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Pokey Dravon
OSG Planetary Operations Covert Intervention
3242
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Posted - 2014.10.13 22:59:00 -
[121] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Am not a fan of the EWAR Commando concept, feels like it's getting a little too weird. Last thing we need to do is throw more Commando-sized wrenches into the mess that is EWAR. EWAR needs to be killed with fire, seared to ash and used to plant the new field. My wishlist for a client update (Rouge throw us a bone here) is as follows: 1: add inertia to dropsuits. 2: rebuild EWAR. That is all
Binary EWAR was a horrible idea from the start. It was passable until they made an entire role built around it, and then it was just a total shitstorm. No amount of tweaking will make EWAR acceptable in its current form.
Whole damn concept needs to be rebuilt from the ground up.
Hotfix Delta Sentinel eHP Calcs
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XxGhazbaranxX
Eternal Beings Dark Taboo
1751
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Posted - 2014.10.13 23:31:00 -
[122] - Quote
Pro gall commando. Perma dual plasma cannon and i think this suit is pretty balanced.
I like the extra damage for the role. I dont really see a need for a change. The relaod and damage bonus give it some very good damage output increase over other suits.
I like the as they are but i could just be biased
Plasma Cannon Advocate
Dust 514 Survivor
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1084
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Posted - 2014.10.14 00:31:00 -
[123] - Quote
Ammando is useless due to Assault being better with the LR, the Scr nerf and the ACSR being sh*t
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13518
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Posted - 2014.10.14 00:51:00 -
[124] - Quote
Zindorak wrote:Ammando is useless due to Assault being better with the LR, the Scr nerf and the ACSR being sh*t
***** please..... Amarr Commando is the best damn suit in the game. You obviously never saw Aero or Fire of Prometheus at work then.....the original Commando's.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Blueprint For Murder
Immortal Guides
112
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Posted - 2014.10.14 10:12:00 -
[125] - Quote
el OPERATOR wrote:Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:You guys remember commandos on the game Command and Conquer? How about a crazy epic remote explosive buff they are slow with big hit boxes, but if they make it up to your tank with some explosives your done. I've got a present for you! 8D http://www.youtube.com/watch?v=LdDy05ug3VM "That was left-handed!" XD In Red Alert I loved sending the dogs ahead of the Allied Commando, it cleared her fog of war and just let her pile those dead bots up. CnC or TC EndWar is exactly how one of the pillars of this game's design/balance should be. Those should really be the RTS part of the MMORPGRTSFPS DUST aspires to be. And, to CCP's credit (all dev teams thus far), damn if it isn't close. If the a damage buff to remote explosives large enough to kill tanks would be considered to op they could also increase radius increasing the risk; Proximity explosives could be an issue. I am pretty sure it would go something like this: http://www.youtube.com/watch?v=sx-obtKU1jM I think that to be successful at AV which focuses on the planting of RE's Commandos would need a pretty healthy speed buff. The sort of buff that would make them viable for AV bomb planting but absolute terrors in infantry combat, especially in urbanized areas. Buffing like that would just lead to subsequent nerfing.
Nah m8 thats the point they don't need speed if they only need one remote explosive to do the job. Unless they are sneaky they will die and even once they get it planted they will probably be killed. I don't know how the ewar of it works out but heavies have a large profile.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
121
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Posted - 2014.10.14 10:12:00 -
[126] - Quote
el OPERATOR wrote:Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:You guys remember commandos on the game Command and Conquer? How about a crazy epic remote explosive buff they are slow with big hit boxes, but if they make it up to your tank with some explosives your done. I've got a present for you! 8D http://www.youtube.com/watch?v=LdDy05ug3VM "That was left-handed!" XD In Red Alert I loved sending the dogs ahead of the Allied Commando, it cleared her fog of war and just let her pile those dead bots up. CnC or TC EndWar is exactly how one of the pillars of this game's design/balance should be. Those should really be the RTS part of the MMORPGRTSFPS DUST aspires to be. And, to CCP's credit (all dev teams thus far), damn if it isn't close. If the a damage buff to remote explosives large enough to kill tanks would be considered to op they could also increase radius increasing the risk; Proximity explosives could be an issue. I am pretty sure it would go something like this: http://www.youtube.com/watch?v=sx-obtKU1jM I think that to be successful at AV which focuses on the planting of RE's Commandos would need a pretty healthy speed buff. The sort of buff that would make them viable for AV bomb planting but absolute terrors in infantry combat, especially in urbanized areas. Buffing like that would just lead to subsequent nerfing.
