fun as that sounds, I worry about AV balance. |
Alder King
77
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Posted - 2014.08.15 16:51:00 -
[17] - Quote
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."
DUST is dead. Clearly, that's why so many people are participating in features and idea discussion threads.
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Alder King
77
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Posted - 2014.08.15 16:53:00 -
[18] - Quote
Pokey Dravon wrote:Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill. Prepare for the terror that is a Gallente Commando that can carry 2 Plasma Cannons can be fired twice each before reloading. As fun as that sounds, I worry about AV balance.
lol. Really? you worry about AV balance. No vehicle pilot worth their salt is going to get hit by 2 PLC rounds. Then travel time is too long and if they don't run away they have time to activate hardeners. 1 PLC round and AV grenades is a better AV option than 2 PLC rounds.
DUST is dead. Clearly, that's why so many people are participating in features and idea discussion threads.
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Apothecary Za'ki
Biomass Positive
499
|
Posted - 2014.08.15 18:00:00 -
[19] - Quote
Lunatic Kota wrote:Fix them CCP. Assualts have more hp than friggin heavy suits. Wtf? what would you suggest they fix? i would have thought perhaps..
-hp increase -movement increase -sprint increase -second suit bonus for max ammo held -more stamina/regen -higher jump height -racial damage modifier change to straight damage modifier -second Equipment slot
basically what i want is commandos to be on par with assaults(see above list), and be polar opposite to Sentinels*(see below)
*sentinels.. 2 racial damage resist types and then a flat Explosive resist, at L5 thats 15% and 10% and then 25% resist to splash/explosive
so i would propose -adding 5% armor+shield hp increase per level*( -change racial damage to 1 damage and 1 support type.. +4% damage(20% at L5) per level +5% ammo carried per level
*or increase shield hp/s on regen, and a special bonus to double the regen on armor repairer and reactive plates what do you think about this idea?
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
499
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Posted - 2014.08.15 18:06:00 -
[20] - Quote
Coleman Gray wrote:Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill. Depends on the racial variant: Amarr= suppression with their high power long range lasers. 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. Gallente= Shock trooper/ defender due to their high hp and awesome CQC capabilities make them awesome brawlers at objectives, defending or attacking. Minmatar= glass cannons. gallente are the rep-tanks and brawlers while amarr have highest ehp on any suit(supposedly)
[[LogiBro in Training]]
Level 1 Forum Pariah
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shaman oga
Nexus Balusa Horizon
2683
|
Posted - 2014.08.15 18:11:00 -
[21] - Quote
My point on commando is only one: slot tiericide.
Proto commando are fine imo, but STD and ADV are not on par with other STD/ADV suits (except current logi), i would give to all commando 4 slots (between H and L) from std to pro, but current level of PG/CPU for each level.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
Uncesored FUCK
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Lunatic Kota
0uter.Heaven
189
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Posted - 2014.08.15 20:47:00 -
[22] - Quote
Honestly all I would say for the commandos would be a slight health/speed boost. I don't tank my mimnando out because I believe in reps but come on. A mimnitar assault can out tank me/out strafe/out damage/out regenerate. It's stupid. I should have the same HP as a heavy suit.
If you find yourself in a fair fight, you didn't plan your mission properly.
-David Hackworth
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2125
|
Posted - 2014.08.16 02:31:00 -
[23] - 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. |
Dj grammer
New Age Empire. General Tso's Alliance
333
|
Posted - 2014.08.16 06:08:00 -
[24] - Quote
Coleman Gray wrote:Breakin Stuff wrote:Am I the only one finding commandos to be a good matchup against assaults?
Seriously, I'm having fun. Commando's are pretty balanced, never heard anyone say anything wrong with them until now, I never felt I was at a disadvantage against anyone....I'm not sure what needs changing on them.
People want change for the sake of it. Change for no good reason always turn out bad in the end
Darkness is a Beginning, you see, not an end.
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Symbioticforks
Pure Evil.
