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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
362
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Posted - 2014.10.10 21:14:00 -
[1] - Quote
Logi primary, I've had a small stable of Minmatar Commando fits for a couple months which I regularly use in pubs and have used in PC as needed.
I generally weaponize with CR, MD, SG and PLC. Some combo of those. I generally equip with either a scanner or with a repping hive or repper. I generally mod for regen or speed.
Now, my combat behaviour habits are probably far more conservative than most since I'm a logi primary and conditioned for combat from cover, running open spaces in zigzags, looking backwards from a squad/bluegroup I'm moving with etc. but all in all the MinCommando is a really good suit. I use it when combat becomes too heavy for my Logi fits to survive, my group needs the extra firepower, or in CQC. For me this suit works well.
I think ImpSmash's proposal for Commando roles/use most closely describes the where and when of Commando utility and the suggestions to tailor strengths in that direction are good. Breakin's "Shocktrooper" is encompassed in that.
When I consider the Tactical Commando of historical reference, while in or on a frontline capacity they're more even with rank and file soldiers, generally they're combat force multipliers or task specialists. If anything, Assaults are the "Omni-jack-of-all-Masters-of-Nothing-bagfodder" troops sent to push regardless of cost. Commandos increase that Assault combat capability so either 1)fewer troops are lost by virtue of more powerful offense or 2) fewer troops are used by virtue of more powerful offense being possible with a smaller group, which also mitigates loss risk. Commandos, IMO, should be force-multipliers like Logis. The difference would be that while Logis' multiplicative effect stems primarily from equipment supply/support Commandos' multiplier lies in pure force. More damage, faster and for longer periods while also being able to sustain more damage than Lights or Assaults (generally speaking).
That being said, and again I'm a Logi primary and only Minmanndo when I -mando, The extra firepower element and versatility of 2 light weapons with the existing bonuses does very good. Fitting is always a bi+ch so the CPU/PG suggestions are spot on IMO, if theres to be a slot parity aspect I'd think that slotting them in-line with their respective racial Assaults versus their racial Heavies would be better.
Grenades would be nice BUT me personally I'd rather have the second equipment slot from Scouts over the nades. Commandos DON'T and CAN'T have the speed or profile advantages Scouts do so the 2nd equipment ability being moved to this group would very much help them fulfill whatever specialized niche the fit is crafted for (AV, reinforcement, location offense or defense etc) without it being the same imbalance just on a different frame.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
362
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Posted - 2014.10.10 21:45:00 -
[2] - Quote
Adipem Nothi wrote:Cross Atu: What's a good way to buff the Logi? El Operator: Nerf Scouts.
Cross Atu: What's a good way to buff the Commando? El Operator: Nerf Scouts.
Scouts have jobs too, cupcake. Cloak was intended to help us do those jobs. It was not intended to replace those jobs.
Don't be mad, sweetie. I'm just pointing out the obvious.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
362
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Posted - 2014.10.10 21:53:00 -
[3] - Quote
Besides, most anyone who isn't drunk on whatever they serve in the barbershop can see that the fastest, lowest profile suit class with some of the best regen stats and the ability to tote a light weapon, grenades, a sidearm AND 2 equipment sets just on paper is imbalanced, let alone the gameplay that actually stems from it.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
362
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Posted - 2014.10.10 21:54:00 -
[4] - Quote
Adipem Nothi wrote:el OPERATOR wrote:I'm just pointing out the obvious. And what might that be?
See post #85.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
362
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Posted - 2014.10.10 21:57:00 -
[5] - Quote
el OPERATOR wrote:
Grenades would be nice BUT me personally I'd rather have the second equipment slot from Scouts over the nades. Commandos DON'T and CAN'T have the speed or profile advantages Scouts do so the 2nd equipment ability being moved to this group would very much help them fulfill whatever specialized niche the fit is crafted for (AV, reinforcement, location offense or defense etc) without it being the same imbalance just on a different frame.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
362
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Posted - 2014.10.10 22:22:00 -
[6] - Quote
el OPERATOR wrote:el OPERATOR wrote:
Grenades would be nice BUT me personally I'd rather have the second equipment slot from Scouts over the nades. Commandos DON'T and CAN'T have the speed or profile advantages Scouts do so the 2nd equipment ability being moved to this group would very much help them fulfill whatever specialized niche the fit is crafted for (AV, reinforcement, location offense or defense etc) without it being the same imbalance just on a different frame.
