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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1277
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Posted - 2014.06.08 04:23:00 -
[31] - Quote
DeathwindRising wrote:Aero Yassavi wrote:lithkul devant wrote:Op in regards to the Amarr Commando, your idea would be taking the Amarr commando out back and breaking both of its knee caps. Laser weapons don't need faster reload times, especially not the regular scrambler rifle, the bonus is a complete waste as proposed both sides of it for the Amarr. For the Amarr it would actually be more benefical with your proposed to use other weapons that are not laser based. Second for the Amarr Assault, you just gave it a double bonus to damage that it didn't have before, laser rifles gain bonus damage over the period of time that they are active, then ontop of that you placed a 2% dmg bonus. In regards to the scrambler rifle it would lengthen how many shots could be shot and increase the dps and damage substantially. This would grossly destroy the balance between Amarr Commando and Amarr Assault.
Not only that but assault suits are getting a rework for hotfix beta, (no clue when it might be out) with the slot layout increasing the survivability of them. While your idea does have great merit, I believe the targeted bonuses need to be changed so not to provide great imbalance within the game least for the Amarr. Again, it's only one out of the three Amarr light weapons that it would have minimal benefit too. I play the Amarr commando all the time, this would in no way break its knees. Also the whole gesture of "This would grossly destroy the balance between Amarr Commando and Amarr Assault." Really? I mean, really? I have a feeling your implying this based on killing capability. And if so, you missed the entire point of this thread. Not every role is supposed to be a straight up slayer. The commando would focus on suppression, not necessarily killing, while the assault is your bread and butter slayer. someone explain to me how they intend to capitalize on increased magazine sizes for laser weapons. those weapons are limited by heat, not their magazines. a useless bonus. and other weapons are balanced because they small magazine sizes. you would imbalance some weapon liks the ARR and ACR. the other issue with focusing on suppression is that nobody gets kills for that role. people want to kill their enemy not scare them lol. and idk how many times ive said it, but running dual weapon setups IS a suppression fit. its double ammo for the weapon. laser weapons can be swapped before they over heat so that you can fire indefinitely. i dont not need a bonus for something i can do already. Assaults would kill with high damage. They hit hard, but have to aim well in order to kill.
Commandos would kill with volume of fires. They would spray an area, and hope that enough shots hit the target in order to kill it.
Both slay, both use two different methods. This is imbalanced?
As far as your Smart commando complaints, the ScR would not benefit, but the AScR would certainly benefit. As it stands, you can not quite overheat in a full magazine, so the Amarr Assault would utilize the regular scrambler better, and the commando wuld utilize the Assault version more.
That's what you get!! - DA Rick
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Sgt Kirk
Fatal Absolution
5925
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Posted - 2014.06.08 04:54:00 -
[32] - Quote
RoF bonus to the Gallente Assault suit for Hybrid Weapons.
Shield Extender Efficacy Bonus for Caldari
I do not care for the other two races as this game is clearly titled:
The Caldari Chronicles: The Green Menace.
Of all sad words of tongue and pen
the saddest are these,
'it might have been'
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DeathwindRising
ROGUE RELICS
316
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Posted - 2014.06.08 07:11:00 -
[33] - Quote
Alena Ventrallis wrote:DeathwindRising wrote:Aero Yassavi wrote:lithkul devant wrote:Op in regards to the Amarr Commando, your idea would be taking the Amarr commando out back and breaking both of its knee caps. Laser weapons don't need faster reload times, especially not the regular scrambler rifle, the bonus is a complete waste as proposed both sides of it for the Amarr. For the Amarr it would actually be more benefical with your proposed to use other weapons that are not laser based. Second for the Amarr Assault, you just gave it a double bonus to damage that it didn't have before, laser rifles gain bonus damage over the period of time that they are active, then ontop of that you placed a 2% dmg bonus. In regards to the scrambler rifle it would lengthen how many shots could be shot and increase the dps and damage substantially. This would grossly destroy the balance between Amarr Commando and Amarr Assault.
