I do not mind comandos. In matter of fact I have killed all others but once I have started exchanging long shots with one sharpshooter and other 3 joins him the PITA began.
It is not the commando but the numbers of sharpshooters that matters. Would you prefer a settlement only with sharpshooters?
Thats the thing i meant. When i said "Commando" i meant the whole Group that usually spaws. Strikers, Commandos and all that. A Strike-Team. They need to spawn as a balanced Group, not completely random where you could end with 4/11 or more Sharpshooters.
And not only that, the Sharpshooters should not behave in the same way as the others, so "rush towards the enemy".
Each type of enemy needs another form of AI and Balance to make them fair and fun.
Striker: Uses the heaviest Armor and has usually more Shield than the rest of the Squad. Carries the Shotgun and tries to rush towards the Target. Does not care about broken Shields and sprints around Cover to flush you out. Uses Medpacks when his health drops low.
Commando: Uses a balanced Armor and carries Assault Rifles. Always tries to stay behind Cover or at Corners. Hides when the Shield breaks. Throws Grenades to flush you out of Cover.
Sharpshooter: Uses light Armor and carries the Exectutioner. Always tries to stay as far away as possible and tries to stick to higher places. Uses the Shield Grenade to create Cover for himself. Retreats and switches to Tormentor when you get too close.
A balanced group could be:
1x Striker
1x Sharpshooter
1x Commando with Kinetic
1x Commando with Energy
When you Attack a Base, the Patrols on the Outside should always be Commandos. Inside Buildings they should always be Strikers, or a new Variant with SMGs.
Sharpshooters should never spawn as random Guards. Instead, they should spawn on certain Roofs in fixed positions.
Also, to spawn on the same spots as Sharpshooters: Anti-Vehicle Units with Rocket Launchers.
That way you make sure that the "strong weapons" have a tactical use and feeling, not a 1337-Quickscope Rush from Call of Duty. And with an AI that tells them to "stay where you are and shoot from there" you make it fair as you can easily avoid their line of sight.
In low gravity environments without atmosphere even projectiles should fly fairly straight and far.
The plasma shot speed forces the sniper to lead for lateral movement, but doesn't overcomplicate things unnecessarily and unrealistically.
However, I agree that it's a bit a bummer not to get some extra shot speed from extra range.
Realism-wise, I'd think plasma should be something very unstable and only operational without atmosphere. Therefore the weapon should be designed to give it a high velocity to last the distance or it should be short ranged.
Plasma Weapons should atleast be able to cover their effective Range.
50m/s is good enough for Tormentor and Intimidator.
Oppressor should have 75m/s because it is an Assault Rifle, yet it has the lowest Effective Range of all of them, so it has a high Falloff. (Oppressor: 35m, AR-50: 50m, Aphelion: 70m)
Intimidator should have 100m/s so that it can actually cover its 100m effective Range.
Greater Range engineering should further increase speed. Thats what engineering is for, isnt it? Spend a lot of time and resources to change a Weapon to your liking.