You know you like this post.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
363
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Posted - 2014.10.10 23:59:00 -
[7] - Quote
Sure. Here:
el OPERATOR wrote:Besides, most anyone who isn't drunk on whatever they serve in the barbershop can see that the fastest, lowest profile suit class with some of the best regen stats and the ability to tote a light weapon, grenades, a sidearm AND 2 equipment sets just on paper is imbalanced, let alone the gameplay that actually stems from it.
Does that work for you or should I rewrite it so that its easier to comprehend when read?
Should we ask Rattati about demographic figures for Scout frame use now?
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
363
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Posted - 2014.10.11 00:02:00 -
[8] - Quote
Adipem Nothi wrote:el OPERATOR wrote: You know you like this post.
If you believe that Scouts having 2 EQ is bad for business, why not elaborate as to why? Or is your basis buried in Meee One's biased whimpers and Apothekary Zaki's baseless whines?
I recognize your condescension for that pair. While we may perhaps share some opinions across topics you will find I am from a much different perspective than biased whimpering or baseless whines.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
363
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Posted - 2014.10.11 04:23:00 -
[9] - Quote
I genuinely hope you didn't burn your popcorn waiting for me
Adipem Nothi wrote:
Imbalance?
Let's take a stroll over to weekly killboard and have a look together at all those famous top slayers. Let's start at the top, and as we scroll along, name for me the dedicated Scouts you see. While we're here studying these top slayers, let's keep an eye out for "uber slayers" with KDRs over 10.0. This way we can know the most deadly of mercs and perhaps identify a statistical anomaly or two. Like Kaizuki Sniper (CA Assault) or the notorious Duna (obvious pilot is obvious). How many here among these "uber slayers" are Scouts? Can you find one?
PS: I'm not claiming that Scouts are perfect, nor am I suggesting that their balance can't be improved upon. But I certainly don't think that removal of an EQ slot can be justified on the grounds "imbalance". There is no indication of imbalance sufficient to warrant such a radical, game-changing measure.
TL;DR: Finetune Scouts? Absolutely. But put down the nerf bat; it is not needed.
The nerfbat isn't being suggested here, the nerf tuning fork is. For ScoutNerfPinata threads those are the stuff usually of GD, a couple tabs above Features and Ideas.
Imbalance, yes. In case you missed it, Scout frames by design move the fastest both in sprinting and regular walking/turning, have the lowest profiles making them very difficult to detect outside of the Light class, have amazingly fast regens spread amongst variants, are able to equip both light weappns, sidearms and grenades AND mix-and-match equipment. My suggestion is yes, pull an equipment slot off the frame and whatever cpu/pg allocated for it although I'd be okay with the cpu and pg staying after the slot removal. I know they're tight for resources (as we all are and probably should be). I realize you've been trying to focus this suggestion as an anti-cloaking perogative, harping about the cloak and all, but thats not my point. The point is you are the fastest, lowest profile, best armed and best equipped platform in the game.
You are the Rock to every other scissor, the Paper to every other rock and the Scissor to every other paper in the game right out of the box. THAT is imbalance. Maybe not Scout imbalance, but most definitely Game imbalance. Imbalance felt all day everyday by players in and out of the class, In by those laughing with glee at their "skills" and Out by those wondering why the **** is this **** like this still allowed to continue.
Now a trip to the leaderboards would reveal one, no two things. One, that since the leaderboards provide 0 data regarding what outfitting was used by the player listed they have all of 0 relevance as a datapool for this context (I hope you aren't really using them this way, if so...XD) and Two, that suggesting we go there and use that info to buttress your position (since, y'know, Duna or whoever else always uses the same fits all the time and everybody's listed in a registry for cross referencing) is a nice distraction.
