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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4737
|
Posted - 2014.01.12 02:18:00 -
[1] - Quote
The game descriptions states (and thus, someone at CCP states) that "the Commando is the ultimate suppression fighter." However, aside from the two light weapons and reload bonus, nothing about the commando encourages suppression. So why not fix that? You can do so through two steps.
1. Suppression fighter implies that you are fighting within large crowds (after all, if you're suppressing then other people need to be killing). Within large crowds, the key to survival is regeneration tanking, as opposed to brick tanking which is the key for one-on-one situations. However, currently the Commando has the weakest regenerative abilities of all dropsuits in the game (what blasphemy!). A dismal 10 hp/s shield recharge rate, and no low slots for armor repping at standard and only 1 low slot at advanced and prototype. This must be changed. I'm not sure what the new values should be, that is for CCP to decide, but the shield recharge rate should be one of the better ones among dropsuits and there should either be more low slots for armor repairing or simply give the Commando a nice inherent armor repair rate. In order to do this, you would likely have to reduce the Commando's overall eHP, which would be an acceptable exchange. Now the Commando can survive as a suppression fighter.
2. As much as I like the sound of Commando's getting extra damage to specific type of weaponry, this is not in line with being the ultimate suppression fighter. Instead, give the Commando a set of racial bonuses that increase your total ammo capacity. Make it large, so at prototype you have double or even triple the normal ammo capacity (that is, 20% ammo capacity of specific weapons per level or 40% ammo capacity of specific weapons per level). I know this sounds extreme compared to the normal ammo capacity skills of 5% per level, but keep in mind those skills are for all players to give them a little more staying power, while this Commando bonus will be exclusive to the Commando and aimed at giving him suppression power. Now the Commando can actually provide suppression instead of trying to conserve their ammo for shots that hit on target because of how little ammo you get. And in actuality, this should probably be the Role Bonus for Commandos and apply to all weaponry, while the reload speed bonus should be the set of racial bonuses and only apply to specific weapons.
Now the Commando has a clearly defined role on the battlefield and stats that back it up.
ARC Commander
CPM Info and Q&A - Status: Open
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Fire of Prometheus
DUST University Ivy League
2834
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Posted - 2014.01.13 02:44:00 -
[2] - Quote
Agreed, +1
I'd rather have better regen abilities (and bonuses that support that) than have an extra Dmg bonus...,,let's face it, ttk is low enough as it is....and these no bonuses aren't helping anything
EDIT: I hate iOS autocorrect
Commando 6 // A.R.C Commander // D-Uni instructor
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DeathwindRising
ROGUE SPADES
195
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Posted - 2014.01.13 02:53:00 -
[3] - Quote
Aero Yassavi wrote:The game descriptions states (and thus, someone at CCP states) that "the Commando is the ultimate suppression fighter." However, aside from the two light weapons and reload bonus, nothing about the commando encourages suppression. So why not fix that? You can do so through two steps.
1. Suppression fighter implies that you are fighting within large crowds (after all, if you're suppressing then other people need to be killing). Within large crowds, the key to survival is regeneration tanking, as opposed to brick tanking which is the key for one-on-one situations. However, currently the Commando has the weakest regenerative abilities of all dropsuits in the game (what blasphemy!). A dismal 10 hp/s shield recharge rate, and no low slots for armor repping at standard and only 1 low slot at advanced and prototype. This must be changed. I'm not sure what the new values should be, that is for CCP to decide, but the shield recharge rate should be one of the better ones among dropsuits and there should either be more low slots for armor repairing or simply give the Commando a nice inherent armor repair rate. In order to do this, you would likely have to reduce the Commando's overall eHP, which would be an acceptable exchange. Now the Commando can survive as a suppression fighter.
2. As much as I like the sound of Commando's getting extra damage to specific type of weaponry, this is not in line with being the ultimate suppression fighter. Instead, give the Commando a set of racial bonuses that increase your total ammo capacity. Make it large, so at prototype you have double or even triple the normal ammo capacity (that is, 20% ammo capacity of specific weapons per level or 40% ammo capacity of specific weapons per level). I know this sounds extreme compared to the normal ammo capacity skills of 5% per level, but keep in mind those skills are for all players to give them a little more staying power, while this Commando bonus will be exclusive to the Commando and aimed at giving him suppression power. Now the Commando can actually provide suppression instead of trying to conserve their ammo for shots that hit on target because of how little ammo you get. And in actuality, this should probably be the Role Bonus for Commandos and apply to all weaponry, while the reload speed bonus should be the set of racial bonuses and only apply to specific weapons.
