|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8741
|
Posted - 2014.07.13 15:46:00 -
[1] - Quote
I've been talking with some potential CPM candidates about this and I like some of the thoughts being brought up. However, I will never understand why they wouldn't want to get more community feedback as soon as possible on such topics. Maybe because they don't believe the community can understand these are very, very raw drawing-board ideas that don't necessarily mean anything to the actual game? But I believe we can all handle that.
So onto the topic. The Assault and the Commando bleed into each other quite a lot. While there is no plans to merge/remove one of the roles in Dust 514, if we cannot clearly define and separate these two roles then one of them will almost surely be gone in the next iteration of guns-on-the-ground. So the idea that came up is we define the roles by: 1) How they dish out damage 2) How they tank EHP
1) Damage The Assault role would do high DPS damage, so the proposed class bonus is 2% damage output of all light weapons and sidearms per level. This is similar to the current Commando racial bonuses, except because it is a class bonus it doesn't apply to specific weapons, meaning all the Assault suits can freely use whichever weapons they want and still feel as though they are getting the main benefit of using the suit.
The Commando on the other hand would do sustained damage, so the proposed class bonus 20% clip size of all light weapons per level, meaning at max level the Commando's clip for all weapons is doubled. Once again, this would be the main bonus of the suit and it applies to all weapons, so all Commandos can use whichever weapons they want and still feel as though they are getting the main benefit of using the suit. The bonus may seem large, but keep in mind they, along with the assault, are the two main combat-offense oriented suits in the game and the Assault would have the higher DPS while the Commando would also become increasingly dependent on nanohives as they quickly burn through ammo.
2) Tank The main idea here is that Assaults get the benefit of being able to quickly recover from engagement-to-engagement meaning less downtime whereas the Commando would get the benefit of being able to survive longer in single engagements. This works well with the previously discussed attributes as the Assaults would be able to use their speed and high DPS to quickly eliminate threats before they know what hit them whereas the Commando would be able to stay on its feet and deliver all those bullets.
Racial Bonuses The idea with racial bonuses they allow that extra bit of specialization and make your fits more specific, but you can completely choose to ignore them if you want and still get that main Class Bonus and have more fitting freedom. So let's start with Assaults.
Assaults Amarr: 5% heat reduction to laser weapons per level. Perfect, no need to change it. Caldari: Cannot recall exactly what we were discussing for this unfortunately Gallente: Rate of fire increase to plasma weapons Minmatar: We didn't think of anything that would be good regarding their weapons, and the current Minmatar Assault bonus would go to the commandos and we don't want to overlap skills. We're thinking perhaps a bonus to all regenerative modules?
And then for the Commandos I'll start with the hardest part of the equation and that is the Amarr Commando. Since laser weapons have heat build up, they don't really benefit from having a larger clip size like the other weapons do. So the idea came up that perhaps we give them a reduction in Seize Duration, that is the amount of time you are seized up after overheating. Currently if you overheat a laser rifle you are seized for 7 seconds and if you overheat a scrambler rifle you are seized for 5 seconds, if we cut this in half for Amarr Commandos then overheating doesn't become something you avoid but just another part of the combat, and once your weapon cools down you still have ammo in the clip so you can get right back to firing without reloading.
Commandos Amarr: 10% reduction in seize duration of laser weapons per level. Perhaps also a reduction to overheat damage taken. Caldari: Some sort of range increase to rail weapons is what we're thinking, feel free to comment (as with anything else) Gallente: 5% reload bonus to plasma weapons per level, so it becomes a devastating close range monster that almost never stops firing Minmatar: Again, can't recall exactly what was discussed for this
Amarr are the good guys
Their way of the Commando seems right and noble
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8741
|
Posted - 2014.07.13 15:47:00 -
[2] - Quote
As you can see, this is all very early brainstorming and it was all done by your ordinary Dust 514 players just like you so it doesn't mean anything at all will happen. Please feel free to discuss and make your own revisions.
Amarr are the good guys
Their way of the Commando seems right and noble
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8744
|
Posted - 2014.07.13 16:02:00 -
[3] - Quote
Midas Fool wrote:I like my reload bonus on my CalAssault. It is actually the exact bonus I need. I don't want to be slow and fat for my RR or Sniper to reload faster. I think it should stay the way it is.
If they were to change anything, maybe spool-up time? That would benefit the RR, MgSMG and BP but not the SR.
The Gallente also need some sort of better bonus. Double Commando reload sounds hilarious. As you can see, we don't really have anything listed for the CalAssault bonus right now, so perhaps keep the reload bonus? The problem with that bonus now is when you compare the CalAssault and CalCommando you have
Assault: 15% faster reload, 25% weapon fitting reduction Commando: 25% faster reload, 10% increased damage
The CalCommando has better reloading plus more damage whereas the Assault gets a fitting reduction that frankly isn't very useful.
Amarr are the good guys
Their way of the Commando seems right and noble
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8744
|
Posted - 2014.07.13 16:05:00 -
[4] - Quote
ResistanceGTA wrote:So, I get:
6 Round Swarm
108 round CR
16 round Assault MD
2 round PLC
I could work with that... 2 round PLC with increased reload on Gal commando could be really fun. And all this still would be apparently balanced as the assaults would all be faster with better regen and higher DPS.
Amarr are the good guys
Their way of the Commando seems right and noble
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8746
|
Posted - 2014.07.13 16:14:00 -
[5] - Quote
Xocoyol, I agree with giving assaults much better regen, but why exactly do you say that the Assault shouldn't get its main bonus towards DPS? When looking at the Assault and the Commando, the Assault is quicker and more agile so it makes much more sense that it is the role that carries the highest DPS. The Commando would then change to an ammunition type bonus, but it would make more sense IMO to make that a clip size bonus because you don't want any of the suits to become completely independent from nanohives.
All this was discussed in the OP. You bring up points but don't explain why you make those points. Hopefully I made the reasoning for my points clear. Feel free to counter them! Just explain better why you are countering them.
Amarr are the good guys
Their way of the Commando seems right and noble
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8749
|
Posted - 2014.07.13 17:10:00 -
[6] - Quote
Foo Fighting wrote:If the assaults get regen and dps the commandos could get range and stamina. Stamina to help overcome the lack of speed and maintain optimal range and range itself as it would give a unique bonus that works with the role. I was thinking about that as well, Commandos can really excel with range. However not all weapons are intended for range, for example the shotgun or assault rifle. That is my main concern with an overall range bonus for Commandos. Thoughts?
Amarr are the good guys
Their way of the Commando seems right and noble
|
|
|
|