Not a problem!
Thats the point they don't need speed if they only need one remote explosive to do the job. Unless they are sneaky the commando will die and even once they get it planted they will probably be killed.With my scout I can sneak up and drop 1 remote explosive before I am noticed so this would really only screw with tunnel visioned tankers or tankers sticking to close to cover. I have seen videos of commandos with cloak though what fun that would be.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6679
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Posted - 2014.10.14 11:58:00 -
[127] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2257038#post2257038
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
111
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Posted - 2014.10.14 12:31:00 -
[128] - Quote
True Adamance wrote:Zindorak wrote:Ammando is useless due to Assault being better with the LR, the Scr nerf and the ACSR being sh*t ***** please..... Amarr Commando is the best damn suit in the game. You obviously never saw Aero or Fire of Prometheus at work then.....the original Commando's.
Honestly, it's really a tossup, it does more damage in the same number of shots than an assault - but the extra shots of the assault account for a lot more damage. When focused on killing exactly one target the amarr commando performs better, when focused on killing multiple targets the assault is wildly better. That's if we're not accounting for damage mods, with damage mods factored in the damage difference between assault and commando is very very small (iirc it's about 1-2%?) before the assaults extra shots are accounted for.
On general principle the amarr assault is better than the commando, *however* the commando does gain the option to do stuff like ScR & Swarm launcher, which really opens up is engagement options.
As far as assault vs commando comparisons? The amarr commando is easily one of the worst, and despite its bad slots the minmatar commando is easily one of the best.
Weep not poor children, For life is this way, Murdering beauty and passion.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
385
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Posted - 2014.10.14 21:44:00 -
[129] - Quote
Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:You guys remember commandos on the game Command and Conquer? How about a crazy epic remote explosive buff they are slow with big hit boxes, but if they make it up to your tank with some explosives your done. I've got a present for you! 8D http://www.youtube.com/watch?v=LdDy05ug3VM "That was left-handed!" XD In Red Alert I loved sending the dogs ahead of the Allied Commando, it cleared her fog of war and just let her pile those dead bots up. CnC or TC EndWar is exactly how one of the pillars of this game's design/balance should be. Those should really be the RTS part of the MMORPGRTSFPS DUST aspires to be. And, to CCP's credit (all dev teams thus far), damn if it isn't close. If the a damage buff to remote explosives large enough to kill tanks would be considered to op they could also increase radius increasing the risk; Proximity explosives could be an issue. I am pretty sure it would go something like this: http://www.youtube.com/watch?v=sx-obtKU1jM I think that to be successful at AV which focuses on the planting of RE's Commandos would need a pretty healthy speed buff. The sort of buff that would make them viable for AV bomb planting but absolute terrors in infantry combat, especially in urbanized areas. Buffing like that would just lead to subsequent nerfing. Not a problem! Thats the point they don't need speed if they only need one remote explosive to do the job. Unless they are sneaky the commando will die and even once they get it planted they will probably be killed.With my scout I can sneak up and drop 1 remote explosive before I am noticed so this would really only screw with tunnel visioned tankers or tankers sticking to close to cover. I have seen videos of commandos with cloak though what fun that would be.
Its a problem if the unit doesn't have the speed to deliver the package. Your scoutsuit is much, much faster than a Commando.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1925
|
Posted - 2014.10.14 21:50:00 -
[130] - Quote
I think commandos either need to become light suits and be about disrupting the enemy behind their lines, similar to how this remote explosive discussion is; or have them remain heavy suits, and emphasize shocktroopers, and deal massive damage with light weapons and regen quickly.
A heavy trying to place RE on a tank is ludicrous and not what the suit was made to do.
For the State.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13542
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Posted - 2014.10.14 22:00:00 -
[131] - Quote
As I see it.
Commando have and always were been the Shocktroopers of Dust.
