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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.26 16:50:00 -
[1] - Quote
Alright, this was discussed very shortly by some friends of mine, and i just came up with an idea, so plz don't knif me.
The commando is a weapons specialist, relying on his weapons almost entirely to deal damage. Thus it is a necessity that they be able to attack from range, and attack for extended periods.
Here is my idea:
Commando Role Bonus: +20% to Ammo Capacity per level
Minmatar: +5% to clipsize per level(this allows MinCommando to efficently suppress, and makes up for the weakness that is low DPC)
Amarr(this one is weird IMO): +5% to Heat Buildup per level
Gallente: +5% to Effective Range per level, or Reload, or Dispersion/kick.
Caldari: +5% to (this one is weird too) +5% to Effective Range per level.
Now, the assault is designed as a type of Blitzkrieg unit, to attack with blinding ferocity and have enough speed/regen to escape and heal, as for Amarr, they are a Stand N Deliver race, so i'm unsure.
Role bonus: +2% to Dmg/RoF per level
Minmatar: +5% to Reload Speed per level(IMO the MinCommando is simply a bonus wise better assault, and i'm lv5 Commando.)
Amarr: +5% to Heat Buildup/Cooldown per lev(the assault is a blitzkrieg, so an LMG style Scr that can fire for extended periods is more of a commando thing, but the Cooldown bonus might be better suited to the Commando, as it helps to reduce time between OH/refire, Amarrians plz discuss this one)
Gallente: +5% to Kick/Dispersion per level(this would go finely with a RoF or Dmg increas, as it allows to accurately place your now-increasd DPS.)
Caldari: (again, a weird one, as EvE wise i only know of them as snipers/missile boats.) my hope is to not include a DPS bonus, as that's the Role, but we can't add range or dispersion as they are useless. Maybe Clipsize? But that steps on Min Assault's toes.
Tl:Dr(wht duz this meen) assaults need to be specialized into quick recovery, quick damage dealing role, Commando is the slower, more spread out DPS from range role.
Discussion topics: whether the Assault Role bonus i propose should be a Racial bonus, allowing for Reload to become a Role, or to make me STFU and leave things alone.
General John Ripper
-BAM! I'm Emeril Lagasse.
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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.26 18:57:00 -
[2] - Quote
How do you enforce an Armor Tanker(especially Amarr) being a regen master?
Also, i personally feel the Amarr Assault's bonus to Heat Buildup would be better fitted for the Commando, and replaced with a bonus to Cooldown.
However, i'm a minmatar.
Currently the Commando's bonuses in general are too Assault-esque, but we can't just 'come up With new bonuses for Commandos without steppin on the current Assault bonuses, which already support a Suppression mindset(example: Caldari/Minmatar bonuses)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 19:42:00 -
[3] - Quote
Also i forgot to add the Racial Defensive bonus(scouts get 3 bonuses, so do Sentinels, Commandos get 2 skillbased, and a suit inherent, which is 2 LW.)
Any ideas for a Racial Defensive bonus? My first thoughts are: Minmatar: +x% to Shield Recharger per level Caldari: +x% to either Shield Extender or Shield Regulator per level. Gallente: +x% to Armor Repair Efficacy or reduction in Armor Plate's movement penalty per level. Amarr: +x% to Armor Plate Efficacy(HP) or Armor Repairer per level.
Will also try to edit OP.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 20:03:00 -
[4] - Quote
Bump
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 23:50:00 -
[5] - Quote
Spectre-M wrote:Lynn Beck wrote:Also i forgot to add the Racial Defensive bonus(scouts get 3 bonuses, so do Sentinels, Commandos get 2 skillbased, and a suit inherent, which is 2 LW.)
Any ideas for a Racial Defensive bonus? My first thoughts are: Minmatar: +x% to Shield Recharger per level Caldari: +x% to either Shield Extender or Shield Regulator per level. Gallente: +x% to Armor Repair Efficacy or reduction in Armor Plate's movement penalty per level. Amarr: +x% to Armor Plate Efficacy(HP) or Armor Repairer per level.
Will also try to edit OP.
