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Pokey Dravon
OSG Planetary Operations Covert Intervention
3215
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Posted - 2014.10.03 16:00:00 -
[31] - Quote
Breakin Stuff wrote: Let commando suits be SHOCK troops. Hit fast, hit hard, high casualty expectation. You throw commandos when taking the objective is more important than survival and ISK efficiency.
I kinda have an issue with designing a suit around the concept that they're supposed to die more often other suits.
Plus the bonuses you listed are too similar to what the Assaults have/should have.
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3377
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Posted - 2014.10.03 16:28:00 -
[32] - Quote
There is no getting around the simple fact that the amarr heat bonus is the single most usefyl bonus in the game. And the ammando loses more damage potential to overheat than anything else.
The 10% damage bonus does not at any point translate to even approaching that level of useful.
No other suit can use amarr weaponry effectively. Just the amarr assault. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3215
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Posted - 2014.10.03 16:43:00 -
[33] - Quote
Breakin Stuff wrote:There is no getting around the simple fact that the amarr heat bonus is the single most usefyl bonus in the game. And the ammando loses more damage potential to overheat than anything else.
The 10% damage bonus does not at any point translate to even approaching that level of useful.
No other suit can use amarr weaponry effectively. Just the amarr assault.
Then perhaps we should decrease the natural heat buildup of Amarr weapons and decrease the Amarr bonus so the end result is the same, but Non-Assault use is still viable?
Hotfix Delta Sentinel eHP Calcs
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Sgt Kirk
Fatal Absolution
7760
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Posted - 2014.10.03 17:02:00 -
[34] - Quote
Commando Suppression weapons in my ideal world:
Amarr: Laser Rifle with the Heat Reduction bonus
Caldari: More ammo, slightly more range bonus ideal with Rail Rifle.
Gallente: More range, slightly more ammo, ideal with Vanilla PR (Plasma Rifle actually overheats past 72 ish rounds)
Minmatar: Mass Driver is a pretty good suppression weapon in itself with the bonus.
I just really like the idea of Commando being a suppressive role but that's just a personal preference.
See you space cowboy...
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Mad Syringe
ReDust Inc.
301
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Posted - 2014.10.03 20:05:00 -
[35] - Quote
I play the Commando since the Minmando was introduced.
I like the area supression or second heavy line (linebacker) role.
I usually play as a Mass-/Swarmhole or CR/MD combo in cqc situations.
The only thing I would like to improve is recovery or flanking defense. If it's possible to give the commando Hitbox a better resistance to shots in the back, that would be awsome. I don't mind the lack of passive scan, but a slightly better resistance to shotguns to the back would be much appreciated. Faster passive HP regain would help a lot too.
I like the high alfa approach with double damage mod and dual reps for maximum armor recovery.
Cheers
Dedicated Minmando Masshole with love for Swarmholing...
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Cross Atu
OSG Planetary Operations Covert Intervention
3071
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Posted - 2014.10.03 20:08:00 -
[36] - Quote
Keep it coming mercs, the more feedback the better. o7
Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3382
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Posted - 2014.10.03 20:14:00 -
[37] - Quote
Cross Atu wrote:Keep it coming mercs, the more feedback the better. o7
Cross
We could provide better feedback if there was a clear statement of intent on what CCP intends the commando to be. If they intended it to be a suppressor they will need to bonus it for +range or significantly overhaul the ranges and expand the map sizes back out.
If they want a shocktrooper we can do that.
We need a statement of intent or we're just plinking away at "this sounds cool" and "oops, another bandaid fix." |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
74
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Posted - 2014.10.03 20:43:00 -
[38] - Quote
Breakin Stuff wrote:Cross Atu wrote:Keep it coming mercs, the more feedback the better. o7
Cross We could provide better feedback if there was a clear statement of intent on what CCP intends the commando to be. If they intended it to be a suppressor they will need to bonus it for +range or significantly overhaul the ranges and expand the map sizes back out. If they want a shocktrooper we can do that. We need a statement of intent or we're just plinking away at "this sounds cool" and "oops, another bandaid fix."
For the sake of argument, let's assume CCP wants to hear suggestions for roles we would like to see the Commando fill. Just for argument's sake.
I always felt that the damage buff was better suited to Assaults. Assaults need to be the bread and butter of Dust, they need much more popularity. Damage buff on a medium frame would be the perfect go-to for any new player not sure what they want to specialize in yet, allowing them to experience the perfect middle ground with a lean on offensive power.
I realize this thread is about Commandos and not Assaults, but I believe the two are tied together.
Assaults should have the damage buffs and reload speeds for their racial weapons, Commandos should have the extra ammo, extra regen/repair, extra range and bigger effective HP. Assaults burn twice as bright, half as long, while Commandos would be in it for the long haul. The perfect halfway point between a sentinel and an assault. This idea already lends itself perfectly to the fact that the Commando is a heavy frame.
With the "time to kill" what it is in Dust at the moment, I do not believe in suppression. |
Cross Atu
OSG Planetary Operations Covert Intervention
3075
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Posted - 2014.10.03 20:57:00 -
[39] - Quote
Kaeru Nayiri wrote:Breakin Stuff wrote:Cross Atu wrote:Keep it coming mercs, the more feedback the better. o7
Cross We could provide better feedback if there was a clear statement of intent on what CCP intends the commando to be. If they intended it to be a suppressor they will need to bonus it for +range or significantly overhaul the ranges and expand the map sizes back out. If they want a shocktrooper we can do that. We need a statement of intent or we're just plinking away at "this sounds cool" and "oops, another bandaid fix." For the sake of argument, let's assume CCP wants to hear suggestions for roles we would like to see the Commando fill. Just for argument's sake. Yes let's do exactly that.