Designed to spit lead down range and be the Ultimate Suppression Fighters CCP intended them to be.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Blueprint For Murder
Immortal Guides
114
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Posted - 2014.10.14 22:01:00 -
[132] - Quote
el OPERATOR wrote:
Its a problem if the unit doesn't have the speed to deliver the package. Your scoutsuit is much, much faster than a Commando.
I am well aware of the speed difference, my scout also can't one or two shot a tank with a REs. There are of course other methods you could use like dropping one from a drop ship on top of a tank or trying to make it to the tank with a lav.
https://www.youtube.com/watch?v=Of2HU3LGdbo
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
121
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Posted - 2014.10.14 22:01:00 -
[133] - Quote
el OPERATOR wrote:
Its a problem if the unit doesn't have the speed to deliver the package. Your scoutsuit is much, much faster than a Commando.
I am well aware of the speed difference, my scout also can't one or two shot a tank with a REs. There are of course other methods you could use like dropping one from a drop ship on top of a tank or trying to make it to the tank with a lav.
https://www.youtube.com/watch?v=Of2HU3LGdbo
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1926
|
Posted - 2014.10.14 22:33:00 -
[134] - Quote
True Adamance wrote:As I see it.
Commando have and always were been the Shocktroopers of Dust.
Designed to spit lead down range and be the Ultimate Suppression Fighters CCP intended them to be.
So you've taken to using Minmatar tech then, have you?
True Adamance wrote:As I see it.
Commando have and always were been the Shocktroopers of Dust.
Designed to spit laz0rs down range and be the Ultimate Suppression Fighters CCP intended them to be.
FTFY
For the State.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
385
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Posted - 2014.10.14 22:45:00 -
[135] - Quote
Blueprint For Murder wrote:el OPERATOR wrote:
Its a problem if the unit doesn't have the speed to deliver the package. Your scoutsuit is much, much faster than a Commando.
I am well aware of the speed difference, my scout also can't one or two shot a tank with a REs. There are of course other methods you could use like dropping one from a drop ship on top of a tank or trying to make it to the tank with a lav. https://www.youtube.com/watch?v=Of2HU3LGdbo
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Atiim
12944
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Posted - 2014.10.14 22:54:00 -
[136] - Quote
True Adamance wrote:Zindorak wrote:Ammando is useless due to Assault being better with the LR, the Scr nerf and the ACSR being sh*t ***** please..... Amarr Commando is the best damn suit in the game. You obviously never saw Aero or Fire of Prometheus at work then.....the original Commando's. Also known as...
The Commando Six
The 1st Matari Commando
-HAND
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
385
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Posted - 2014.10.14 23:00:00 -
[137] - Quote
Alena Ventrallis wrote:I think commandos either need to become light suits and be about disrupting the enemy behind their lines, similar to how this remote explosive discussion is; or have them remain heavy suits, and emphasize shocktroopers, and deal massive damage with light weapons and regen quickly.
A heavy trying to place RE on a tank is ludicrous and not what the suit was made to do.
I think actually that the Commando as a role is already in the hands of the light suits which is a condition that needs to be corrected.
Nerf scouts. All stats. At all levels.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13542
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Posted - 2014.10.14 23:26:00 -
[138] - Quote
Atiim wrote:True Adamance wrote:Zindorak wrote:Ammando is useless due to Assault being better with the LR, the Scr nerf and the ACSR being sh*t ***** please..... Amarr Commando is the best damn suit in the game. You obviously never saw Aero or Fire of Prometheus at work then.....the original Commando's. Also known as... The Commando Six
Indeed.
Fire of Promethius Aero Yassavi Grandmaster Kubo Mauren NOON Thanjac Wurm FOOD
The original Commando's who built the Ultimate Suppression Fighter.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Banjo Robertson
Evzones Public.Disorder.
280
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Posted - 2014.10.15 03:11:00 -
[139] - Quote
I have only level 1 gallente commando so my experience is very limited.
I see the role of commando as something like this: Commandos as compared to the Assault give up: movement speed, slot layouts, scan profile Commandos as compared to the Assault gain: extra light weapon, extra base eHP, longer scanning range, better scanning precision
Situational weapon use and situational awareness are what I see commando having as its advantage/role, being able to use two light weapons means you can prepare for more situations than other suits, either two types of AV, two types of AI, or one AV and one AI weapon could be fitted at a time. Not only does the bulkier suit allow for higher base eHP, but it allows for better battlefield sensors to be installed as well.