Now the Commando has a clearly defined role on the battlefield and stats that back it up.
TL;DR 1) More regen ability, less brick tanking 2) Swap damage bonus for generous ammo capacity bonus
the sentinals all get 3 bonuses... so why not just add a capacity bonus to go along with the others? |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
542
|
Posted - 2014.01.13 03:07:00 -
[4] - Quote
While your proposed bonus of increased ammo reserves seems nice (it would free up an equipment slot for something other than a nanohive while solo) and fits the role, I can't help but feel that clip size increase also fits the idea of suppression (better in my mind). But the reload speed bonus would make the clip increase almost redundant...
Part of me would like an increase to ammo capacity to all weapons as the role bonus, and a clip bonus to the weapons/damage types of their respective commandos as the racial bonus ( or something similar)... But I hear that the reload bonus can be quite nice once you are Level 5 (when stacked with rapid reload).
Either way, with the TTK as it is, increased damage seems both a bad idea, and somewhat useless. The bonus seems like it would not add much mileage to the commando role. Decently tanked suits can already die in a second or two, afterall. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4819
|
Posted - 2014.01.13 03:11:00 -
[5] - Quote
Vicious Minotaur wrote:While your proposed bonus of increased ammo reserves seems nice (it would free up an equipment slot for something other than a nanohive while solo) and fits the role, I can't help but feel that clip size increase also fits the idea of suppression (better in my mind). But the reload speed bonus would make the clip increase almost redundant...
Part of me would like an increase to ammo capacity to all weapons as the role bonus, and a clip bonus to the weapons/damage types of their respective commandos as the racial bonus ( or something similar)... But I hear that the reload bonus can be quite nice once you are Level 5 (when stacked with rapid reload).
Either way, with the TTK as it is, increased damage seems both a bad idea, and somewhat useless. The bonus seems like it would not add much mileage to the commando role. Decently tanked suits can already die in a second or two, afterall. That's exactly my reason for going with ammo capacity instead of clip size, because you want to make use of that reload speed. Also I believe increased clip size may put it on the verge of OP, and still the Commando would not be able to suppress for long as he'd run out of ammo.
And yes, I agree it would make sense if you make the ammo capacity the role bonus and then reload speed the racial bonuses. That way you have more freedom as a Commando to use any weapon and use it for suppression, but only specific weapons will have the additional edge of fast reload speed.
ARC Commander
CPM Info and Q&A - Status: Open
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WeapondigitX V7
The Exemplars Top Men.
139
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Posted - 2014.01.13 03:54:00 -
[6] - Quote
I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons.
However I do like those other suggested ideas some of you made (lower base HP and lower melee damage but better regeneration abilities and higher total ammo capacity) and would really like them to be implemented as a Commando Type-II suit.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4824
|
Posted - 2014.01.13 04:28:00 -
[7] - Quote
WeapondigitX V7 wrote:I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons.
However I do like those other suggested ideas some of you made (lower base HP and lower melee damage but better regeneration abilities and higher total ammo capacity) and would really like them to be implemented as a Commando Type-II suit.
So a damage oriented brick tanking one-on-one Commando, and a suppression oriented regen tanking crowd-support Commando?
I could get behind that to a degree, however the former sounds a lot like the Assault class while the latter is something that Dust does not currently have but could really use.
ARC Commander
CPM Info and Q&A - Status: Open
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Nocturnal Soul
Immortal Retribution
1561
|
Posted - 2014.01.13 06:06:00 -
[8] - Quote
Or make it a scout suit....
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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DeathwindRising
ROGUE SPADES
196
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Posted - 2014.01.13 07:34:00 -
[9] - Quote
Aero Yassavi wrote:WeapondigitX V7 wrote:I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons.
However I do like those other suggested ideas some of you made (lower base HP and lower melee damage but better regeneration abilities and higher total ammo capacity) and would really like them to be implemented as a Commando Type-II suit.