Now, the proposal to transfer equipment mix-and-matching ability to Commandos does two things: It empowers a class that is generally agreed (based on this thread and others) to need something allowing more specialization from what should be a specialization class AND it does it in a way that doesn't create some new imbalance issue since the Commando frames are particularly inferior relative to other suits in several ways and having extra equipment won't allow the frame to magically not be. Unlike Scout frames, which are largely superior relative to all other suits with the ability to carry and field multiple equipment types (the ol' mix-n-match) being one of those superiority points. You'll still be able to carry equipment. 1 type at a time. Which, since it was the going standard for Scouts for a very long time, shouldn't be that big of a deal for "dedicated Scouts". Scouting remains the same, general role and use stays the same, the ill-effects of invis-re's, dual-clacks, deployables spam, etc. are eliminated.
" Nerfbat"? Really?
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
366
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Posted - 2014.10.11 07:00:00 -
[10] - Quote
And with respect to you as well, your leaderboard exercise is an exercise of nothing but futility in this here since, again, the data is irrelevant. It is a list of names and kd/r's, that is all, neither of which matters here.
Scouts have been given a boon, pinnacle performance within the oft-quoted realms of Tank, Gank and Speed. You are in sole possession of the only functional use capability for cloaking. And you feel you're entitled to carry more equipment than the larger, heavier, medium Assault frame? Entitled to carry more than the larger, heavier Commando frame? All while keeping significantly faster movement speeds, significantly lower profile db, AND identical weapon carrying capabilities??
Riddle me this: If Scouts are still enabled to carry and use all the equipment they can fit in one slot AND keep ALL the other stats (perks) they possess, which specific elements of Forward Recon and Combat Flanking would be so drastically impacted that it would be considered "gamebreaking"? What, since 1.8, has the Scout role developed into that removal of one of the two newly available equipment slots would render Scouts useless and cause mass exodus from the class?
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
368
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Posted - 2014.10.11 07:56:00 -
[11] - Quote
el OPERATOR wrote:el OPERATOR wrote:el OPERATOR wrote:
Grenades would be nice BUT me personally I'd rather have the second equipment slot from Scouts over the nades. Commandos DON'T and CAN'T have the speed or profile advantages Scouts do so the 2nd equipment ability being moved to this group would very much help them fulfill whatever specialized niche the fit is crafted for (AV, reinforcement, location offense or defense etc) without it being the same imbalance just on a different frame.
You know you like this post.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
370
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Posted - 2014.10.11 15:45:00 -
[12] - Quote
el OPERATOR wrote:
Commandos, IMO, should be force-multipliers like Logis. The difference would be that while Logis' multiplicative effect stems primarily from equipment supply/support Commandos' multiplier lies in pure force. More damage, faster and for longer periods while also being able to sustain more damage than Lights or Assaults (generally speaking).
That being said, and again I'm a Logi primary and only Minmanndo when I -mando, The extra firepower element and versatility of 2 light weapons with the existing bonuses does very good. Fitting is always a bi+ch so the CPU/PG suggestions are spot on IMO, if theres to be a slot parity aspect I'd think that slotting them in-line with their respective racial Assaults versus their racial Heavies would be better.
Grenades would be nice BUT me personally I'd rather have the second equipment slot from Scouts over the nades. Commandos DON'T and CAN'T have the speed or profile advantages Scouts do so the 2nd equipment ability being moved to this group would very much help them fulfill whatever specialized niche the fit is crafted for (AV, reinforcement, location offense or defense etc) without it being the same imbalance just on a different frame.
You know you like this post.
Open-Beta Vet.
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This is my Main and Original.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
370
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Posted - 2014.10.11 16:48:00 -
[13] - Quote
Cross Atu wrote:
The question is not simply "how can we buff commandos", rather it is "what are commandos lacking to define a specialized role on the field.
I think, in my already admitted limited experience, the Commando lacks very little in defining their specialized role. Their role is be able to be specialized ie. quickly custom tailored to address any of a variety specific battlefield circumstances.
Having trouble clearing a room? Get the Commandos to pull dual shotguns. Vehicles being pests? Have a Commando pull those swarm launchers. Console to hot for a MinScout to hack? Up shield and codebreaker stack a Commando and send it in.