Edited OP, currently Amarr Commando is lacking an offensive Bonus, as the Cooldown Bonus was rejected for AM Assault, as somebody felt it 'noobish', needs further discussion. Looks a lot better. Playing to each races strengths without over stepping the others. Although I'm not sure how it works in eve but would the regen rate for cal and regulation for Minnie fall inline with lore? Sadly, there is no Regeneration Delay in EVE.
I do believe though, that Min ships bonus to Boosters, while Caldari boosts to Hardeners or Extenders.
IMO, Caldari should have unmatched Shield HP, and a brilliant Shield Delay, keeping them as constantly slow shield repair, while Minmatar has longer delays. Lower HP, but higher regen(honestly, just swap the Cal/Min suit's regens, in exception to maybe the Sentinel.)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.26 23:52:00 -
[6] - Quote
1st Lieutenant Tiberius wrote:Maybe give both tank types 2 bonuses that would help with their defensive and regenerative capabilities. Random numbers for example
Minmatar: +3% to Shield Recharger and +2% to Shield Extender Caldari: +3% to Shield Extender and +2% to Shield Regulator per level. Gallente: +3% to Armor Repair Efficacy and +2% to Armor Plate Efficacy Amarr: +3% to Armor Plate Efficacy and +2% Armor Repairer per level.
Similar to Sentinel Bonus but directly correlates to modules. Don't know if its a very intuitive idea but It's what I've got so far We're currently capped at 3 bonuses per suit, 1 Role bonus, and 2 racials(read: twin resists, scan range/precision)
Maybe if we were to get a Tech3, or Pirate faction Dropsuit, then we could have multiple bonuses from multiple skills for 1 suit.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1948
|
Posted - 2014.06.27 02:32:00 -
[7] - Quote
Exactly what base stats does a Scout gain over the Basic?
I'm all for differentiating them, but i don't think we should be adding 4-5 bonuses to a suit, because then your Generalist, slaying suit, becomes OVER specialized.
My favorite example is Medframe 2 equips, loses 1 non-tank slot, Slightly slower than Assaults with less shield regen.
Assaults trade a 2nd equip for bonuses, higher regen, movement speed, and cost.
Also, how would we fit a 'Armor Repair Efficacy' bonus into the suit?
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1949
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Posted - 2014.06.27 02:42:00 -
[8] - Quote
Base stats. They're not inherently faster, and Basic Lights have 2 equips. Mlt ones have 1.
The bonuses to 'Ewar superiority' are via bonuses. Not inherent addons to the suit, as you suggested i fiddle with.
We have to work within CCP's current framework, not build our own cave and go hooga booga.
Like the 'out of the box' thinking though. Just realise we have to keep this within CCP's current framework.
Edit: whoops, read the last half of your post XD
Still though, at least you're trying. I keep hearing 'oh god, buffing Flaylocs!? Grreat now it's 1.4 all over again and we'll have Assaults twinwielding them to 2 clip Sentinels.'
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1949
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Posted - 2014.06.27 03:15:00 -
[9] - Quote
Atiim, i meant either.
The question though is unload the clip faster(but not affecting Plc or Scr) or deal straight up more DPC/DPS?
Why i'm posting these things.
Also, Commando bonus to damage is more of an Assault's bonus, as Commandos are (suppose to be) suppression/ranged fighters, attacking from behind the front line. The problem is that Assaults don't want to Frontline, because they're inferior.
Assaults grt bonuses to keep shooting longer, but their stats don't allow them to 'just keep shooting'
Commandos on the other hand, especially my Minmatar, can conpletely usurp their suggested role by adding 1 tank mod and 1-2 regen mods.
IMO, Assault/Commando need to swap their bonuses for the most part.
Also, as for Swarm Launcher on Minmatar Commando, it will still have a bonus: a 4th shot at prototype(if my bonus holds true) remember Sidearm bonus on flay? Lv4 unlocke 4th round.
Also: having the Max Ammo bonus means you can still AV fine, just not be stepping on an assault's toes. You'd have 11 rounds of swarm with maxed Commando, and 16 with max Ammo skill. Now you don't need to carry a nanohive, and can fit Remotes or a Uplink, allowing you to either spawn in AV squadmates, or you can lay a trap for when they go to move away.
Assaults would be the suit focusing on straight up DPSing them and killing them, while you will be able to forcibly remove them by sheer volume of un-nest-tied swarms!
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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