So a damage oriented brick tanking one-on-one Commando, and a suppression oriented regen tanking crowd-support Commando? I could get behind that to a degree, however the former sounds a lot like the Assault class while the latter is something that Dust does not currently have but could really use.
i think the suppression comes from the damage bonus. your damage hits so hard that they cant/dont come out for fear of being shredded. the damage also is indirectly increasing your capacity as you dont require as many rounds to make the same kill. you end up dealing more damage per clip than any other class of suit while also reloading faster than any other suit class.
i think we're all just used to the traditional suppression role which is usually carry tons of ammo and spam as many bullets as possible at the enemy. this new commando is the same thing just done in a way we're not used to |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8013
|
Posted - 2014.01.13 08:00:00 -
[10] - Quote
+1 for more regen
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4837
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Posted - 2014.01.13 08:02:00 -
[11] - Quote
DeathwindRising wrote:Aero Yassavi wrote:WeapondigitX V7 wrote:I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons.
However I do like those other suggested ideas some of you made (lower base HP and lower melee damage but better regeneration abilities and higher total ammo capacity) and would really like them to be implemented as a Commando Type-II suit.
So a damage oriented brick tanking one-on-one Commando, and a suppression oriented regen tanking crowd-support Commando? I could get behind that to a degree, however the former sounds a lot like the Assault class while the latter is something that Dust does not currently have but could really use. i think the suppression comes from the damage bonus. your damage hits so hard that they cant/dont come out for fear of being shredded. the damage also is indirectly increasing your capacity as you dont require as many rounds to make the same kill. you end up dealing more damage per clip than any other class of suit while also reloading faster than any other suit class. i think we're all just used to the traditional suppression role which is usually carry tons of ammo and spam as many bullets as possible at the enemy. this new commando is the same thing just done in a way we're not used to Not really, because no one is going to play like that. You get increased damage you're not going to try to suppress the enemy, you're going to try and kill the enemy. Giving the suit more ammo capacity is the only true way to make it a suppression suit.
ARC Commander
CPM Info and Q&A - Status: Open
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Fire of Prometheus
DUST University Ivy League
2846
|
Posted - 2014.01.13 12:08:00 -
[12] - Quote
Nocturnal Soul wrote:Or make it a scout suit.... Nahhhh. I like my commando as a chubby suit....just makes him more cuddly
Commando 6 // A.R.C Commander // D-Uni instructor
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DeathwindRising
ROGUE SPADES
197
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Posted - 2014.01.13 12:51:00 -
[13] - Quote
Aero Yassavi wrote:DeathwindRising wrote:Aero Yassavi wrote:WeapondigitX V7 wrote:I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons.
However I do like those other suggested ideas some of you made (lower base HP and lower melee damage but better regeneration abilities and higher total ammo capacity) and would really like them to be implemented as a Commando Type-II suit.
So a damage oriented brick tanking one-on-one Commando, and a suppression oriented regen tanking crowd-support Commando? I could get behind that to a degree, however the former sounds a lot like the Assault class while the latter is something that Dust does not currently have but could really use. i think the suppression comes from the damage bonus. your damage hits so hard that they cant/dont come out for fear of being shredded. the damage also is indirectly increasing your capacity as you dont require as many rounds to make the same kill. you end up dealing more damage per clip than any other class of suit while also reloading faster than any other suit class. i think we're all just used to the traditional suppression role which is usually carry tons of ammo and spam as many bullets as possible at the enemy. this new commando is the same thing just done in a way we're not used to Not really, because no one is going to play like that. You get increased damage you're not going to try to suppress the enemy, you're going to try and kill the enemy. Giving the suit more ammo capacity is the only true way to make it a suppression suit.
so you want a true suppression unit then?... in my experience, the amount of time needed to effectively suppress an enemy or group even, is usually more than enough time to get sniped in the face. all that shooting and muzzle flash and noise is a big fat shoot me sign. you might as well just grab an enemy scanner and scan yourself for them at that point. however youre correct that we dont have the role as you imagine it |
Ulysses Knapse
Knapse and Co. Mercenary Firm
1069
|
Posted - 2014.01.13 16:51:00 -
[14] - Quote
CCP doesn't understand what suppression is. They never have.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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T'orq
DUST University Ivy League
121
|
Posted - 2014.01.14 14:05:00 -
[15] - Quote
The better regen would be awesome, and who could say no to more ammo.
