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jade gamester
Vengeance Unbound RUST415
239
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Posted - 2015.04.09 13:16:00 -
[1] - Quote
So I own three mandos gal/min/cal/ And I thought last night on how much more dmg does a Gal do to my Gal assault. I run dmg stacked gals. The Gal assault if I recall did either 2hp more dmg to the Gal Commando. that being said the amar Commando would follow that due to the same load out. so I have question what is commandos had sentinel
Will the real vu please stand up o7
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Jack Boost
Zarena Family
730
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Posted - 2015.04.09 13:24:00 -
[2] - Quote
No hable cookie
Not much time left...
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LT SHANKS
You In The Nutz
5634
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Posted - 2015.04.09 13:47:00 -
[3] - Quote
OP, could you rephrase your entire post? I'm having a lot of trouble trying to understand it. |
Joel II X
Bacon with a bottle of Quafe
7007
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Posted - 2015.04.09 14:16:00 -
[4] - Quote
Commandos have the opportunity to deal 17% more damage than usual, at the very least (1 high).
Assaults have the opportunity to deal roughly 13% more damage with stacking penalties applied with 3 highs and all light damage mods.
So, little difference, but a huge difference in stamina, speed, and regen capabilities. Also, health, I guess. |
jade gamester
Vengeance Unbound RUST415
239
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Posted - 2015.04.09 15:16:00 -
[5] - Quote
LT SHANKS wrote:OP, could you rephrase your entire post? I'm having a lot of trouble trying to understand it. Hope that made it better hahah my apologies
Will the real vu please stand up o7
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jade gamester
Vengeance Unbound RUST415
239
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Posted - 2015.04.09 15:18:00 -
[6] - Quote
Joel II X wrote:Commandos have the opportunity to deal 17% more damage than usual, at the very least (1 high).
Assaults have the opportunity to deal roughly 13% more damage with stacking penalties applied with 3 highs and all light damage mods.
So, little difference, but a huge difference in stamina, speed, and regen capabilities. Also, health, I guess. is it only 13% with three dmg mods? He was sure I did more damage with the Gal assault however it as very close
Will the real vu please stand up o7
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Templar XIII
135
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Posted - 2015.04.09 16:27:00 -
[7] - Quote
Joel II X wrote:Commandos have the opportunity to deal 17% more damage than usual, at the very least (1 high).
Assaults have the opportunity to deal roughly 13% more damage with stacking penalties applied with 3 highs and all light damage mods.
So, little difference, but a huge difference in stamina, speed, and regen capabilities. Also, health, I guess.
If you took the time to check your data via stacking penalties calculator, you'd have noticed, that 3 complex damage modifiers stack up to 18.04% NOT 13%. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9599
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Posted - 2015.04.09 17:55:00 -
[8] - Quote
Three damage mods: 1.00 +ù 1.075 +ù (1.00 + 0.075*0.869) +ù (1.00 + 0.075*0.571) = 1.194
Commando + one damage mod 1.00 +ù 1.10 +ù 1.075 = 1.1825
Three damage mods barely edges out a single high slot commando.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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jade gamester
Vengeance Unbound RUST415
239
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Posted - 2015.04.09 19:39:00 -
[9] - Quote
Aero Yassavi wrote:Three damage mods: 1.00 +ù 1.07 +ù (1.00 + 0.07*0.869) +ù (1.00 + 0.07*0.571) = 1.180
Commando + one damage mod 1.00 +ù 1.10 +ù 1.077 = 1.177
Three damage mods barely edges out a single high slot commando. agreed but that's the only high slot the Gal has? So it can't get the dmg bonus? Yes in basic and advanced the Commando has the upper had but when it goes proto? The Gal mando only has the extra light weapon making it good av
Will the real vu please stand up o7
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Reign Omega
T.H.I.R.D R.O.C.K
1397
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Posted - 2015.04.09 19:50:00 -
[10] - Quote
Allow me to sell you on the GCom right now. Ar/plasma cannon.
The Ar, any variety is a beast, just about equal damage and an oily slick reload.
