Jack the Rlpper wrote:The basics basically is I wanna use forge guns for av and go gal assault galmando min logi but everyone keeps telling me go min assault minmando cause the acr is op but my problem with it is it kicks alot for me and i think its better to run a shield and armor weapon not both armor or both shield minus the galmando cause the only other light weapon i like is mass driver but i wont have enough to skill it right when i get my respec
Alright, it seems that you're set on using the FG, so I'll immediately throw out CalSents. As you know, it has the largest amount of high slots for a Sentinel so Complex Damage Mods will be your friend.
As for the debate between GalMando and MinMando, I'll have to ask why are you considering these options when you have the CalSent to fill the AV role for you? Commandos are skill point intensive, often requiring one to max his or her fitting skills to really be effective. If you have not already filled out your core skills, then stick with an Assault suit for now. There is not much reason to have a Commando except for overwatch and vehicle denial by use of swarms, but even then, a Sentinel with an FG could do the same.
Now for Assaults, people are recommending the Minmatar because it simply works. Its balanced 4/4 slot layout at Proto enables one to create many diverse fits. You'll always be working with the fastest medium frame in-game as its sprint and strafing speeds can almost match those of the Scouts, except you'll have an edge with 200+ more eHP.
Also, you don't have to limit yourself to two weapons that are both shield or armour based. My MinAssault uses the ACR in its primary and the Breach Scrambler Pistol in its sidearm slot. The BrScP is often used as an opener that requires only a few shots to deplete the shields out of even the tankiest of Cal suits. This usually leaves little work for the ACR.
Now, I understand you have problems with the ACR's kick, but this can be easily remedied by firing the weapon in bursts: similar to that of the standard CR. Typically, the intense kick is only noticeable when trying to engage an enemy at 50 or so meters for an extended period of time. I wouldn't recommend you do this unless you already have your opponent down to armor. A better tactic would be to reposition yourself and get closer or flee from the firefight altogether. However, in CQC kick should be no problem for you. The ACR at close range really is a spray and pray weapon and with the MinAssault's bonus, you'll be able to spray for even longer durations of time: hopefully enough to drop any opponent you're engaged with.
Finally, we have the GalAssault. It can be played similarly to the MinAssault but most players will recommend that you fit it with armor reps or reactives, maybe a couple of damage mods, and perhaps even a kincat. This suit can be tanked out slightly more than a MinAssault but more often will rely heavily on squad play to make it work efficiently. You're weapons will be outranged or within the range of armor destroyers such as the RR and HMG, so speed and reps will help you continue fighting if you can effectively make use of cover.
If in a squad, you'll want to have the support of a logi who can take time away from following the fat
ass around in order to help you recover some health. With the proper backing, a GalAssault will be a staying force as a frontline combatant.
In all, everything comes down to personal choice and preference. We can help by stating the objective, but what ultimately matters is what you want. If you think Commandos are cool, go for them. Just know that they'll require some heavy SP investments. If you want to play a GalAssault with an AR, go for it, but also be aware that the suit bonus isn't all that great and that your weapons lack range. Pick and play what you like.