Not only that but assault suits are getting a rework for hotfix beta, (no clue when it might be out) with the slot layout increasing the survivability of them. While your idea does have great merit, I believe the targeted bonuses need to be changed so not to provide great imbalance within the game least for the Amarr. Again, it's only one out of the three Amarr light weapons that it would have minimal benefit too. I play the Amarr commando all the time, this would in no way break its knees. Also the whole gesture of "This would grossly destroy the balance between Amarr Commando and Amarr Assault." Really? I mean, really? I have a feeling your implying this based on killing capability. And if so, you missed the entire point of this thread. Not every role is supposed to be a straight up slayer. The commando would focus on suppression, not necessarily killing, while the assault is your bread and butter slayer. someone explain to me how they intend to capitalize on increased magazine sizes for laser weapons. those weapons are limited by heat, not their magazines. a useless bonus. and other weapons are balanced because they small magazine sizes. you would imbalance some weapon liks the ARR and ACR. the other issue with focusing on suppression is that nobody gets kills for that role. people want to kill their enemy not scare them lol. and idk how many times ive said it, but running dual weapon setups IS a suppression fit. its double ammo for the weapon. laser weapons can be swapped before they over heat so that you can fire indefinitely. i dont not need a bonus for something i can do already. Assaults would kill with high damage. They hit hard, but have to aim well in order to kill. Commandos would kill with volume of fires. They would spray an area, and hope that enough shots hit the target in order to kill it. Both slay, both use two different methods. This is imbalanced? As far as your Smart commando complaints, the ScR would not benefit, but the AScR would certainly benefit. As it stands, you can not quite overheat in a full magazine, so the Amarr Assault would utilize the regular scrambler better, and the commando wuld utilize the Assault version more.
thats the problem with your idea. who wants to spray and pray they kill something with dumb luck?
the only way id try is with a built in nanohive to the commando suit so that i dont run out of ammo, as well as an increase to weapon optimal range. reason being is that if ive got to stick my head out and spray some door way for any length of time in order to suppress the enemy, then im doing two things. one is im wasting ammo, and the other is ive got to stand out of cover to do it. this is the same thing as using a blaster turret on a stationary lav for extended periods of time. commandos would need a buff to their defense.
i cant empty my clip without drawing someones attentions to me and commandos are too squishy to be drawing attention to themselves |
Baal Omniscient
L.O.T.I.S.
1591
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Posted - 2014.06.08 11:34:00 -
[34] - Quote
Aero Yassavi wrote:Premise"There is too much overlap between the Assault and Commando." This is something I hear very often, and it definitely has its share of truth. Over the course of my Dust career I've dabbled in every role, but by far my most used suits are the Assault and Commando. While I can tell apart the very subtle differences between the suits and what would be a better choice in a certain situation, it has gotten to the point where after the Uprising 1.8 respec I skilled into every class except the Assault because it was too similar to the Commando to warrant another couple million of my SP. What's even more worrisome is CCP notices this as well as evident by the Commando not even existing in the current build of Project Legion. However, for the purposes of this thread let's keep the discussion to what can be done to differentiate the Assault and Commando through hotfixes in Dust 514. If successful, maybe we can see the Commandos return in Legion My ProposalLet me stress that this is just my opinion on what would make the two roles distinct. Please take it for nothing more. Use it as a starting ground to bring your own proposals to the table, or don't and bring up new proposals completely unrelated to how I do it! The point is, let's all come up with ideas and provide constructive feedback to each other. So let me begin. Currently there isn't much differentiating the two. Both specializations bring hard hitting firepower to the table, while the Assaults get a little more mobility and a smaller hitbox whereas Commandos get two light weapons and more EHP. These are some great starting points, but not nearly enough to truly differentiate the two. I would believe the problem really starts to come into play when you examine the bonuses. The Assaults generally get bonuses that extend the fight, such as Amarr being able to fire laser weaponry longer, Minmatar being able to fire more projectile rounds before reloading, and Caldari being able to reload rails faster to continue shooting again sooner. The Commandos on the other time all have bonuses that shorten the fight, with flat DPS bonuses to down the enemy quicker. When you