And the plasma cannon.... which now is randomly a popular weapon. damage is alpha, plus with 3-5 in reload added to the reload bonus, is almost like runnning a Kubo full time it reloads so fast. It makes it great for AI, and very very deadly for AV.
I have been proto GCom since they came out and the suit is solid. I got 400 neo gk.0 from the commando event, when was that? Anyhow I still havent had to buy a single suit...thats how rarely I die with it.
It's by no means underpowered, I'll slap the hot coffee out of a calcom or mincom. And havent seen an amcom since....they were they only commando...
Mark a$$ tricks, and bags of dicks....
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Reign Omega
T.H.I.R.D R.O.C.K
1397
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Posted - 2015.04.09 19:53:00 -
[11] - Quote
I generally only run 1 fit...unless Im messing about.
Duvolle Tac KLA90 Plc Complex damage 2 complex reps 1 complex reactive K2 or K17d nanohive
Stand a bit back and catch wreck.
Mark a$$ tricks, and bags of dicks....
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7930
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Posted - 2015.04.09 19:54:00 -
[12] - Quote
Joel II X wrote:Commandos have the opportunity to deal 17% more damage than usual, at the very least (1 high).
Assaults have the opportunity to deal roughly 13% more damage with stacking penalties applied with 3 highs and all light damage mods.
So, little difference, but a huge difference in stamina, speed, and regen capabilities. Also, health, I guess. 18.04% for assaults after stacking penalties.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18099
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Posted - 2015.04.09 19:55:00 -
[13] - Quote
You think the Amarr Commando is underpowered?
...........Why? It's still the Ultimate Suppression Fighter! Amarr Commando = Best Mando!
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Georgia Xavier
Y.A.M.A.H
234
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Posted - 2015.04.09 20:06:00 -
[14] - Quote
True Adamance wrote:You think the Amarr Commando is underpowered?
...........Why? It's still the Ultimate Suppression Fighter! Amarr Commando = Best Mando! most likely because the amarr only has three weapons of choice but I agree,amarr is perfect for supression
Scr nerf approaches.We shall see who truly knows how to wield God's wrath and heathens who wish to mimic the Amarr......
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Kuruld Sengar
G.L.O.R.Y General Tso's Alliance
288
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Posted - 2015.04.09 20:23:00 -
[15] - Quote
According to This tool, three complex light damage mods add 18.04% damage. Trumping the 17% of the gal/amarr commando.
Edit: Just realized I am very late to the party. |
Varoth Drac
Dead Man's Game RUST415
727
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Posted - 2015.04.09 20:24:00 -
[16] - Quote
I agree with OP. Two light weapons are good, but without the ability to out dps an assault, the comando seems pretty weak.
An extra slot for each would improve balance. For the Amarr just break convention and give them another high slot rather than low. |
Joel II X
Bacon with a bottle of Quafe
7008
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Posted - 2015.04.09 20:28:00 -
[17] - Quote
Templar XIII wrote:Joel II X wrote:Commandos have the opportunity to deal 17% more damage than usual, at the very least (1 high).
Assaults have the opportunity to deal roughly 13% more damage with stacking penalties applied with 3 highs and all light damage mods.
So, little difference, but a huge difference in stamina, speed, and regen capabilities. Also, health, I guess. If you took the time to check your data via stacking penalties calculator, you'd have noticed, that 3 complex damage modifiers (7% each) stack up to 18.04% NOT 13%. You would have been correct had you assumed the light damage modifiers in question where advanced (5% each). Oops. I just used numbers from on top of my head. Thanks for the link, though! Completely forgot that existed haha.
Anywho, I guess commandos really are pretty useless save for having two lights. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9602
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Posted - 2015.04.09 21:22:00 -
[18] - Quote
True Adamance wrote:You think the Amarr Commando is underpowered?
...........Why? It's still the Ultimate Suppression Fighter! Amarr Commando = Best Mando! No, Amarr Commando is underpowered and not nearly the best commando. I just use it anyways because I'm stubborn.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5746
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Posted - 2015.04.09 21:49:00 -
[19] - Quote
True Adamance wrote:You think the Amarr Commando is underpowered?
