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MINA Longstrike
Kirjuun Heiian
1361
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Posted - 2014.10.10 07:21:00 -
[1] - Quote
I have proto commando on two accounts and I regularly play with other people who have proto commandos (of various races) and the thing that always comes across when using them more than anything is that they are 'specialist' suits. They're not quite as good at up front fights as assaults are, but when fitted out properly they can fill a wide variety of battlefield roles and purposes. The two main issues that come across with them though are 1) Assaults can get more damage, and have a boatload more viable fittings and 2) Aside from hitpoints (which even now isn't really as good as before) Commando's have awful base stats that are really hard to augment due to incredibly low slot totals & pg / cpu issues.
Amarr and Gallente commando's really need another high slot and could use some love in their base statistics (gallente commando has awful awful stamina / stamina regen) Min and Cal commando's could use another slot and some fixing of their shield recharge / delay values.
Aside from that commando's can be incredibly limited by ammo which makes it practically a necessity to pack around nanohives... If at all possible I'd be very interested in seeing a role bonus oriented towards something like +50% maximum ammunition carried (mass driver using minmatar commando's would seriously drool over this, PLC using galmandos would be in love, sniper using calmando's would be squealing like little girls behind their faceplates and the amarr commando might be a bit happier about using something like an A.ScR). Or failing that, maybe play around with a slow ammo regeneration ability (3-5% ammo every 15-20 seconds?) built into the suit?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1395
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Posted - 2014.10.11 16:03:00 -
[2] - Quote
Commando's are much like in real life - specialists, they hit the hardest, they carry the specialised weapons (like plasma cannons / mass drivers / swarms / snipers). They're somewhat limited on slots (for increased base hp) and they have in general worse stats. Amarr probably get the least useful bonus as their racial assault is outright better at using their weapons. They're excellent at fighting prettymuch anything and 'blitzing' rooms, but their poor regenerative stats (shield recharge / low slots for armor repair) means that assaults and heavies with logistics support are much better for sustained fighting.
My suggestion for 'defining' the role a bit better would be drastic increases to the amount of ammo carried, or potentially a small amount of regenerating ammo.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1427
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Posted - 2014.10.22 04:39:00 -
[3] - Quote
True Adamance wrote:Cross Atu wrote:So, this may be a thing, take a look. Why is it a thing. Why is armour magically repairing?
because balance and quality of life.
Shield tanks are designed to break in dust, unlike in eve where a properly fitted and functioning shield tank doesn't break - in fact there's weapons that break shields immediately in dust. Shield users aren't 'allowed' to use all their lowslots for shield tanking because they always need to throw something at armor or they succumb to attrition.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1448
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Posted - 2014.10.27 00:02:00 -
[4] - 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?
It probably helps the minmatar commando the most and cal commando 2ndmost because they have very 'goofy' fittings thanks to slot layouts. Though I'm not quite certain that it shores up all of the Minmatar commando's problems, I firmly believe that in order for any suit to be 'competitive' it must have a minimum of 2 lows (preferably 3) offset by 3 highs (2 highs can get it done if there's 3 lows).
Right now the damage race between commando's and assaults is very comparable however assaults bring a lot more to the table in terms of defensive/regenerative stats and commando's bring more in terms of 'utility' and weaponry.
In the long run I don't think the native reps will change much if anything for commando's.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1499
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Posted - 2014.11.01 10:10:00 -
[5] - Quote
Cross Atu wrote:Proposal link added to the OP. In light of the recent changes to native reps, and in the interests of iterative balance, I have kept the proposed changes to a minimum at this time. It is my intent to revisit the status of the Commando, with a specific eye to any need for polishing racial/role skill buffs after we have had a chance to assess the effects of these proposed changes. With that in mind, I look forward to your input on the status of my proposed first step. Cheers, Cross
Nothing wrong with your proposal, it seems okay but I'd much see the slots proposed later in this post, also slot changes obviously requires an increase to pg/cpu for the suits in question. I've also heard a lot of complaints from gallente and caldari commando's that they have absurdly low stamina (I'd like to see ewar/other stat changes discussed, but it's not a priority at the moment).
Bracketed values are proposed changes from current.
Basic Com C-I = 2H 1L (+1L) (this is incredibly important, even with native reps not having a low slot is very harmful to a suit) Basic Com G-I = 1H 2L (+1H) Basic Com M-I = 1H 2L (+1L) normally I'd propose an extra high, but I'm a bit concerned about the MinCom's damage potential with swarms Basic Com A-I = 1H 2L (+1L) Most of these are just QoL changes or reinforce racial tanking at lower sp levels, exception for the minmatar it's mostly a decision in regards to 2 lows being greatly superior to 2 highs in regards to suit survivability.
Adv Com C/1 = 3H 1L (+1H) Adv Com G/1 = 1H 3L (+1L) Adv Com M/1 = 2H 2L (+1L) Adv Com A/1 = 1H 3L (+1L) Advanced aside from minmatar are flipped from the basics , simply to reinforce tanking types
Pro Com Ck.0 = 3H 2L (+1L) helps make calcom overall more durable by allowing it to fit something like a shield reg to cope with pretty long delays) Pro Com Gk.0 = 2H 3L (+1H) should make the galcom a little punchier which might help even out the arms race between it and assault Pro Com Mk.0 = 3H 2L (+1H) Should reinforce some racial tanking, though I am worried about people slapping another damage mod on for swarms. Pro Com Ak.0 = 2H 3L (+1H) The high slot here is mostly to solidify the amarr commando as a hard hitter (much like gal) and allow it greater diversity when using non-racial AV weapons (AV seems to be a primary goal on most commanders)
Overall I'd like to see proto commando's sport a very 'balanced' set of slots, even if it may not be the most racially accurate thing, because on the commandos with 1 high assaults actually beat them for damage with racial weapons (18.04% from 3 7% damage mods vs 17.7% on commando, a second damage mod would bring them up to 24.87% with racial weaponry). On the commando's with low lowslot values it drastically limits ones ability to be 'in the field' even with the native armor rep changes, adding lowslots allows for kincats or cardiac regs allowing them to be a bit more than just a one trick pony.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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