consider that the Assault is the one with less EHP that means it is less survivable in full out firefights which means it doesn't make sense that it would want to extend the fight. Really, the bonuses are backwards. Assaults should be trying to end a fight as soon as possible, whereas a Commando should be extending it (the Dust in-game client calls Commandos "the ultimate suppression fighters"). So let's start with this: Assault Class: 2% increased damage to light weapons and sidearms per level Amarr Assault: 5% decreased heat build up to laser weaponry per level Caldari Assault: 5% increased magazine size to hybrid - rail weaponry per level Gallente Assault: 5% increased magazine size to hybrid - blaster weaponry per level Minmatar Assault: 5% increased magazine size to projectile weaponry per level*adjusted based on Kagehoshi's feedbackAlright so now time for the Commando. This is a little trickier because it's not as simple as simply taking all the old assault, because for one they weren't that great to begin with, secondly the Caldari Assault's bonus overlaps with the Commando class bonus, and thirdly the Gallente Assault's bonus doesn't really fit with the theme of "the ultimate suppression fighter." So what would work? Well if we are going to go for making them suppression fighters then ammo capacity seems like a logical place to look at. And if it is going to be ammo capacity, then it will have to be something significant to make it feel worth it. So how about this: Commando Class: 20% increased ammo capacity of light weapons and sidearms per level Amarr Commando: 5% increased reload speed of laser weaponry per level Caldari Commando: 5% increased reload speed of hybrid - rail weaponry per level Gallente Commando: 5% increased reload speed of hybrid - blaster weaponry per level Minmatar Commando: 5% increased reload speed of projectile and explosive weaponry per level*adjusted based on Kagehoshi's feedbackDo note that for both the Assault and Commando, all bonuses apply to both light weapons and sidearms. This is because one should not be penalized for wanting to use a sidearm in the light weapon slot, as it is a cascading system. And this actually paves the way for the Assault to have two light weapon slots as discussed for Project Legion and still be distinctive enough from the Commando. ConclusionThe Assault and Commando now fill two very distinctive roles. The Assault class as the speed and mobility to charge in bases or flank the enemy and then deal with them quickly, whereas the Commando is less mobile but still able to keep up with the squad and has the EHP to provide constant suppression fire with up two twice the normal ammo capacity and a fast reload speed to boot! The Commando may not be doing much killing as it won't have the strongest weapons (the Assault will) but it will be able to constantly fire for a long duration, even if it knows it is not hitting anyone, and become that "ultimate suppression fighter." Good ideas, but why would the suit with the least potential eHP have a bonus to clip size only? A suit with the least eHP would need the most DPS in my mind. Having more bullets in a clip means nothing when you can't live long enough to fire it.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Cross Atu
OSG Planetary Operations Covert Intervention
2301
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Posted - 2014.06.08 15:11:00 -
[35] - Quote
Conversation is still valuable. Bumping to involve more players in the feedback process here.
o7 Cross
Cross Atu for CPM1- An emergent candidate
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Phoenix 85
Kirkinen Risk Control Caldari State
121
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Posted - 2014.06.08 16:47:00 -
[36] - Quote
makes more sense for minassault to get a RoF bonus instead of reload.
EDUCATE YOURSELF ABOUT PC VS CONSOLE
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Snake Sellors
Hellstorm Inc League of Infamy
89
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Posted - 2014.06.08 18:02:00 -
[37] - Quote
just adding something i forgot in my last post, if you intend the commandos to become suppression fire roles then there would need to be some war points created in order for the role to be something that players want to do. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10518
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Posted - 2014.06.08 22:23:00 -
[38] - Quote
Mordecai Sanguine wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:Commando will not be removed, nor Assault given two weapons in DUST 514 Would you consider the bonus changes proposed? Both I (an assault and logi), and Aero (the king of commandos) agree on them, and as supreme rulers of stuff, we deserve to impose our will on the rest of the community. Seriously though, even if you don't give the assaults the damage bonus, the Caldari and Gallente bonuses should be changed to magazine size; the current ones just suck. Sure, they are valuable feedback Ammo capacity AND reload speed bonus ? WTF ? This is so useless. Actually Reload speed is actually useless on Amarr Commandos because Amarr weapons don't reload that much. Ammo capacity, same. Would buried this entire class.