...........Why? It's still the Ultimate Suppression Fighter! Amarr Commando = Best Mando!
I feel like you might be slightly biased in this case...
But really there needs to be an Amarr AV weapon. I'd actually use the Amarr Commando then.
jade gamester wrote:I understand the mando has the bonus of two light weapons but I see it slightly odd how the Gal and amar have one high slot which means there damage is lower then there assaults varients with three slots?
So I thought why not give the mandos the sentinel slots? My only issue is that it wouldnt change amar damage
You're going to have an incredibly hard time trying to balance a Commando's natural bonuses vs an Assault's ability to fit damage mods. The obvious advantage to the commando is that it's going to be getting a damage bonus at no PG/CPU cost, and isn't affected by stacking penalties. The Assault on the other hand can probably get more damage output, but is also going to feel the effect of fitting fairly resource expensive damage modifiers and doesn't get the "free" 10% bonus. That paired with the utility of two light weapons....it's difficult to really make a direct comparison between the two.
As for making the Commando have the same slots as the Sentinel? Absolutely. Commandos are not in a bad spot by any means. A lack of racial weapons and slots are the primary issues, and the latter is easily fixed.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Moochie Cricket
Fatal Absolution Negative-Feedback
1128
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Posted - 2015.04.09 22:03:00 -
[20] - Quote
Anyone who says a Caldari commando is useless has no idea what they are talking about. I straight up own people in a calmando; both in pubs and PC. Run triple damage mods with an arr or regular rr and have fun annihilating anyone who gets in your way. Pair it with a swarm launcher or tactical sniper rifle and beast away. At prof 5 for the rr/sr, with 5% damage from warbarge, ~18% from the damage mods, and 10% from the suit itself, you are putting out x1.48 damage to armor.
FOR THE STATE
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jade gamester
Vengeance Unbound RUST415
239
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Posted - 2015.04.09 22:10:00 -
[21] - Quote
Moochie Cricket wrote:Anyone who says a Caldari commando is useless has no idea what they are talking about. I straight up own people in a calmando; both in pubs and PC. Run triple damage mods with an arr or regular rr and have fun annihilating anyone who gets in your way. Pair it with a swarm launcher or tactical sniper rifle and beast away. At prof 5 for the rr/sr, with 5% damage from warbarge, ~18% from the damage mods, and 10% from the suit itself, you are putting out x1.48 damage to armor. I didn't say the calmando was useless? I love mine the Gal and amar I'm on about buddy
Will the real vu please stand up o7
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Henchmen21
Planet Express LLC
1225
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Posted - 2015.04.09 22:11:00 -
[22] - Quote
Reign Omega wrote:Allow me to sell you on the GCom right now. Ar/plasma cannon.
The Ar, any variety is a beast, just about equal damage and an oily slick reload.
And the plasma cannon.... which now is randomly a popular weapon. damage is alpha, plus with 3-5 in reload added to the reload bonus, is almost like runnning a Kubo full time it reloads so fast. It makes it great for AI, and very very deadly for AV.
I have been proto GCom since they came out and the suit is solid. I got 400 neo gk.0 from the commando event, when was that? Anyhow I still havent had to buy a single suit...thats how rarely I die with it.
It's by no means underpowered, I'll slap the hot coffee out of a calcom or mincom. And havent seen an amcom since....they were they only commando...
Truth.
Though I like the mincom for the MD for destroying equipment, at least since the PLC lost its original arc.
Your matchmaking sucked the last time and it still sucks this time.
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MINA Longstrike
Kirjuun Heiian
2525
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Posted - 2015.04.09 22:14:00 -
[23] - Quote
Joel II X wrote:Commandos have the opportunity to deal 17% more damage than usual, at the very least (1 high).
Assaults have the opportunity to deal roughly 13% more damage with stacking penalties applied with 3 highs and all light damage mods.