I see commandos having a scan radius of maybe 50-60 meters base, scan precision of around 35db base, this gives them awareness of a good area to allow them to act as needed, it also provides a good tertiary eWar role without taking away from scanning logis. |
Blueprint For Murder
Immortal Guides
115
|
Posted - 2014.10.15 07:59:00 -
[140] - Quote
el OPERATOR wrote:
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
Well put someone on the forums once had written that pc was 1% of the games pop now I do not know if this is true, but even if it is not I would say the viability of said actions on any plain is situational and therefore debatable.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
121
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Posted - 2014.10.15 07:59:00 -
[141] - Quote
el OPERATOR wrote:
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
Well put someone on the forums once had written that pc was 1% of the games pop now I do not know if this is true, but even if it is not I would say the viability of said actions on any plain is situational and therefore debatable.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3638
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Posted - 2014.10.15 10:12:00 -
[142] - Quote
Blueprint For Murder wrote:el OPERATOR wrote:
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
Well put someone on the forums once had written that pc was 1% of the games pop now I do not know if this is true, but even if it is not I would say the viability of said actions on any plain is situational and therefore debatable.
let's consider you can only have one match per district per day.
The top PC corps aren't exactly the majority of players. Each corp has designated teams who do PC battles.
PC corps are not the majority of the players.
PC combatants do not make up the majority of PC corp players.
so while I'll admit 1% is an exaggeration, realistically you have one in 20 working PC at the most. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3640
|
Posted - 2014.10.15 11:13:00 -
[143] - Quote
back to the topic at hand:
No one really agrees what the commando should be because everyone USES them for different purposes. no two answers have been alike, which tells me that the construction of the commando line was TOO open and the bonusing too generic.
I would like to propose we set the primary purpose of the commando is the sustained application of focused destruction, allowing it to operate in a shocktrooper/doorkicker role as well as a fire support platform
to accomplish this I propose
5 slot layout, with a different layout than the sentinels so the commandos are less limited at either end of the fitting spectrum.
Gallente/Amarr share 2H/3L
Minmatar/Caldari share 3H/2L
PG/CPU increase to account for new slots and roles
Universal Role Bonus: 50% increase to shield recharger/energizer and armor repair efficacy. If Commandos are expected to perform in sustained engagements their recovery is going to be a lot more important than a Sentinel's ability to soak fire. This will allow "rep tanking" that doesn't involve a logi, and cannot be spiked above the incoming DPS of ANY weapon. It is intended to allow the dropsuits to fade behind cover and recover rapidly whetehr between engagements or to avoid fire by timid opponents who won't chase.
Gallente:
3% bonus to plasma damage per level 3% bonus to suit base and sprint speed per level
The gallente are CQC fighters, pure and simple. if they cannot get into contact range, they're useless.
Amarr:
3% bonus to laser weaponry damage per level 3% bonus to stamina amount and regeneration per level
Amarr run longer, stronger and are the slowboats of the dropsuits, they're also the hardest to out-endure.
Caldari:
3% bonus to Rail weaponry damage per level 3% bonus to weapon charge speed per level (excluding Sniper Rifles)
Caldari Commandos are the long-range fire-support platforms. Their purpose in life is to reach out and touch someone. What they do best is hit harder and fire faster than their brethren.
Minmatar:
3% bonus to Explosive Weaponry per level 3% bonus to projectile weaponry per level
Minmatar are defined by the fragility of their armor and shields, the speed of their dropsuits and their unnatural ability to hit harder than nearly any other racial equipment in existence. They're the race who tanks by ganking you before you can react. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
389
|
Posted - 2014.10.17 00:05:00 -
[144] - Quote
Breakin Stuff wrote:Blueprint For Murder wrote:el OPERATOR wrote:
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
Well put someone on the forums once had written that pc was 1% of the games pop now I do not know if this is true, but even if it is not I would say the viability of said actions on any plain is situational and therefore debatable. let's consider you can only have one match per district per day. The top PC corps aren't exactly the majority of players. Each corp has designated teams who do PC battles. PC corps are not the majority of the players. PC combatants do not make up the majority of PC corp players. so while I'll admit 1% is an exaggeration, realistically you have one in 20 working PC at the most.