Hardly Mordecai. I actually have a massive love for the reload bonus of Commando's which gives a noticeable and useful reduction to the time between when I am firing.
I would also love to see the role of the Commando opened up to allow me to hold more ammunition as I often run out doing my job.
As one of probably 7 people in the game who have Amarr Commando V and one of two dozen who main Commando's I can say with a certainty this would only expand and reinforce our role.
If LMG ever opened up in the game......... I could certainly see that having and additional impact on the role of the Commando.
Oh and Aero destroying the Amarr Commando? The idea of that is laughable...... he is not just a Op 5 Commando...he is THE ORIGINAL Amarr Commando....... possibly the best Amarrian Commando this game has....
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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The-Errorist
SVER True Blood
734
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Posted - 2014.06.09 03:48:00 -
[39] - Quote
Phoenix 85 wrote:makes more sense for minassault to get a RoF bonus instead of reload. If you read the OP, then you would notice that the proposed Minmatar Assault bonus is to damage and magazine size, not a reload speed bonus. If Minmatar weapons are already very fast, the CR and the aCR both fire at a really high 1200RPM and raising that wouldn't do much for the CR and would hurt some people using the aCR.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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AmlSeb
Molon Labe. General Tso's Alliance
83
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Posted - 2014.06.09 08:56:00 -
[40] - Quote
I think the problem is that the Commando is made to be a All-Out role in DUST. 10% damage bonus (that are 2 complex and 1 basic dmg mods with stacking) two light weapons and a lot of HP, that sounds more like a marauder to me than a Command ship (bonus wise)
I-¦d rather love to see the Commando get some kind of overseer role with bonuses to weapon range and passive squad or area bonuses (they should be changed to bonuses to warfare links if they are added) Warfare links: http://wiki.eveuniversity.org/Warfare_links
Role bonus: -75% to fitting requirements of warfare links (when they-¦re added) Caldari could get 3% bonus to range and to scope magnification of hybrid weapons per level 3% to squad members shield resistances per level (+5% to efficiency of shield and information warfare links per level when added) Amarr could get 3% bonus to range and to cooldown of laser weapons per level 3% to squad members armor resistances per level (+5% to efficiency of armor and information warfare links per level when added) Gallente: 3% bonus to range and damage of hybrid weapons per level 1HP/sec passive rep for squad members and 3% bonus to efficiency of repair modules per level (+5% to efficiency of armor and skirmish warfare links when added) Minmatar: 3% bonus to range and rof of projectile and explosive weapons per level 3% bonus to shield recharge rate for squad members per level (+5% to efficiency of shield and skirmish warfare links per level when added)
The Assault should get a role as agile and damage dealing class that is hard to hit. Its bonuses should be mainly about increasing dps Role bonus: -25% bonus to hitbox size (dunno if that-¦s possible) Caldari: 3% bonus to damage of hybrid weapon per level 2% bonus to scope magnification and accuracy per level Amarr: 3% bonus to damage of laser weaponry per level 2% bonus to heat build up of laser weaponry per level Gallente: 3% bonus to rof of hybrid weaponry per level 2% bonus to damage of hybrid weaponry per level Minmatar: 3% bonus to rof of projectile and explosive weaponry per level 5% bonus to magazine size of projectile weapons and +1 mag size to explosive weapons per level
that 25% bonus to hitbox size should make its hitbox even smaller than that of a scout so it should reduce the usage of scouts as assaults.
Gallente would get their damage superiority back with a doubled dps bonus (damage and rof)
Cheers, Aml
First day veteran, Logi and Commander
Soon a Legionnaire
AmlSeb on Twitter
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Dj grammer
Red Star. EoN.
