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Alena Ventrallis
Vengeance Unbound Dark Taboo
1862
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Posted - 2014.10.02 21:57:00 -
[1] - Quote
Specced I to Cal, Gal, and Min commandos.
First, we need to establish what commandos should do. Are they heavy assault? AV platforms? Until we give them a clear role, balancing them is moot.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1866
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Posted - 2014.10.03 09:56:00 -
[2] - Quote
Breakin Stuff wrote:Commandos lack a predefined role. Before any balance can be achieved a role MUST be defined. Suppression is bullsh*t because suppression is deterring enemis from acting. Unfortunately it requires range. Its why the HMG is not a suppression weapon. The ranges it operates at are so short that "advance and kill" is always the most efficient answer.
I use the commando as a substitute for bothering skilling into assault suits, because I have heavy frames already. Overall assaults work better because as "heavy attack" the commandos do not actually have any advantage over, say a gallente or amarr dropsuit. The damage outputs are similar even with stacking penalties because commando suits have less slots.
Adding a grenade is a bandaid. Adding another slot is a bandaid. It's not a bandaid when the commando role is defined and the suits reworked for that purpose. Right now they function as assaults except slower, easier to hit, with crappier scanning and the tightest pg/cpu in the game that I have seen.
It's in many ways more generic than the assault. It matches assaults for HP with no fittings, but usually fitting for tank on a commando is not an awesome idea.
Now the +damage feature of the commando is kinda neat, but in the case of the amarr commando the DPS output is anemic compared to the amarr assault because of overheat mechanics. The AK.0 COMMANDO TRADES 25% MORE FIRE TIME, or potentially 25% more rounds on target for 10% damage. The outputs of both laser weapons is terrible by comparison. My pre-buff A/1 assault suit was a better killer than my commando A/1 currently because of laser overheat.
Honestly I think commandos could make excellent door kickers and heavy attack if they had more slots, were bonused for biotics and sensors and could be spiked for "crash & smash" style play. But to be a shocktrooper they need to be able to compensate for slow speed, huge hitbox and anemic damage output on the amarr suits.
Now if we want to make commandos into suppression/support they need tank and they need RANGE. To be suppression units we would need to bonus them for range instead of damage, set them up for fast regen and shower them with ammo capacity and minimize the reload downtime.
Or we can make them infiltration and destruction, bonusing them for cloaks and demolitions gear.
But we need to pick a role. Nothing can be done except bandaid fixes until a role is chosen. This.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1870
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Posted - 2014.10.04 02:39:00 -
[3] - Quote
DeathwindRising wrote:Breakin Stuff wrote:Suppression without range is worthless. As I said before, at the ranges all weapons operate suppressive fire is meaningless. Advance and kill will always be the more meaningful choice. The only suppression weapon in the game that deserves the name is the laser rifle.
And your solution does not address the comparative worthlessness of the amarr commando compared to the amarr assault. The overheat will always mean thatt ammandos will always be less efficient combatants than amarr assault.
Making commandos into suppressors without giving them a range advantage will always be another bloody bandaid fix. this is not true. amarr commando is the most efficient because it takes less rounds to kill with its scrambler rifle. i agree with you though that the suppression role without a range bonus is flawed But then, we get the calmanndo being the new redline sniper suit, because any percentage bonus to range we give to make it worth the effort makes redline snipers able to snipe that much deeper in the redline.
Range aside, suppression does not work without volume of fire. You cannot suppress if your having to reload or running out of ammo mid firefight. Instead of, or perhaps in addition to range, we should give them a magazine and max ammo bonus. 20% magazine and max ammo per level, for double the magazine and reserves at level 5. This allows it to suppress without needing the instant resupply of nanohivea.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1871
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Posted - 2014.10.04 15:51:00 -
[4] - Quote
Breakin Stuff wrote:Let's go with the shocktrooper with a side of sustained "workhorse" support.
If we change the layout to 3/2 for min and cal, and put 2/3 for amarr and gallente we can make them a bit more balanced and keep them from locking in sentinel level HP.