For you and Blueprint, the vehicle surfing in pubs vs PC/FW is that riding in a mode w/FF on, the surfer takes vehicle collision damage fast. Basically you get run over once the vehicle moves, or it throws you/you jump. I want Dropship bombers as much as anyone else, but it doesn't seem sensible to me to provide a bonus thats only useful during certain gamemodes. As part of a larger, more useful bonus portfolio, sure, why not.
Did I mention Nerf scouts? Nerf them into material not even Michael Bay would make a sequel for.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
389
|
Posted - 2014.10.17 00:09:00 -
[145] - Quote
Breakin Stuff wrote:back to the topic at hand:
No one really agrees what the commando should be because everyone USES them for different purposes. no two answers have been alike, which tells me that the construction of the commando line was TOO open and the bonusing too generic.
I would like to propose we set the primary purpose of the commando is the sustained application of focused destruction, allowing it to operate in a shocktrooper/doorkicker role as well as a fire support platform
to accomplish this I propose
5 slot layout, with a different layout than the sentinels so the commandos are less limited at either end of the fitting spectrum.
Gallente/Amarr share 2H/3L
Minmatar/Caldari share 3H/2L
PG/CPU increase to account for new slots and roles
Universal Role Bonus: 50% increase to shield recharger/energizer and armor repair efficacy. If Commandos are expected to perform in sustained engagements their recovery is going to be a lot more important than a Sentinel's ability to soak fire. This will allow "rep tanking" that doesn't involve a logi, and cannot be spiked above the incoming DPS of ANY weapon. It is intended to allow the dropsuits to fade behind cover and recover rapidly whetehr between engagements or to avoid fire by timid opponents who won't chase.
Gallente:
3% bonus to plasma damage per level 3% bonus to suit base and sprint speed per level
The gallente are CQC fighters, pure and simple. if they cannot get into contact range, they're useless.
Amarr:
3% bonus to laser weaponry damage per level 3% bonus to stamina amount and regeneration per level
Amarr run longer, stronger and are the slowboats of the dropsuits, they're also the hardest to out-endure.
Caldari:
3% bonus to Rail weaponry damage per level 3% bonus to weapon charge speed per level (excluding Sniper Rifles)
Caldari Commandos are the long-range fire-support platforms. Their purpose in life is to reach out and touch someone. What they do best is hit harder and fire faster than their brethren.
Minmatar:
3% bonus to Explosive Weaponry per level 3% bonus to projectile weaponry per level
Minmatar are defined by the fragility of their armor and shields, the speed of their dropsuits and their unnatural ability to hit harder than nearly any other racial equipment in existence. They're the race who tanks by ganking you before you can react.
I like this too, although I'd like to see the reload bonus remain, even if it's spread as a class bonus for all. PLC-Mando reloading is a joyous experience I hate to lose.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
470
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Posted - 2014.10.17 01:43:00 -
[146] - Quote
why just not a buff to 4% bonus to light damage per level = 20 % is way better than of ***** 10 % |
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
222
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Posted - 2014.10.17 02:55:00 -
[147] - Quote
Cross Atu wrote:Input and feedback is being sought regarding the state of Commandos within Dust, and how to polish the experience. When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied. Cheers, Cross PS ~ Commandos are something I know comparatively little about, so please do your best to be detailed and constructive so that I am able to provide the very best feedback and ideas to CCP. Thanks Primary Role: Proto Gallente Scout - Ewar Secondary: Advanced(3) Gallente Commando
I run three different builds on my Gallente Commando.