245
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Posted - 2014.06.09 11:08:00 -
[41] - Quote
Aeon Amadi wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:Commando will not be removed, nor Assault given two weapons in DUST 514 Would you consider the bonus changes proposed? Both I (an assault and logi), and Aero (the king of commandos) agree on them, and as supreme rulers of stuff, we deserve to impose our will on the rest of the community. Seriously though, even if you don't give the assaults the damage bonus, the Caldari and Gallente bonuses should be changed to magazine size; the current ones just suck. Sure, they are valuable feedback IMO, Assaults could use the Damage Bonus while Commandos could use the Magazine Size increase... I think it'd be nice to turn Commandos into the Suppression kings since they're already utilizing two light weapons, while the Assault remains better for frontline combat. Just my opinion though. Something terrifying about a Caldari Commando utilizing a Assault Rail Rifle with an extended magazine. Dunno, need more time to think about it, myself.
Careful now, people using commando suits will cry respec if the bonuses were changed from what they were. Also keep in mind that if the assaults were to receive the damage bonus, I would foresee Minmatar Assaults being used a lot due to their 5 H and 2 L. Also I could see why people would want the damage buff to go to assaults. It would make them worth running again. I do not know we would need some testing for this one.
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Gelan Corbaine
Gladiators Vanguard
445
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Posted - 2014.06.09 19:26:00 -
[42] - Quote
Minmatar ....... do..... not........ do..........suppression. (note there is a difference between suppression and area denial with an MD ) We don't do suppression with our Sen with a HMG we are definitely not going to use a lower ehp weak tank suit with no resistances . That will just get a lot of Matari killed.
No job is worth doing if you don't get paid in the end .
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Atiim
Heaven's Lost Property
9389
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Posted - 2014.06.12 19:06:00 -
[43] - Quote
I'm going to vote no on this one under the premise that the Damage bonus already does a good job of seperating it from the Assault Class, and it would cause loads of weapons to become underpowered as well.
I'm fine with the Assault changes though.
Amarrians would prefer you be faithful... I'd rather you be logical.
Proud defender of Ishukone Corporation.
-HAMD
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TheD1CK
Dead Man's Game
1099
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Posted - 2014.06.12 20:56:00 -
[44] - Quote
At level 5 commando you would have 100% more ammo than everyone else..... When you could just carry hives instead... you have 2 Light weapons, you will need ammo
This bonus would make the Commando 1st choice for pub stomps, but It would make it even less useful in PC which it already is the last choice for mercs in PC
So I think you should look at options that make it PC viable, not just pub stomps |
Dexter307
The Unholy Legion Of DarkStar
1596
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Posted - 2014.06.12 20:58:00 -
[45] - Quote
But I want my reduced kick and dispersion for my AR and Ion pistol
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Lynn Beck
Heaven's Lost Property
1787
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Posted - 2014.06.13 00:06:00 -
[46] - Quote
Commandos should have the lowest regen out of all suits(even less than their heavy counterpart) to compensate for their hugher Ehp and long ranged nature(considering they're suppression)
Assaults should have higher regen, and lower timers, than their scout counterparts, considerig they're more 'close ranged'
I sorta like the Dmg Bonus, as it enforces CLOSE RANGED combat, which means it should go with Assaults as their racial bonus.
Commandos should retain either a reloading bonus, as it supports minimizing their windows of downtime, or Max Ammo, as this supports them being alone for extended periods of time, as suppression experts should be.
As for assaults, i believe RoF bonus for Gal would best suit it, as a Dmg Mod bonus of at least 5% per level would enforce the Minmatar's Gank style, as for caldari, they're not really a 'CQC' esque class, so not sure how to enforce this, one idea is a Kick reduction. Amarr's current Heat bonus makes sense.
General John Ripper
Like ALL the things!!!