Change the universal role bonus to 3% damage to racial weapon type per level.
Galmando: built for sustained combat and "shock" +5% per level to base and sprint speed (offensive bonus) +5% per level to armor repair modules. (Defensive bonus)
Ammando: optimized for shock and fire support. -10% per level from speed penalty from reactive and standard plates.(defensive Bonus) -3% per level reduction to heat buildup on laser weapons (offensive bonus), to keep amarr assaults as the bsst laser platform.
Minmando: built for shock, and skirmish combat.
+10% per level to efficacy of biotics. (Defensive bonus) +3% increase to ammo capacity and magazine capacity. (Offensive bonus)
Calmando: built for long range suppression and counter sniper.
+5% per level to shield rechargers and energizer efficacy. (Defensive bonus) -5% to recoil per level (offensive bonus)
Build them to be able to either hammer the crap out of things by mobility and give them the recovery to sustain the combat.
Do NOT give them more EHP. I like it. I like it a lot.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1881
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Posted - 2014.10.06 01:17:00 -
[5] - Quote
I feel like break in has the perfect idea for commandos. The only thing I would change is to give caldari commandos a +5% to regulators and rrechargers as a bonus, as energizers count as rechargers for the purposes of calculating bonuses to those modules. Other than that, keep it exactly the same.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1882
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Posted - 2014.10.06 01:58:00 -
[6] - Quote
DeathwindRising wrote:Alena Ventrallis wrote:I feel like break in has the perfect idea for commandos. The only thing I would change is to give caldari commandos a +5% to regulators and rrechargers as a bonus, as energizers count as rechargers for the purposes of calculating bonuses to those modules. Other than that, keep it exactly the same. why not shield modules in general? Then we would easily reach shield levels rivaling or surpassing sentinels and we want to avoid that.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1907
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Posted - 2014.10.10 03:41:00 -
[7] - Quote
Not gonna lie, I think they should be light suits.
Commandos like SEALs are about getting behind enemy lines and doing recon/Sabotaging key elements in order to allow easier assault by the main body. Having them as heavies makes them more of a shocktrooper role, which they do poorly I think. Suppose we made them light frames? No cloak bonus and no dampening bonus, but they can infiltrate behind a group of tanks and start causing havoc.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1910
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Posted - 2014.10.11 20:59:00 -
[8] - Quote
Commandos as heavy suits should not give a rat's ass about EWAR. They should be shock troopers, dealing massive amounts of damage then recovering quickly.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1912
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Posted - 2014.10.12 01:26:00 -
[9] - Quote
DeathwindRising wrote:Breakin Stuff wrote:Role suggestions along similar thematics:
Commandos should be able to fall into one of the four following depending on fit.
1: Shocktrooper. Mission is to locate, close with and destroy enemy hardpoints. This should include things such as breaking into areas heavily defended and being able to occupy sentinels while the assaults do the actual work.
2: Fire Support/Suppression: We all know how this works. Lob mass driver shells, laser rifles, PLC shells at enemy positions, etc. This includes counter-snipers. This is the AV blanket role.
3: assassin hunter: finding poorly damped single enemies who specialize in ambushes/knifing and killing them.
4: Saboteur: delivery of mines and remote explosives to enemy targets.
Honestly I think commandos are best rigged for raw damage, recovery and detection instead of raw HP.
The one thing I'm not wanting at all is more HP creep. better ewar. vastly increase scan range and precision would make up for their lower HP and mobility. and those scans would allow for effective use of indirect fire support. mass drivers, plasma cannons, and better cqc using shotguns and passive scans. detecting flanking troops. i think everyone here can agree that being able have passive scan is more valuable than another slot or increased HP. you simply become more effective at everything and actually meets conditions of each role youve mentioned i would go for eithe the same base scans as scouts, or better because commandos dont have scout mobility. so id honestly would like to see commando base scan range at 50m and precision at 28dB Then they would creep on the Amarr and Caldari scout roles. Shocktrooper shouldn't be hunting. The scout should locate, and the assault should close with and destroy the enemy. Commandos should ensure that the enemy is unable toaneuver and keep the enemy pinned while the assaults close with and destroy.
