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Aeon Amadi
Edimmu Warfighters Gallente Federation
6272
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Posted - 2014.07.13 09:39:00 -
[1] - Quote
READ THE FIRST PARAGRAPH BEFORE PROCEEDING.
I want to illustrate that this is an IDEA. It's a concept, a hypothesis, a theory. It's abstract and not 100% fleshed out. It will also probably -never- happen and should not be taken too seriously. Please note that numbers will not be included as this is just proposing a vague concept, not specifics and the proposal is entirely up for discussion. I fully expect there will be chinks in the idea. Not all proposals are my own and have been suggested by other players.
The general idea is to turn the Commando into a suppression unit while opening up some room for the Assault to actuall focus on front-line combat. Giving Commandos and Assaults offense-oriented roles but in vastly different ways. While also, without needing new art assets, implementing the much proposed (and loved) 'LMG'... kinda.
Commandos Role Bonus: 100% increase to magazine capacity (not per level) -----> Possibly change to fitting reduction on weaponry
Amarr Racial: Reduced seize duration -----> Possibly change to (or include) reduced weapon feedback damage Caldari Racial: Increased effective range Gallente Racial: Reduced reload speed Minmatar Racial: Increased ROF -----> Possibly change to increased splash damage -----> Possibly change to increased splash radius
"Holy [redacted] Aeon, 100% is crazy!" Not really, it's not getting any more ammo than anyone else, just cuts out the reload between magazines, so to speak. What this does is turns the Commando into a suppressive unit that focuses on sustained fire and utilizing aspects of racial combat philosophy respectively, retaining the offense-oriented role in a unique way that opens up opportunities to utilize their weapons respectively.
Now onto Assaults.
Assaults Role bonus: Change to damage increase -----> Possibly retain fitting reduction instead
Amarr: Retain current heat mitigation -----> Possibly reduction armor plate speed penalty? Caldari: Shield energizer/recharger bonus Gallente: Reactive plate/repairer bonus Minmatar: Biotics bonus? Maybe???
Haven't quite fleshed the Assaults out just yet but the overall idea is to allow them better damage application with racial specializations focusing on defensive options. The much loved heat mitigation on the Amarr Assault is retained, while the Caldari and Gallente get a much more useful defensive bonus that encourages regeneration over brick tanking, meaning much less down-time between firefights. The Minmatar Assault, however, is rather difficult to find a bonus for with the magazine capacity bonus going over to Commandos and I'd love to hear suggestions on that.
Feel free to discuss, thread is open to constructive criticism and overall feedback.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6275
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Posted - 2014.07.13 10:53:00 -
[2] - Quote
DeathwindRising wrote:commandos dont have the regen for sustained fire. at least not the shield tanking ones. the armor tankers can get reps while taking dammage. shield tankers have to duck into cover for prolonged periods of time, which makes their ability to provide suppressive fire diminished over time.
unless the caldari and minmatar can regen shield while taking damage, these two wont work. that why ive always been against the idea. shield tankers simply can not stand out of cover long enough to provided sustained suppressive fire currrently
Thing is, with a range increase on the Caldari Commando, you shouldn't be taking significant enough damage to not be able to dispatch whatever is shooting at you. Your engagement range will be much higher than anything else, save for a Sniper Rifle or Forge Gun - both of which are likely to kill you or suppress you anyway. That being said, your down time is dramatically increased for long-range engagements and vulnerable at closer engagements, which to me sounds like a great trade-off.
Minmatar, with an increase to splash damage or radius, would be using Mass Drivers - which can fire over cover. A unique benefit that allows a skilled user to place rounds into enemy cover and force them out or even fire out indirectly without having to leave cover themselves. A very powerful defensive option for a shield tanker, I feel.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6278
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Posted - 2014.07.13 12:41:00 -
[3] - Quote
Leeroy Gannarsein wrote:Kinda cool.
I was hoping you were suggesting something like 'Medium slots for commandos with LMGs inside!' though.
Although I can't think how you'd differentiate an LMG from an AR or HMG...
I'm not sure I like the idea of an ROF bonus for Min - that's infringing on assault territory then, especially in conjunction with the 136 shot Six Kin ACR.
Well, I think looking at a Commando with an AR would be a pretty clear sign but I do agree that there might be some overlap with the HMG.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6278
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Posted - 2014.07.13 12:58:00 -
[4] - Quote
Leeroy Gannarsein wrote:Aeon Amadi wrote:Leeroy Gannarsein wrote:Kinda cool.
I was hoping you were suggesting something like 'Medium slots for commandos with LMGs inside!' though.
Although I can't think how you'd differentiate an LMG from an AR or HMG...
I'm not sure I like the idea of an ROF bonus for Min - that's infringing on assault territory then, especially in conjunction with the 136 shot Six Kin ACR. Well, I think looking at a Commando with an AR would be a pretty clear sign but I do agree that there might be some overlap with the HMG. Well, the AR doesn't really have more raw damage potential than the Assault; all it can do is never stop firing ever (which is good, of course). But an RoF bonus of say 5% per level (or even 2%) would take the ACR's DPS to over 500 (or more than Duvolle) but firing for an extraordinary amount of time. I'd be much happier with the MD bonus, tbh.
Wasn't the one who proposed it. But yes, I agree the MD bonus is preferable.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6284
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Posted - 2014.07.14 00:39:00 -
[5] - Quote
Cyrius Li-Moody wrote:I really don't feel like this actually addresses the problems with assaults. Doing more damage isn't going to magically put people into assault suits over scouts.
Wasn't designed to. The proposal was to change the roles up a bit so that Commandos aren't so focused on front-line combat and Assaults can be, as they're more mobile. Deciding a role is a baseline and, again, it's entirely up for discussion. Changing bonuses around was never going to make Assaults better than Scouts, requires a lot more than that.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6284
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Posted - 2014.07.14 00:40:00 -
[6] - Quote
True Adamance wrote:We talked and you know how I feel about LMG....
No amount of Ammo Capacity makes an Assault Rifle an LMG....they just don't feel or sound powerful enough.....
Same could be said about Amarr/Minmatar vehicle placeholders though =P
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