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Talon Paetznick II
Gallente Federation Resistance
15
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Posted - 2014.06.13 04:27:00 -
[47] - Quote
AmlSeb wrote:I think the problem is that the Commando is made to be a All-Out role in DUST. 10% damage bonus (that are 2 complex and 1 basic dmg mods with stacking) two light weapons and a lot of HP, that sounds more like a marauder to me than a Command ship (bonus wise) I-¦d rather love to see the Commando get some kind of overseer role with bonuses to weapon range and passive squad or area bonuses (they should be changed to bonuses to warfare links if they are added) Warfare links: http://wiki.eveuniversity.org/Warfare_linksRole bonus: -75% to fitting requirements of warfare links (when they-¦re added) Caldari could get 3% bonus to range and to scope magnification of hybrid weapons per level 3% to squad members shield resistances per level (+5% to efficiency of shield and information warfare links per level when added) Amarr could get 3% bonus to range and to cooldown of laser weapons per level 3% to squad members armor resistances per level (+5% to efficiency of armor and information warfare links per level when added) Gallente: 3% bonus to range and damage of hybrid weapons per level 1HP/sec passive rep for squad members and 3% bonus to efficiency of repair modules per level (+5% to efficiency of armor and skirmish warfare links when added) Minmatar: 3% bonus to range and rof of projectile and explosive weapons per level 3% bonus to shield recharge rate for squad members per level (+5% to efficiency of shield and skirmish warfare links per level when added) The Assault should get a role as agile and damage dealing class that is hard to hit. Its bonuses should be mainly about increasing dps Role bonus: -25% bonus to hitbox size (dunno if that-¦s possible) Caldari: 3% bonus to damage of hybrid weapon per level 2% bonus to scope magnification and accuracy per level Amarr: 3% bonus to damage of laser weaponry per level 2% bonus to heat build up of laser weaponry per level Gallente: 3% bonus to rof of hybrid weaponry per level 2% bonus to damage of hybrid weaponry per level Minmatar: 3% bonus to rof of projectile and explosive weaponry per level 5% bonus to magazine size of projectile weapons and +1 mag size to explosive weapons per level that 25% bonus to hitbox size should make its hitbox even smaller than that of a scout so it should reduce the usage of scouts as assaults. Gallente would get their damage superiority back with a doubled dps bonus (damage and rof) Cheers, Aml
no offense but having a smaller hit-box than scouts could cause serious problems namely that scouts are hard to hit as is I however would recommend a psudo opposite of increased range, stability, and dispersion reduction rather than small hit box this makes the assault an efficient killer another thing i would suggest for assault is 0.5 armor regen per second per level giving them more solid suitability
dust math:
getting killed by ion pistol = dropping the soap,useful item= nerfhammer,
protostomp= WHY GOD!!!
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AmlSeb
Onslaught Inc RISE of LEGION
92
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Posted - 2014.06.13 06:05:00 -
[48] - Quote
Talon Paetznick II wrote:AmlSeb wrote:I think the problem is that the Commando is made to be a All-Out role in DUST. 10% damage bonus (that are 2 complex and 1 basic dmg mods with stacking) two light weapons and a lot of HP, that sounds more like a marauder to me than a Command ship (bonus wise) I-¦d rather love to see the Commando get some kind of overseer role with bonuses to weapon range and passive squad or area bonuses (they should be changed to bonuses to warfare links if they are added) Warfare links: http://wiki.eveuniversity.org/Warfare_linksRole bonus: -75% to fitting requirements of warfare links (when they-¦re added) Caldari could get 3% bonus to range and to scope magnification of hybrid weapons per level 3% to squad members shield resistances per level (+5% to efficiency of shield and information warfare links per level when added) Amarr could get 3% bonus to range and to cooldown of laser weapons per level 3% to squad members armor resistances per level (+5% to efficiency of armor and information warfare links per level when added) Gallente: 3% bonus to range and damage of hybrid weapons per level 1HP/sec passive rep for squad members and 3% bonus to efficiency of repair modules per level (+5% to efficiency of armor and skirmish warfare links when added) Minmatar: 3% bonus to range and rof of projectile and explosive weapons per level 3% bonus to shield recharge rate for squad members per level (+5% to efficiency of shield and skirmish warfare links per level when added) The Assault should get a role as agile and damage dealing class that is hard to hit. Its bonuses should be mainly about increasing dps Role bonus: -25% bonus to hitbox size (dunno if that-¦s