I would see their regen buffed exceedingly, an increase to their extra damage, and an extra slot with pg/CPU to match. They should hit hard, but move slow. They are better for standing in one area and shooting the enemy and keeping them pinned, while the assaults flank for the kill.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1925
|
Posted - 2014.10.14 21:50:00 -
[10] - Quote
I think commandos either need to become light suits and be about disrupting the enemy behind their lines, similar to how this remote explosive discussion is; or have them remain heavy suits, and emphasize shocktroopers, and deal massive damage with light weapons and regen quickly.
A heavy trying to place RE on a tank is ludicrous and not what the suit was made to do.
For the State.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1926
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Posted - 2014.10.14 22:33:00 -
[11] - Quote
True Adamance wrote:As I see it.
Commando have and always were been the Shocktroopers of Dust.
Designed to spit lead down range and be the Ultimate Suppression Fighters CCP intended them to be.
So you've taken to using Minmatar tech then, have you?
True Adamance wrote:As I see it.
Commando have and always were been the Shocktroopers of Dust.
Designed to spit laz0rs down range and be the Ultimate Suppression Fighters CCP intended them to be.
FTFY
For the State.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1977
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Posted - 2014.10.22 06:58:00 -
[12] - Quote
So Cross, what's the status on some iterations for commandos?
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1978
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Posted - 2014.10.22 07:58:00 -
[13] - Quote
Cross Atu wrote:Alena Ventrallis wrote:So Cross, what's the status on some iterations for commandos? Pending, somewhat delayed in light of possible native regen changes as they would have some impact on the question. Primary outline at this point however is a focus on improved fitting ability as a first pass followed by a deeper look at the applied skill buffs if/as needed. As far as fitting goes, giving Cal an extra low and the rest an extra high with extra fitting would do wonders for making them more viable. But I definitely feel like, if we keep them as heavy suits, they need to be about regen, while sentinels need to be about raw hp.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2049
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Posted - 2014.10.27 20:10:00 -
[14] - Quote
Cross Atu wrote:Let's table the great nomenclature debate for the moment and refocus on the suit How significant in the scheme of things do you mercs feel the recent native rep changes are for the various racial commandos? Not very game changing. Sure, I don't need to fit a repper on my Calmanndo anymore, but other than the ability to fit a regulator instead of a reactive plate, not much really has changed.
Don't give me wrong, it's a great convenience, but its not like it's going to catapult commandos to the forefront of the best suits in the game.
I still think an extra slot with pg/cpu for it commandos will be in a good spot.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2099
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Posted - 2014.11.01 19:19:00 -
[15] - Quote
Cross, I made a sheet for use to make the iterations for commandos. It's basically your logistics iteration sheets with some changes to make it relevant to commandos. No change values are listed, this is just the base sheet with current values already in place.
The sheet.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2119
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Posted - 2014.11.09 01:43:00 -
[16] - Quote
Breakin Stuff wrote:No Cross, the commando damage bonusing needs another pass.
The DPS benefit over a similar assault is right around 2% given similar damage mods setups.
The Amarr Commando is of particular note in that it cannot compete with the assault AT ALL due to tge assault heat reduction.
People fixate on the commando damage bonus but all it does is allow offensive parity with assaults, not offensive superiority.
You see the most egregious example of this when people talk about the minmatar commando utilizing swarms.
A minmatar commando with two damage mods kills with explosives at the EXACT SAME number of shots as a triple modded assault suit. The damage bar seems to move faster, TTK does not change.
The amarr commando is particularly obnoxious in that it gets only one damage mod slot where the assault gets 3. The assault also gets up to 25% heat reduction. This means the commando has lower potential DPS per shot as well as suffering lower sustained fire time.
The damage bonus currently provides only a placebo effect, not an actual advantage. Until this is addressed in one form or another, or the commandos have a clear operational advantage that cannot be negated by a standard assault fit then the class will not be balanced. Suppose it was bumped to 4% per level?
Proof that Rattati/CCP do listen to the playerbase.
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