Versatility in Specialization is what I'm getting at here. In a very real way the Commando could be the most complete answer to the original promise of DUST, that unlike other shooters where once you take a role you are limited to it, whereas here you can customize to better suit your needs. And the best part about it is that even tho you could create an awesome purpose-built suit, the base stats keep the suit from being just an I-Win suit every engagement. It is neither Rock, Paper nor Scissors. It can be any of those, as needed, but it is never all of them simultaneously.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
372
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Posted - 2014.10.11 19:11:00 -
[14] - Quote
Blueprint For Murder wrote:You guys remember commandos on the game Command and Conquer? How about a crazy epic remote explosive buff they are slow with big hit boxes, but if they make it up to your tank with some explosives your done. I've got a present for you! 8D http://www.youtube.com/watch?v=LdDy05ug3VM
"That was left-handed!" XD
In Red Alert I loved sending the dogs ahead of the Allied Commando, it cleared her fog of war and just let her pile those dead bots up.
CnC or TC EndWar is exactly how one of the pillars of this game's design/balance should be. Those should really be the RTS part of the MMORPGRTSFPS DUST aspires to be. And, to CCP's credit (all dev teams thus far), damn if it isn't close.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
382
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Posted - 2014.10.13 01:14:00 -
[15] - Quote
Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:You guys remember commandos on the game Command and Conquer? How about a crazy epic remote explosive buff they are slow with big hit boxes, but if they make it up to your tank with some explosives your done. I've got a present for you! 8D http://www.youtube.com/watch?v=LdDy05ug3VM "That was left-handed!" XD In Red Alert I loved sending the dogs ahead of the Allied Commando, it cleared her fog of war and just let her pile those dead bots up. CnC or TC EndWar is exactly how one of the pillars of this game's design/balance should be. Those should really be the RTS part of the MMORPGRTSFPS DUST aspires to be. And, to CCP's credit (all dev teams thus far), damn if it isn't close. If the a damage buff to remote explosives large enough to kill tanks would be considered to op they could also increase radius increasing the risk; Proximity explosives could be an issue. I am pretty sure it would go something like this: http://www.youtube.com/watch?v=sx-obtKU1jM
I think that to be successful at AV which focuses on the planting of RE's Commandos would need a pretty healthy speed buff. The sort of buff that would make them viable for AV bomb planting but absolute terrors in infantry combat, especially in urbanized areas. Buffing like that would just lead to subsequent nerfing.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
385
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Posted - 2014.10.14 21:44:00 -
[16] - Quote
Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:el OPERATOR wrote:Blueprint For Murder wrote:You guys remember commandos on the game Command and Conquer? How about a crazy epic remote explosive buff they are slow with big hit boxes, but if they make it up to your tank with some explosives your done. I've got a present for you! 8D http://www.youtube.com/watch?v=LdDy05ug3VM "That was left-handed!" XD In Red Alert I loved sending the dogs ahead of the Allied Commando, it cleared her fog of war and just let her pile those dead bots up. CnC or TC EndWar is exactly how one of the pillars of this game's design/balance should be. Those should really be the RTS part of the MMORPGRTSFPS DUST aspires to be. And, to CCP's credit (all dev teams thus far), damn if it isn't close. If the a damage buff to remote explosives large enough to kill tanks would be considered to op they could also increase radius increasing the risk; Proximity explosives could be an issue. I am pretty sure it would go something like this: http://www.youtube.com/watch?v=sx-obtKU1jM I think that to be successful at AV which focuses on the planting of RE's Commandos would need a pretty healthy speed buff. The sort of buff that would make them viable for AV bomb planting but absolute terrors in infantry combat, especially in urbanized areas. Buffing like that would just lead to subsequent nerfing. Not a problem! Thats the point they don't need speed if they only need one remote explosive to do the job. Unless they are sneaky the commando will die and even once they get it planted they will probably be killed.With my scout I can sneak up and drop 1 remote explosive before I am noticed so this would really only screw with tunnel visioned tankers or tankers sticking to close to cover. I have seen videos of commandos with cloak though what fun that would be.
Its a problem if the unit doesn't have the speed to deliver the package. Your scoutsuit is much, much faster than a Commando.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
385
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Posted - 2014.10.14 22:45:00 -
[17] - Quote
Blueprint For Murder wrote:el OPERATOR wrote:
Its a problem if the unit doesn't have the speed to deliver the package. Your scoutsuit is much, much faster than a Commando.
