Before I resume to the topic at hand, here I'll reiterate what I said in #32.
NokiaSE;n2283786 said:
Mobility - Commando can't remain mobility while aiming.
Bullet Count - Commando can't kill as much small Zeds.
Crowd Control - Commando can't disable Zeds outright, nor hinder (slow) them reliably.
Loadout Flexibility - Commando's rifles are heavier with all of them weighing for 6 blocks.
VERSUS
Detection - SWAT can't detect invisibility.
Zed Time - SWAT can't extend Zed Time.
Firepower - SWAT can't drop Zeds as clean, nor output damage as fast.
*Note: output (action) damage ≠dealt (outcome) damage.
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Oh! And the free armor! Thanks to oldmidget's reminder.
Gladius;n2284193 said:
I'm getting bored because you can only see what you want to see and what you know from your subjective point of view.
I'll always speak truth from on the information I know and not intentionally to speak otherwise. You have my words.
Gladius;n2284193 said:
Mando has a longer effective range, can therefore deal effective damage (high DPS) to a scrake on a wider range spectrum and also deals overall more damage in shorter time what will bring down the scrake before he moved as much as he would compared to the SWATs Vector.
As I aware of, the game doesn't has damage fall-off when it comes to the range of ballistic weaponry (it only exists to the penetration and the explosion if I'm not mistaken), meaning the determining factors left to affect the effectiveness of an distant engagement in this game is: the combined accuracy - where recoil and spread/bloom are particularly immovable given unredeemed bullets simply dealt no damage.
According to my experience and knowledge, where the Commando perk really does better (or more effectively to say the least) than the SWAT perk in this topic (distant target) that just you brought up is resolved in its higher per hit damage, which is just high enough to drop small Zeds like the Gorefasts without them lingering around headlessly.
In contrast, SWAT's SMGs cannot put a neat end to such foe unless a shift strike-two is performed perfectly, hence hindering its performance as said targets essentially just became temporal covers to the co-working Zeds behind them.
In other words: the SWAT has the same potential to drop mentioned Zed as effective as a Commando, but this doesn't practically make SWAT perk itself or SWAT's SMGs to be as potent as Commando perk and its rifles in this case. For example, several dying Gorefasts/Gorefiends lingering around in a 6-manned HoE session will definitely pose some danger to say the least (if not drastically swinging the favor off the squad) especially when Gorefasts/Gorefiends prompt to raise up their AR500 blade(s) after the second shot fails to deliver.
Gladius;n2284193 said:
And as I already said when you cant land those headshots thats your personal problem. If you say you preferre SWAT because you can't use mando to his full potential, it's all good. But what you tell me here is trying to twist the facts.
Perhaps missing shots might not be your problem, but it is a problem to face - not to ignore - if one intend to hit the mark, and if we want to make a valid debate by making it objective of course.
On a further note, while I didn't say anything about my capability to achieve 100% hit rate, what I have been discussing with you with my last few posts in this thread is pointing out what you claimed isn't practical - because it's biased to speak from one's performance and applies it for everyone as such statement would be only be applicable for a few of cases that it will not be the relevant as if it's indeed a determining factor. The more extreme (towards either side) the case is, the less applicable it'll be.
With each of Commando's rifle boasts inherently higher per shot damage than SWAT's SMGs on respective tiers, especially with AK-12 firing at 1200RPM during each burst; it's possible for the Commando perk to out-damage the SWAT perk during its up time (mag size).
However, just as I had pointed right from the get-go: it doesn't necessarily make the Commando perform significantly better than the SWAT as if the latter simply incomparable. To put things into perspective, it's just easier for the SWAT in the same regard (tackling Scrake) due to things I'm starting to tired of restating if you don't mind.
By the way, since you mentioned, I prefer playing as a Commando in KF2 given I'm have always been a battle rifle guy who still runs SCAR-H even in games that inherently favors fast firing weaponry for maximized TTK.