548
|
Posted - 2014.08.16 10:55:00 -
[25] - Quote
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)
Sniping Dust 514 (video series)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2145
|
Posted - 2014.08.16 12:07:00 -
[26] - 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. |
Alder King
78
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Posted - 2014.08.16 14:11:00 -
[27] - Quote
Breakin Stuff wrote: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.
my practical application shows Frontline [STARTER FIT] is competitively superior to Assault (X)k.0 suits. Oh. Wait. That's called confirmation bias. Just because I'm better than all the little kids on the field and can out-perform them in any suit I use doesn't actually mean the suit I am using is superior.
DUST is dead. Clearly, that's why so many people are participating in features and idea discussion threads.
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Lunatic Kota
0uter.Heaven
190
|
Posted - 2014.08.16 14:21:00 -
[28] - Quote
Breakin Stuff wrote: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.
I'm running a mimnando and I have less EHP than advanced assault suits. I don't think we are in a good place
If you find yourself in a fair fight, you didn't plan your mission properly.
-David Hackworth
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ROMULUS H3X
research lab
175
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Posted - 2014.08.16 14:32:00 -
[29] - Quote
Alder King wrote:Pokey Dravon wrote:Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill. Prepare for the terror that is a Gallente Commando that can carry 2 Plasma Cannons can be fired twice each before reloading. As fun as that sounds, I worry about AV balance. lol. Really? you worry about AV balance. No vehicle pilot worth their salt is going to get hit by 2 PLC rounds. Then travel time is too long and if they don't run away they have time to activate hardeners. 1 PLC round and AV grenades is a better AV option than 2 PLC rounds.
We are talking about Commandos and you are talking about AV nades... I think you are lost here... commandos cant hold nades, but we can hold remotes!
On the topic of double plasma cannon, it is unnecessary because if you max out your reload speed + commando reload bonus you are firing shots just as quick as you would with 2 plasma cannons.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Symbioticforks
Pure Evil.
551
|
Posted - 2014.08.16 14:39:00 -
[30] - Quote
Breakin Stuff wrote: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.
Increased hit box, and not having the ability to stafe at a decent speed is garbage..
Not to mention no grenades..
Sniping Dust 514 (video series)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2151
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Posted - 2014.08.16 14:52:00 -
[31] - Quote
We disagree. Im cool with that. If CCP buffs the commando I am going to cackle like a lunatic and go nuts. |
Alder King
79
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Posted - 2014.08.17 14:42:00 -
[32] - Quote
ROMULUS H3X wrote:Alder King wrote:Pokey Dravon wrote:Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill. Prepare for the terror that is a Gallente Commando that can carry 2 Plasma Cannons can be fired twice each before reloading. As fun as that sounds, I worry about AV balance. lol. Really? you worry about AV balance. No vehicle pilot worth their salt is going to get hit by 2 PLC rounds. Then travel time is too long and if they don't run away they have time to activate hardeners. 1 PLC round and AV grenades is a better AV option than 2 PLC rounds. We are talking about Commandos and you are talking about AV nades... I think you are lost here... commandos cant hold nades, but we can hold remotes! On the topic of double plasma cannon, it is unnecessary because if you max out your reload speed + commando reload bonus you are firing shots just as quick as you would with 2 plasma cannons.
Still in High School over there? I think you failed English/Language Arts. Quotes exist for a reason, to give context to what we say. Alena Ventrallis mentioned magazine size increase. Pokey was speaking on Plasma Cannons with 2 rounds in a clip, not equipping two separate Plasma Cannons.
Critical reading skills are important. I'm ashamed to have grown up in a country that spends such little effort educating our children, ones like ROMULUS H3X.
