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CHET CHEWS
Murphys-Law General Tso's Alliance
29
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Posted - 2015.02.28 18:16:00 -
[1] - Quote
True, but amarr comando can carry two light weapons, in case you didnt notice.(Saying it non offensive)
All hail munson! :3
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CHET CHEWS
Murphys-Law General Tso's Alliance
29
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Posted - 2015.02.28 18:20:00 -
[2] - Quote
Sir Dukey wrote:CHET CHEWS wrote:True, but amarr comando can carry two light weapons, in case you didnt notice.(Saying it non offensive) But if you think about it, both ScR and Laser rifle are awful without heat reduction. Thats how they balance the commandos
All hail munson! :3
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CHET CHEWS
Murphys-Law General Tso's Alliance
29
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Posted - 2015.02.28 18:23:00 -
[3] - Quote
Sir Dukey wrote:CHET CHEWS wrote:Sir Dukey wrote:CHET CHEWS wrote:True, but amarr comando can carry two light weapons, in case you didnt notice.(Saying it non offensive) But if you think about it, both ScR and Laser rifle are awful without heat reduction. Thats how they balance the commandos The Amarr Commando bonus should be the same as the Assaults. No cause in that case the Min mando, and Gallente comando are useless but thats just my point of view
All hail munson! :3
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CHET CHEWS
Murphys-Law General Tso's Alliance
29
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Posted - 2015.02.28 18:25:00 -
[4] - Quote
Sir Dukey wrote:Sgt Kirk wrote:It may not be the same as the Gallente commando because of the heat buildup bonus that the Amarr assault gets but when I compare my Gallente assault to commando o think of it like this.
Sure, I can have three damage mods to get slightly more than a commando. But do I want to use that much Pg and CPU to gimp my suit in other areas? Nah. Two damage mods are fine with me.
Can I carry a plasma cannon with an assault? Sure can, but that would make me a one trick pony and prone to die if I can't kill them in the first shot. Plus that reload bonus on the Commando is fantastic when dealing with the plasma cannon.
Do I have enough armor and shields to be effective? Yeah, so ill just work on speed and or regeneration.
That last point is just a personal opinion though, I don't see the need to stack more armor on this suit when I can have 300 shields and 500 armor with 24 reps per second while running faster than a logistics suit.
So in short, you get three damage mods built in And you don't have to gimp yourself being stuck only with a laser rifle for long range wombat.
But that heatbuild up is a while card in my comparison... That's the Gallante commando bro, the Amarr is much different. The heat reduction bonus on Assault is much better than a 10% damage increase. Im comparing, But my point is that it would be unfair or unbalanced for the other comandos
All hail munson! :3
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CHET CHEWS
Murphys-Law General Tso's Alliance
29
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Posted - 2015.02.28 18:29:00 -
[5] - Quote
I know the amarr comando isnt that great but if you give the amarr comando that bonus then whats the point of the asssault?
All hail munson! :3
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CHET CHEWS
Murphys-Law General Tso's Alliance
30
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Posted - 2015.02.28 18:32:00 -
[6] - Quote
Proto Annihilator wrote:Sir Dukey wrote:Proto Annihilator wrote:Sir Dukey wrote:CHET CHEWS wrote:True, but amarr comando can carry two light weapons, in case you didnt notice.(Saying it non offensive) But if you think about it, both ScR and Laser rifle are awful without heat reduction. That is not quite true. They require heat management, yes. The commandos benefit is there really is no cooldown to worry about. Swap to your other weapon and keep firing. When it is hot swap back. There is only 3 laser type weapons. Mix and match for the best results. no wonder Amarr commandos are so popular!! That's why I see a proto Amarr Commando only in my dreams. Skill is a factor. You should dream up some of that. Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh BURN!
All hail munson! :3
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