So, little difference, but a huge difference in stamina, speed, and regen capabilities. Also, health, I guess.
Your math is very wrong. Three high slots equates to about 18% extra damage with light damage mods. This is before warbarge bonuses. So with commando's that only have one high slot an assault with three high slots used on damage does about .3% more damage than the commando.
http://wiki.dust514.info/index.php?title=Stacking_Penalties
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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jade gamester
Vengeance Unbound RUST415
241
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Posted - 2015.04.10 07:52:00 -
[24] - Quote
Okay so people are taking this the wrong way im not saying the mandos are weak I'm saying that when you look at the calmando and minmando there damage output is insane? if you play the minmando as it's role let's say mass driver and swarms? Tanks and ads try to avoid them and mass drivers melt infantry sometimes a minmando alone can pin players for insane time. A calmando has insane alpha dmg with a railrifle. Yes it becomes a glass cannon but with dmg so great it's worth every penny. then the Galmando yes the ability of two plasma cannons is insane, and yeah totally agree an ar and plc fit is also insane however, the ar cqc, you can't just think about the tac rifle. So understanding this the Gal assault does more dmg and has the bonus for hip fire making cqc even more effective. All I'm trying to say is, is the Galmando really in the right spot when it can fire an extra plc round?
And the amar Commando, useless I say useless because of a few reasons 1. Less damage then the Assault 2. The bonus to assault means the assault is better support 3. Assault can stack better
I respect people saying well you can't compare mandos to assaults as theyre different roles? But I just feel that for once the two shield suits are in the right place and the armour isn't?
Will the real vu please stand up o7
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5746
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Posted - 2015.04.10 08:00:00 -
[25] - Quote
jade gamester wrote: I respect people saying well you can't compare mandos to assaults as theyre different roles? But I just feel that for once the two shield suits are in the right place and the armour isn't?
Actually the Gallente is in a pretty solid place as well. I think the main issue the Amarr lack is that the two light Laser weapons available don't provide as much utility like the others have.
I mean sure, you can get more damage out of a Caldari and Minmatar commando, but they're sacrificing their main tanking slots to do so, which is a hefty tradeoff for the damage output.
I think if we got the Amarr another weapon they could use to up the utility, and gave all Commandos the same slot layout as the Sentinel, we would see things fall into a pretty good place, Amarr Commando included.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Regnier Feros
Pielords
294
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Posted - 2015.04.10 09:36:00 -
[26] - Quote
True Adamance wrote:You think the Amarr Commando is underpowered?
...........Why? It's still the Ultimate Suppression Fighter! Amarr Commando = Best Mando! Just wait till we get a av lr variant
"You're like a she-male.. hates gym, doesn't know how to be alpha.. you'll stay in the friendzone for life" -Senpai
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jade gamester
Vengeance Unbound RUST415
241
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Posted - 2015.04.10 10:17:00 -
[27] - Quote
Pokey Dravon wrote:jade gamester wrote: I respect people saying well you can't compare mandos to assaults as theyre different roles? But I just feel that for once the two shield suits are in the right place and the armour isn't?
Actually the Gallente is in a pretty solid place as well. I think the main issue the Amarr lack is that the two light Laser weapons available don't provide as much utility like the others have. It is and it isn't in my view its like yes the Galmando is powerful but the damage doesn't match that of the Gal assault. Im a strong believer of mandos being able to chose to become glass cannons? Sacrificing armour and shield for alpha damage? Sentinel modules would mean a minmando would become a more powerful av which when you look at armour hardeners? Worth it. Calmando could add a recharger or more shield. The Gal could add a dmg mod and the amar gains more survivablitly, because let's be honest the damage on that lazer and Scrambler haha I mean sure, you can get more damage out of a Caldari and Minmatar commando, but they're sacrificing their main tanking slots to do so, which is a hefty tradeoff for the damage output. I think if we got the Amarr another weapon they could use to up the utility, and gave all Commandos the same slot layout as the Sentinel, we would see things fall into a pretty good place, Amarr Commando included.
Will the real vu please stand up o7
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