DUST is dead. Clearly, that's why so many people are participating in features and idea discussion threads.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
312
|
Posted - 2014.08.17 15:43:00 -
[33] - Quote
Honestly i think i would suggest, either extra equipment slots, a grenade slot or my personal favorite increased movement speed not to the point of scouts but somewhere close to that of the assault suits, they are after all another type of assault role.
i also do think that extra equipment slots or possibly equipment bonuses would be a good idea in order to enhance their command abilities. i.e. control over battlefields. |
ROMULUS H3X
research lab
181
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Posted - 2014.08.17 22:03:00 -
[34] - Quote
Alder King wrote:ROMULUS H3X wrote:Alder King wrote:Pokey Dravon wrote:Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill. Prepare for the terror that is a Gallente Commando that can carry 2 Plasma Cannons can be fired twice each before reloading. As fun as that sounds, I worry about AV balance. lol. Really? you worry about AV balance. No vehicle pilot worth their salt is going to get hit by 2 PLC rounds. Then travel time is too long and if they don't run away they have time to activate hardeners. 1 PLC round and AV grenades is a better AV option than 2 PLC rounds. We are talking about Commandos and you are talking about AV nades... I think you are lost here... commandos cant hold nades, but we can hold remotes! On the topic of double plasma cannon, it is unnecessary because if you max out your reload speed + commando reload bonus you are firing shots just as quick as you would with 2 plasma cannons. Still in High School over there? I think you failed English/Language Arts. Quotes exist for a reason, to give context to what we say. Alena Ventrallis mentioned magazine size increase. Pokey was speaking on Plasma Cannons with 2 rounds in a clip, not equipping two separate Plasma Cannons. Critical reading skills are important. I'm ashamed to have grown up in a country that spends such little effort educating our children, ones like Alder King.
I missed the "magazine size" when i was casually browsing this thread, but it still doesn't validate you bringing up AV nades in a Commando conversation.. I see how you tried to dodge it though, good try.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Kierkegaard Soren
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
489
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Posted - 2014.08.17 22:33:00 -
[35] - Quote
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.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2198
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Posted - 2014.08.17 22:40:00 -
[36] - 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. |
Jakkal Shoobah
Direct Action Resources
5
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Posted - 2014.08.30 04:14:00 -
[37] - Quote
ok
Jakkal "Jammal" Shoobah,
The friendly/pissy Gallente Commando/Assault
Assault Rifles til I get stomped to the ground
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
112
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Posted - 2014.08.30 13:31:00 -
[38] - Quote
I can reg break 40 kills alone on adv amar commando..i rum a rr..lr combo .. (yes I carry the 2 nastiest long range guns..
So my adv commando has same recovery..36 less hp...and 10% more dmg than my adv assault. ..it deals damage upfront fast bit isn't as good at prolonged duels. I use my commando as a long range infantry suppression unit to GREAT EFFECT ..+ unlike my assault which runs lr smg..my commandos armor type weapons has almost the same range as my lr lol
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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bogeyman m
Minmatar Republic
379
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Posted - 2014.08.30 14:46:00 -
[39] - Quote
Alder King wrote: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." Agreed. The Minmatar Commando needs some extra love.
Duct tape 2.0 ... Have WD-40; will travel.
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
79
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Posted - 2014.08.30 15:17:00 -
[40] - Quote
Alder King wrote:Pokey Dravon wrote:Alena Ventrallis wrote:Commandos are about suppression. Suppression is done by volume of fire. Thus, commandos should have a 20% bonus to magazine and max ammo size per level. This gives them the ability to actually suppress a target, letting assaults maneuver in for the kill. Prepare for the terror that is a Gallente Commando that can carry 2 Plasma Cannons can be fired twice each before reloading. As fun as that sounds, I worry about AV balance. lol. Really? you worry about AV balance. No vehicle pilot worth their salt is going to get hit by 2 PLC rounds. Then travel time is too long and if they don't run away they have time to activate hardeners. 1 PLC round and AV grenades is a better AV option than 2 PLC rounds. Agreed. I have plc prof 4 and it takes 4 or 5 shots on a really dumb tanker to blow up a tank. Even some LAVs take 3 shots. Double plc is fun but hard to fit without fitting optimization too |
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