possible) Caldari: 3% bonus to damage of hybrid weapon per level 2% bonus to scope magnification and accuracy per level Amarr: 3% bonus to damage of laser weaponry per level 2% bonus to heat build up of laser weaponry per level Gallente: 3% bonus to rof of hybrid weaponry per level 2% bonus to damage of hybrid weaponry per level Minmatar: 3% bonus to rof of projectile and explosive weaponry per level 5% bonus to magazine size of projectile weapons and +1 mag size to explosive weapons per level that 25% bonus to hitbox size should make its hitbox even smaller than that of a scout so it should reduce the usage of scouts as assaults. Gallente would get their damage superiority back with a doubled dps bonus (damage and rof) Cheers, Aml no offense but having a smaller hit-box than scouts could cause serious problems namely that scouts are hard to hit as is besides the scout is the agile one they should be hard to hit, out strafe their opponents, and outrun them as well I however would recommend a psudo opposite of increased range, stability, and dispersion reduction rather than small hit box this makes the assault an efficient killer another thing i would suggest for assault is 0.5 armor regen per second per level giving them more solid suitability assaults should be marksmen above all things they can kill you in prolonged battle because they should out move a heavy and out tank the scout in terms of damage and health
Scouts should technically be an EWAR/Black Ops suit for electronic support and stealth attack. It should not be that much of an of a frontliner, the light frontliner would be a light assault specialization. Scouts are hard to hit due to their hitbox but mainly due to their speed, Assaults would have a smaller hitbox but by far not the speed. But that 25% Hitbox reduction were just an example. Other ideas for role bonuses would be reduction to fitting costs of biotic and weapon upgrades or 100% more ammo capacity to their weapon type. Feel free to add others
First day veteran
EVE Design Law §1: Either Range or DPS
AmlSeb on Twitter
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castba
Amarr Templars Amarr Empire
474
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Posted - 2014.06.13 09:03:00 -
[49] - Quote
DeathwindRising wrote: Amarr: 5% per level to armor plate efficacy, 5% per level to laser weaponry heat build up
Caldari: 5% per level to shield extender efficacy, 5% per level to railgun weaponry optimal range
Gallente: 5% per level to armor repair efficacy, 2% per level to blaster weaponry damage
Minmatar: 5% per level to biotic efficacy, 5% per level to projectile and explosive weaponry rof
for commandos id increase racial weapon damage to 3% per level and keep the reload bonus.
I'd actually like to see the first bonus you listed applied on a racial level across all dropsuits. Maybe with the gal at 10% and the cal at 7% per level though.
Doesn't solve the assault suit situation though... |
Grimmiers
592
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Posted - 2014.06.13 17:19:00 -
[50] - Quote
I would remove the commando class from legion at launch and work on medium weapons that could fill the role of light machine guns. Then I would have a weapon mount equipment so classes that can't hold a medium weapon can use them like a turret after it's placed by a commando.
Heavies could use medium weapons, but with no fitting bonus and no equipment for mounting so it wouldn't be as good. |
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Fire of Prometheus
Alpha Response Command
5171
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Posted - 2014.06.14 02:05:00 -
[51] - Quote
Grimmiers wrote:I would remove the commando class from legion at launch and work on medium weapons that could fill the role of light machine guns. Then I would have a weapon mount equipment so classes that can't hold a medium weapon can use them like a turret after it's placed by a commando.
Heavies could use medium weapons, but with no fitting bonus and no equipment for mounting so it wouldn't be as good. No because all other dropsuit classes have lame colour schemes by comparison....black and red = swagmaster
PSN: jcptmo8055
Long live commandos
CCP, at least fix my ck.0 commandos colour scheme...he looks like the Michelin man
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Lorhak Gannarsein
Legio DXIV
3511
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Posted - 2014.06.14 09:11:00 -
[52] - Quote
Grimmiers wrote:I would remove the commando class from legion at launch and work on medium weapons that could fill the role of light machine guns. Then I would have a weapon mount equipment so classes that can't hold a medium weapon can use them like a turret after it's placed by a commando.
Heavies could use medium weapons, but with no fitting bonus and no equipment for mounting so it wouldn't be as good.
That would actually be amazing.
CCP Rattati Best Dev
I gots to stop making 3am posts...
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