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LUGMOS
YELLOW JESUS EXP FORCE
1175
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Posted - 2014.12.24 03:02:00 -
[1] - Quote
Dreis Shadowweaver wrote:The Minmando is great. It's a very useful competitive suit; you provide powerful av whilst also dishing out crazy damage with a rifle. In this sence, the Minmando has advantages over forgers. Commandos in general.
We all know the minmando is a great suit, but what about the others?
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LUGMOS
YELLOW JESUS EXP FORCE
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Posted - 2014.12.24 03:07:00 -
[2] - Quote
Viktor Hadah Jr wrote:Min and Cal good.
Amarr and gal are meh, not because suit is bad or bad bonuses. It's just both races do not have weapons to complement the suit As in?
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LUGMOS
YELLOW JESUS EXP FORCE
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Posted - 2014.12.24 03:39:00 -
[3] - Quote
Forlorn Destrier wrote:Stuff about how gud Minmando is Yes, we know, the minmando is very great.
Why? -Powerful Light weapons -Mass Driver-AOE -Combat Rifle-Generally great weapon -Swarm Launcher-WTF BOOM vehicles -Mobility (other commandos=crap mobility)
Mobile platform and very versatile in weapon choice, this Commando is very good for general use.
Other Commandos
Amarr: -Good light weapons (alpha/ suppresion weapons) -Scrambler Rifle -Regular-Good mid ranged weapon -Assault-OK in close range, but mostly outperformed -Laser Rifle-Strictly ranged weapon, but shines in range In general, this guys role SHOULD be 1v1 situation specialist or mid-ranged suppression/ slaying. Not as good in close range as it is in mid-range.
Gallente: -Good light weapons (all around versatility) -Assault rifle+variants -Versatile light weapon with variants to choose from. Good in its range -Shotgun-Not so good on a heavy, but good for holding a doorway/room -Plasma Cannon-Good AV choice, but only in CQC range unless you have 1337 skillz -Also good against heavies/standstill targets Typically, this guys role SHOULD be CQC master and struggles in far mid to long range. AV capabilities and possible high alpha weapons make it good if anything comes too close.
Caldari: -Good light weapons (only in range) -Rail Rifle -Regular-OK ranged weapon mostly good for suppression/ open field combat -Assault-OK in close range, better in mid range -Sniper Rifle-Good in long range and for pinging people from afar This commando is the long range specialist. High ground is your friend, and if caught in CQC situations, most of the time the battle will be lost.
Why is the Minmando superior? -Best mobility -Good regen for HP -Rediculously great weapon versatility -Can be used as a Super Slayer with CR+MD or a master of AV+AI at the same time with SL+CR
Self sustainability is where the Minmando is great. It's how the Commandos are supposed to be.
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LUGMOS
YELLOW JESUS EXP FORCE
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Posted - 2014.12.24 03:42:00 -
[4] - Quote
Zindorak wrote:All of them are good except the Amarr Commando. I mean, who would take more damage over longer shooting; a gimmick that the Laser Rifle uses. Longer shooting on AScR and ScR is just nicer than more damage. Plus You can stack 3 damage mods to make up for damage. I think you're talking about the Amarr Assault heat buildup skill...
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LUGMOS
YELLOW JESUS EXP FORCE
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Posted - 2014.12.24 03:51:00 -
[5] - Quote
Zindorak wrote:LUGMOS wrote:Zindorak wrote:All of them are good except the Amarr Commando. I mean, who would take more damage over longer shooting; a gimmick that the Laser Rifle uses. Longer shooting on AScR and ScR is just nicer than more damage. Plus You can stack 3 damage mods to make up for damage. I think you're talking about the Amarr Assault heat buildup skill... Yea i was mentioning that the Amarr Mando is inferior to it's assault counterpart Oh...
Well in that case carry on.
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