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Megaman Trigger
OSG Planetary Operations
955
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Posted - 2015.12.12 11:26:00 -
[1] - Quote
DIinkelFritz wrote:Commandos...need a buff. Comparing the two, fully fitted, my assault suit is faster, has more upward mobility, more dmg buff from weapon upgrades, smaller hit box, smaller profile, stronger scan resolution, grenades, pg/cpu, and HP. In other words, my assualt suit is better than the commando at pretty much everything, including dps, which is supposed to be the role of the commando. A DPS suit with two main weapons. So I fully support the idea of giving commandos grenades, and extra slot and a bigger dmg buff say 3%. Nuff said.
I'd have to argue against Assaults having better DPS than Commandos. Commandos get 10% to racial weapons and two high slots, which gives a bigger bonus (just) than 5 damage mods on a Cal Assault if both are using Rail Rifles. There's also the Commandos reload bonus to take into account when it comes to the DPS of weapons like ARs and ACRs.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
961
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Posted - 2015.12.14 12:23:00 -
[2] - Quote
DIinkelFritz wrote:
Check your fittings and descriptions. The magstabs don't have stacking penalties. I put it on my suits just to make sure and they stack equally. 3 on a Gal assault :21% dmg + 15% to rate of fire =36%dps bonus 2 on Commando:10+14% = 24% dps bonus. Maxing dmg mods here and not recommending it. The kicker is that a good Commando build needs at least one slot to myo in order to move effectively around the battlefield. Given the bigger hit box and slow speed, it dies much faster than the Assault (not considering the fact that the assault has a greater hp potential). I'm not saying the slow speed and hit box need to be changed, in fact it's how the commando is supposed to be balanced. The problem is that a commando should have a clear advantage to dps over other suits (except for the heavy and sentinel for obvious reasons) and it doesn't. The only commandos I ever look out for are those from the Minmatar. With myos, The melee dmg is enough to one shot a sentinel and jump high enough to make straight shots with the mass driver (which also gets a bonus to dmg from commando skill) A maxed dmg build would add 21%+10% to explosive and projectile weapons giving a 31% bonus to damage. Caldari commmandos would be in the same category but, heh, no one plays caldari commando.
Damage mods do have a stacking penalty, it just doesn't display correctly in the fitting window.
The only Assault that out DPS's its Commando counterpart is the Gallente because of the RoF bonus. Amarr, Minmitar and Caldari Assaults don't have anything that boosts their DPS while the Commandos do, and I disagree that Myos are a necessity for any Commando.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
966
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Posted - 2015.12.15 13:09:00 -
[3] - Quote
tritan abbattere wrote:zzZaXxx wrote:Which ones are fine?
Amarr sentinal is the standard for heavies and it's having trouble standing up against assaults.
All commandos suck.
Amarr and Minmatar scouts have a profile disadvantage but all scouts are too squishy to stand up to assaults, even when they stick to their role. Try a min commando with swarms. It does very well at killing vehicles. little bit to well. Also try mass driver with min comando it will own an assault if played right. Scouts with remotes getting in and out is a very OP combo. These specialty roles a lot of them you can not take into direct combat.
Minmanndo no longer gets a bonus to Swarms, that was moved to the Calmanndo.
Purifier. First Class.
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