Thanjac-
Proud Member of Commando 6
Commando Lives
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5036
|
Posted - 2014.01.14 15:04:00 -
[16] - Quote
DeathwindRising wrote: so you want a true suppression unit then?... in my experience, the amount of time needed to effectively suppress an enemy or group even, is usually more than enough time to get sniped in the face. all that shooting and muzzle flash and noise is a big fat shoot me sign. you might as well just grab an enemy scanner and scan yourself for them at that point. however youre correct that we dont have the role as you imagine it
When suppressing you can put yourself in a position safe from snipers, and other nearby enemies are going to have to deal with all your bullets plus your teammates if they want to kill you.
ARC Commander
CPM Info and Q&A - Status: Open
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1075
|
Posted - 2014.01.14 17:17:00 -
[17] - Quote
I disagree with the idea that the Commando should be specialized for suppression. That role should belong to the Sentinel with its machine guns (but as I said before, CCP doesn't know what suppression is). I also am not interested in hearing people moan about how the Sentinel is "point defense", because the suppression and point defense aren't mutually exclusive, they're mutually inclusive.
The Commando should be like the Assault, but with extra durability rather than mobility.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5044
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Posted - 2014.01.14 17:21:00 -
[18] - Quote
Ulysses Knapse wrote:I disagree with the idea that the Commando should be specialized for suppression. That role should belong to the Sentinel with its machine guns (but as I said before, CCP doesn't know what suppression is). I also am not interested in hearing people moan about how the Sentinel is "point defense", because the suppression and point defense aren't mutually exclusive, they're mutually inclusive.
The Commando should be like the Assault, but with extra durability rather than mobility. Disagree here. The commando is a heavy suit, it would make more sense for it to be similar to other heavy suits than an Assault suit. The Sentinel is a point defense suppression suit while the Commando is a mobile suppression suit. Heck, even read the description of the suit in the game, it is listed as "The ultimate suppression fighter."
ARC Commander
CPM Info and Q&A - Status: Open
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Fire of Prometheus
DUST University Ivy League
2944
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Posted - 2014.01.15 20:52:00 -
[19] - Quote
Buuuuuummmmmmpppppppp!!!!!!!!!!!!!
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
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Galthur
Fatal Absolution Covert Intervention
237
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Posted - 2014.01.17 16:28:00 -
[20] - Quote
I find the reload speed and damage skills to be very suppressing and I prefer the current spreadsheet over what your suggesting but I would support having a Type 2 Commando that has that.
Get recruits for me, receive millions of ISK. Buying BPO Codes.
[Forum Level: 8]
[Scamming Level: 3]
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zibathy numbertwo
Nox Aeterna Security
357
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Posted - 2014.01.17 16:30:00 -
[21] - Quote
Fantastic idea. +1
Long Live Freedom; Long Live the Federation.
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Echoist
Fenrir's Wolves
150
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Posted - 2014.02.01 19:20:00 -
[22] - Quote
T'orq wrote:The better regen would be awesome, and who could say no to more ammo. Would love to have thousands of "rounds" for my laser rifle. Muahahaha fear me now Rail Rifles lol.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
CCP Remnant, savior of the laser rifle!!!
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Meee One
The dyst0pian Corporation Zero-Day
265
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Posted - 2014.02.01 22:49:00 -
[23] - Quote
The current bonuses make the commando seem like a fatter assault. I suggest replacing the current buffs (except reload) with the ones you've suggested. -reload -regen -capacity Commandos came pre nerfed so i (generally) support any suggestions made by the tough as nails commandbros.
Sexy jutsu
Time to jaaam!
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Dremel wp
Shadow Company HQ
18
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Posted - 2014.02.01 23:13:00 -
[24] - Quote
I'd like to see a third bonus to ammo capacity or clip size. Or a built in ammo regen on the suit.
http://i.imgur.com/sDVthSP.gif
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Zaaeed Massani
RisingSuns
79
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Posted - 2014.04.01 16:21:00 -
[25] - Quote
Fire of Prometheus wrote:Agreed, +1
3/10 Federal Marines
1/10 Republic Command
Commando Pride
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Mordecai Sanguine
What The French Red Whines.