1) Anti-Tank
- x1 Enhanced Shield Extender
- x1 KLA-90 Plasma Cannon
- x1 'Exile' Assault Rifle
- x1 F-45 Remote Explosives (might change to F/49 Proximity Explosives)
- x3 Enhanced Armor Plates
Primary Context I tend to run this build if a) there's a vehicle(s) in the way, b) I need to lay down cover fire on a narrow choke point, and/or c) I'm taking on heavies in CQC. Most vehicles will retreat whenever I'm using this build (dropships, too- LAVs will drive away). I can kill vehicles if I detonate the remotes first and then finish them with a PLC shot; most of the time I'll fire with someone else to take out a vehicle. If there's a choke point, I'll most fire the PLC to take out as many strafing as I can, then I'll switch to AR and attempt to drive them back. Heavies are about 50/50- sometimes I miss, sometimes I win, sometime they'll tank my PLC shot, other times they'll get fried. I really like this build is able to fulfill the Commando's role of suppression; however, I find myself running out of ammo fairly often.
2) CQC
- x1 Enhanced Shield Extender
- x1 'Exile' Assault Rifle
- x1 CRG-3 Shotgun
- x1 R-9 Drop Uplink(s)
- x3 Enhanced Ferroscale Plates
Primary Context I tend to run this build if a) the teams needs more Uplinks closer to the objective, b) enemies are grouped up in a small space, and/or c) Scouts. This suit is able to force itself into the front lines fairly well; however, my level 3 Assault suit still does better in that regard. If I want to run in and deal as much damage as possible, I'll use this suit; however, this build often does not have enough tank to support a rush for long (especially when I take damage before rushing). Sometimes I'll use this for point defense to force the enemy off, but I can't compete when a CR starts drilling me. If I know there are Scouts running around, I can sometimes counter them with my Shotgun blast because I can take one more hit than they can; however, more often than not I'll lose to their RoF from behind (get one-three shot). I like this build, but I can't survive very long and can easily be overwhelmed by Scouts and Sentinels (can out-maneuver Assaults & Logis).
3) Hybrid
- x1 Enhanced Shield Energizer
- x1 SB-39 Rail Rifle
- x1 'Exile' Assault Rifle
- x1 Compact Nanohive
- x3 Enhanced Reactive Plates
Primary Context I tend to run this build if a) attacking/holding a spatially open objective, b) want to lay down suppressing fire, and/or c) I'll be traveling across an open space. If I'm attacking an objective, I'll push up as far as I can and only use my Nanohive if my teammates or myself really need it. If I'm defending, I'll set up my Nanohive on the side with the most forces approaching. In both instances, I'll use the RR to engage targets at range and use the AR on any enemies who manage to move up/flank. Whenever I need to cover teammates moving up or keep enemies occupied, set up my Nanohive and keep unloading clips. If I know I'll be moving out in the open and have a higher chance of getting picked at range, this suit's regen capabilities work wonders on my survival. I enjoy this build the best because the suit regens quickly, can lay down lots of suppressing fire, and is feels the most like the "Commando" role.
All of these builds have been pretty successful, but if I had to put them in order of best to worst: Hybrid, Anti-Tank, CQC.
I often find I'm consistently running out of ammo. I can go toe-to-toe with Sentinels, and if I lose, I still deal a good amount of damage. On my non-regen builds, I find I don't recover quickly enough to keep my suppression momentum going and am forced to fall back/tread carefully. On my regen build, I often can't sustain a CQC firefight long enough to hold out- the suit gets shredded fairly easily.
Hope this helps!
Lovin' daddy Rattati!
CCP Ankou s+êTà+ bro!
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
130
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Posted - 2014.10.17 05:17:00 -
[148] - Quote
DeathwindRising wrote:give them high scan range and precision, so the commandos can see everything on a battlefield. dont make their passive scan shared. and give them terrible scan profiles so they cant hide.
this lets the class react to threats as they emerge, but its balanced by their inability to to use cloaks, dampen effectively, and their lack of mobility.
I've been saying this forever. A passive scan buff and an extra hi or low and i would be stoked.
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Leovarian L Lavitz
NECROM0NGERS
1170
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Posted - 2014.10.17 15:53:00 -
[149] - Quote
Give them built in cloaking devices or the same bonus as scouts. That would be fun as hell.
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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Monty Mole Clone
Ametat Security Amarr Empire
232
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Posted - 2014.10.17 20:22:00 -
[150] - Quote
can the amarr commando reload bonus be changed to a heat build up bonus? if not i would like damage bonus changed to a heat build up bonus instead.
quite frankly my dear i don't give a damn
pew pew goes my scram rifle zap zap goes my scram pistol vizzzz goes my laser
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