I am well aware of the speed difference, my scout also can't one or two shot a tank with a REs. There are of course other methods you could use like dropping one from a drop ship on top of a tank or trying to make it to the tank with a lav. https://www.youtube.com/watch?v=Of2HU3LGdbo
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
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el OPERATOR
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Posted - 2014.10.14 23:00:00 -
[18] - Quote
Alena Ventrallis wrote: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.
I think actually that the Commando as a role is already in the hands of the light suits which is a condition that needs to be corrected.
Nerf scouts. All stats. At all levels.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
389
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Posted - 2014.10.17 00:05:00 -
[19] - Quote
Breakin Stuff wrote:Blueprint For Murder wrote:el OPERATOR wrote:
Another heavy in an LAV? And vehicle surfing only works in pubs. And since both of those are compensating for the lack of speed that a heavy would need if they are to be buffed to fulfill a role then they should receive all pertinent buffs needed to fulfill that role, not be given a new role but only half the tools to execute it with.
Well put someone on the forums once had written that pc was 1% of the games pop now I do not know if this is true, but even if it is not I would say the viability of said actions on any plain is situational and therefore debatable. let's consider you can only have one match per district per day. The top PC corps aren't exactly the majority of players. Each corp has designated teams who do PC battles. PC corps are not the majority of the players. PC combatants do not make up the majority of PC corp players. so while I'll admit 1% is an exaggeration, realistically you have one in 20 working PC at the most.
For you and Blueprint, the vehicle surfing in pubs vs PC/FW is that riding in a mode w/FF on, the surfer takes vehicle collision damage fast. Basically you get run over once the vehicle moves, or it throws you/you jump. I want Dropship bombers as much as anyone else, but it doesn't seem sensible to me to provide a bonus thats only useful during certain gamemodes. As part of a larger, more useful bonus portfolio, sure, why not.
Did I mention Nerf scouts? Nerf them into material not even Michael Bay would make a sequel for.
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el OPERATOR
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Posted - 2014.10.17 00:09:00 -
[20] - Quote
Breakin Stuff wrote:back to the topic at hand:
No one really agrees what the commando should be because everyone USES them for different purposes. no two answers have been alike, which tells me that the construction of the commando line was TOO open and the bonusing too generic.
I would like to propose we set the primary purpose of the commando is the sustained application of focused destruction, allowing it to operate in a shocktrooper/doorkicker role as well as a fire support platform
to accomplish this I propose
5 slot layout, with a different layout than the sentinels so the commandos are less limited at either end of the fitting spectrum.
Gallente/Amarr share 2H/3L
Minmatar/Caldari share 3H/2L
PG/CPU increase to account for new slots and roles
Universal Role Bonus: 50% increase to shield recharger/energizer and armor repair efficacy. If Commandos are expected to perform in sustained engagements their recovery is going to be a lot more important than a Sentinel's ability to soak fire. This will allow "rep tanking" that doesn't involve a logi, and cannot be spiked above the incoming DPS of ANY weapon. It is intended to allow the dropsuits to fade behind cover and recover rapidly whetehr between engagements or to avoid fire by timid opponents who won't chase.
Gallente:
3% bonus to plasma damage per level 3% bonus to suit base and sprint speed per level
The gallente are CQC fighters, pure and simple. if they cannot get into contact range, they're useless.
Amarr:
3% bonus to laser weaponry damage per level 3% bonus to stamina amount and regeneration per level
Amarr run longer, stronger and are the slowboats of the dropsuits, they're also the hardest to out-endure.
Caldari:
3% bonus to Rail weaponry damage per level 3% bonus to weapon charge speed per level (excluding Sniper Rifles)
Caldari Commandos are the long-range fire-support platforms. Their purpose in life is to reach out and touch someone. What they do best is hit harder and fire faster than their brethren.
Minmatar:
3% bonus to Explosive Weaponry per level 3% bonus to projectile weaponry per level
Minmatar are defined by the fragility of their armor and shields, the speed of their dropsuits and their unnatural ability to hit harder than nearly any other racial equipment in existence. They're the race who tanks by ganking you before you can react.
I like this too, although I'd like to see the reload bonus remain, even if it's spread as a class bonus for all. PLC-Mando reloading is a joyous experience I hate to lose.
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