544
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Posted - 2014.04.01 18:04:00 -
[26] - Quote
Aero Yassavi wrote:The game descriptions states (and thus, someone at CCP states) that "the Commando is the ultimate suppression fighter." However, aside from the two light weapons and reload bonus, nothing about the commando encourages suppression. So why not fix that? You can do so through two steps.
1. Suppression fighter implies that you are fighting within large crowds (after all, if you're suppressing then other people need to be killing). Within large crowds, the key to survival is regeneration tanking, as opposed to brick tanking which is the key for one-on-one situations. However, currently the Commando has the weakest regenerative abilities of all dropsuits in the game (what blasphemy!). A dismal 10 hp/s shield recharge rate, and no low slots for armor repping at standard and only 1 low slot at advanced and prototype. This must be changed. I'm not sure what the new values should be, that is for CCP to decide, but the shield recharge rate should be one of the better ones among dropsuits and there should either be more low slots for armor repairing or simply give the Commando a nice inherent armor repair rate. In order to do this, you would likely have to reduce the Commando's overall eHP, which would be an acceptable exchange. Now the Commando can survive as a suppression fighter.
2. As much as I like the sound of Commando's getting extra damage to specific type of weaponry, this is not in line with being the ultimate suppression fighter. Instead, give the Commando a set of racial bonuses that increase your total ammo capacity. Make it large, so at prototype you have double or even triple the normal ammo capacity (that is, 20% ammo capacity of specific weapons per level or 40% ammo capacity of specific weapons per level). I know this sounds extreme compared to the normal ammo capacity skills of 5% per level, but keep in mind those skills are for all players to give them a little more staying power, while this Commando bonus will be exclusive to the Commando and aimed at giving him suppression power. Now the Commando can actually provide suppression instead of trying to conserve their ammo for shots that hit on target because of how little ammo you get. And in actuality, this should probably be the Role Bonus for Commandos and apply to all weaponry, while the reload speed bonus should be the set of racial bonuses and only apply to specific weapons.
Now the Commando has a clearly defined role on the battlefield and stats that back it up.
TL;DR 1) More regen ability, less brick tanking 2) Swap damage bonus for generous ammo capacity bonus
Yes for the idea 1. They are supposed to stay long in battles but in the end, they don't. 2) Damn hell no would be the biggest nerf of the year., Swap damage bonus for a stupid bonus on ammo capacity ? Nah swap reload bonus to ammo capacity. Oh and...On amarr weapons Reload bonus is the most useless bonus i EVER see.
=> Keep the Damage bonus, but swap Reload bonus for Ammo capacity.
How are supposed to supress an ennemy if we are not even a threat ? The Damage bonus is maded to make us a threat, making ennemies hide, "Suppression" as it named.
When i'm shooting with my laser rifle ennemies are going away, behind covers and others, that's what i call suppression, because they take hard damage if they not hide. Without these dmaage , they would just keep shooting at me and kill me and i wouldn't be a threat but a target.
"Suppression fire" is always maded (IRL) by a LMG, why ? Because an LMG is the biggest firepower, OHK and shoot 900RPM. The Base of a Suppression fighter is threat, and threat is damage and sustain fire. |
Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
97
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Posted - 2014.04.01 18:28:00 -
[27] - Quote
I think it is odd the commando has the hitbox of a heavy, hundreds less hitpoints, and the worst regen of any suit. And for what? Carry two light weapons, slightly faster than a regular heavy, 1 equipment slot, and + damage/reload.
Commando should be the second most survival clase next to the heavy, thus needs better regen. 1vs1 is fine, so is the ammo.After the first engagement it is over and you are going to die. Remember being faster than a heavy does not mean we can get away like a scout to flee and regen.
When I look down my scope, all I see are dead people.
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Emperor1349
Molon Labe. General Tso's Alliance
72
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Posted - 2014.04.01 21:55:00 -
[28] - Quote
Speak for yourself I do suppress, well its more like oppressive fire, firing down range with the combat rifle, when they are more than 1 or behind cover mass driver rounds start falling. But I'm too slow to constantly flank around like I do in my assault, I stay behind blue/green dots and harass the enemy, always more assist than kills by far. The minmatar suits do it right, just HP means everything on this game sometimes and that's where they get screwed.
edit: tl;Dr Leave the bonus' alone damage=suppression forum rats ready messed up the damage mod bonus min assaults would have gotten.
If you have a poor gun game no proto suit can help you.
If you have a good gun game no proto suit is needed.
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DeathwindRising
ROGUE RELICS
261
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Posted - 2014.04.11 11:15:00 -
[29] - Quote
Aero Yassavi wrote:DeathwindRising wrote:Aero Yassavi wrote:WeapondigitX V7 wrote:I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons.
However I do like those other suggested ideas some of you made (lower base HP and lower melee damage but better regeneration abilities and higher total ammo capacity) and would really like them to be implemented as a Commando Type-II suit.
So a damage oriented brick tanking one-on-one Commando, and a suppression oriented regen tanking crowd-support Commando? I could get behind that to a degree, however the former sounds a lot like the Assault class while the latter is something that Dust does not currently have but could really use. i think the suppression comes from the damage bonus. your damage hits so hard that they cant/dont come out for fear of being shredded. the damage also is indirectly increasing your capacity as you dont require as many rounds to make the same kill. you end up dealing more damage per clip than any other class of suit while also reloading faster than any other suit class. i think we're all just used to the traditional suppression role which is usually carry tons of ammo and spam as many bullets as possible at the enemy. this new commando is the same thing just done in a way we're not used to Not really, because no one is going to play like that. You get increased damage you're not going to try to suppress the enemy, you're going to try and kill the enemy. Giving the suit more ammo capacity is the only true way to make it a suppression suit.
If you want a suppression suit, then carry dual weapons. Two of the same thing and then get a nanohive. Problem solved. It's actually quite nice too
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Booby Tuesdays
Ahrendee Mercenaries
452
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Posted - 2014.04.11 15:02:00 -
[30] - Quote
Getting rid of the damage bonus?!?! You so crazy. Now swapping the reload for an ammo bonus? Me likey!
If you win the rat race, you're still a rat.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8015
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Posted - 2014.04.11 18:00:00 -
[31] - Quote
Booby Tuesdays wrote:Getting rid of the damage bonus?!?! You so crazy. Now swapping the reload for an ammo bonus? Me likey! I still stand by that giving one class of infantry a straight up bonus to weapon damage is not the best idea. While of course I love how it made the commando suit viable, at the same time it made other suits like the assault obsolete.
Amarr are the good guys.
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Booby Tuesdays
Ahrendee Mercenaries
454
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Posted - 2014.04.11 18:14:00 -
[32] - Quote
Aero Yassavi wrote: I still stand by that giving one class of infantry a straight up bonus to weapon damage is not the best idea. While of course I love how it made the commando suit viable, at the same time it made other suits like the assault obsolete.
I understand, but your OP is only talking about the OG Amarr Commando. My squishy Min Commando could not survive a HP reduction AND damage nerf...
If the assault suits had the inherent damage bonus, then they would be more than viable again. Currently they have no role that can't be performed better by another suit, but that's another topic entirely.
If you win the rat race, you're still a rat.
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Echoist
Dogs of War Gaming Zero-Day
265
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Posted - 2014.04.14 04:09:00 -
[33] - Quote
Aero Yassavi wrote:Booby Tuesdays wrote:Getting rid of the damage bonus?!?! You so crazy. Now swapping the reload for an ammo bonus? Me likey! I still stand by that giving one class of infantry a straight up bonus to weapon damage is not the best idea. While of course I love how it made the commando suit viable, at the same time it made other suits like the assault obsolete. pretty sure it wasn't JUST the commando suits that made the assault suits obsolete, might want to go look at some of those scout suits while you're in the market next time. We just need something that will make assault suits unique again, make something like a personal temporary shield they can bring up to swap to when under heavy amounts of fire. I don't know just spitting out ideas at this point lol.
Noobasaures: "Rawr"
STINGY: Yes I did nickname my laser rifle.
Owner of a "Insta Bacon Machine" called STINGY
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