I'll level with y'all I am doing these threads on my own initiative and then putting in the man hours to build spreadsheets/proposals from the feedback I've gathered.
The Dust Dev team is comparatively small and they work hard so are very busy most of the time which means that the more we can do community crowdsourcing the more changes can be iterated on in a given time frame.
TL;DR - Knowing the role is vital, but for now I would like the community to state their vision of the role and why then work outward from there.
Community feedback is a part of the process, so we might as well go for it rather than wait
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
75
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Posted - 2014.10.03 21:15:00 -
[40] - Quote
Breakin Stuff wrote:Honestly I'd make the commando into a shocktrooper.
Screw suppression, give it bonusing for biotics for fast, sustained attack for the amarr and gallente while making the caldari aspected for better detection as a countersniper and long range hunter. Take the minmatar and give it a bit of HP module bonus because it's already faster.
Very sorry for the double post, but re-reading this made me think we could also take a wildly different direction that would be quite interesting.
What if each races commando had a special bonus to it, like scouts do? Instead of making commandos a middleground between assault and sentinel, they could be a new specialization.
You mentioned Caldari being geared for detection and countersniping? Natural bonuses to sniper rifles to be used on the fly like reduced sway. I would also give this commando some cool enhancements with remote mines to be a saboteur. 20% more active remote and proximity mines per level ?
You mentioned biotics, I love this idea, minmatar commando that is actually based on melee combat, for real. Any weapon they wield is deadly on it's own and doubles as a melee weapon that can seriously hurt.
Amar commando, the total zealot, perhaps doing more damage as his own armor goes down? Something off the wall crazy that borders on fanaticism. The reduced heat damage to the user has a great place here, even though currently it's on the assault. More ideas needed.
Gallente commando, how about a commando that is the hard counter to ewar? This commando, when maxed and fitted correctly can see most scouts cloaked or not to share on his tacnet with his squad.
Caldari and Gallente roles could be reversed I suppose? It's hard to tell and it's been a long time since I played Eve. |
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Mad Syringe
ReDust Inc.
302
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Posted - 2014.10.03 21:16:00 -
[41] - Quote
Kaeru Nayiri wrote:I always felt that the damage buff was better suited to Assaults. Assaults need to be the bread and butter of Dust, they need much more popularity. Damage buff on a medium frame would be the perfect go-to for any new player not sure what they want to specialize in yet, allowing them to experience the perfect middle ground with a lean on offensive power.
I realize this thread is about Commandos and not Assaults, but I believe the two are tied together.
Assaults should have the damage buffs and reload speeds for their racial weapons, Commandos should have the extra ammo, extra regen/repair, extra range and bigger effective HP. Assaults burn twice as bright, half as long, while Commandos would be in it for the long haul. The perfect halfway point between a sentinel and an assault. This idea already lends itself perfectly to the fact that the Commando is a heavy frame. To sum it up in a single word, I would say the Commando should be about survival, with many small benefits that lead to higher survivability rate. The keyword for Assault should definitely be offense in the purest form. They move fast they kill hard and they are ready to go down if it means taking half the other team with them.
With the "time to kill" what it is in Dust at the moment, I do not believe in suppression.
I strongly disagree -1
If you take the damage off the commandos you would need to give them the slot layout of the assaults, to compensate. It would kill the commando.
I would rather see the Assaults be about sustained combat. So give the assaults higher ammo+grenade count (only + 1 at all levels). They have only 1 equipment, and most bring friggin' hives wich should be brought by the logis. If you give assaults a bigger ammo pool, they could bring uplinks more often, or an injector. And be actually team players with their equipment... A racial sidearm damage buff would be the other thing I would contemplate for the assaults.
Dedicated Minmando Masshole with love for Swarmholing...
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Apocalyptic Destroyer
KILL-EM-QUICK RISE of LEGION
154
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Posted - 2014.10.03 21:37:00 -
[42] - Quote
My Galmando Needs help !
- Pain is weakness leaving the body.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3216
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Posted - 2014.10.03 22:26:00 -
[43] - Quote
Kaeru Nayiri wrote: Gallente commando, how about a commando that is the hard counter to ewar? This commando, when maxed and fitted correctly can see most scouts cloaked or not to share on his tacnet with his squad.
Is this not supposed to be the role of the Gallente Logistics?
Hotfix Delta Sentinel eHP Calcs
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Bright Cloud
Namtar Elite Gallente Federation
372
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Posted - 2014.10.03 22:54:00 -
[44] - Quote
To be honest the one thing they lack is the HP regen. After a frontal assault on enemys it takes way too long to get your HP back. In my opinion the shield recharge rate on caldari+minmatarr suits needs to be upped to match the standard of their regular heavy variants (cal sentinel has 30HP/s, commando has only 20).
Bright is the opposite of dark! Who would have thought of that?!
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
564
|
Posted - 2014.10.03 23:02:00 -
[45] - Quote
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 |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1870
|
Posted - 2014.10.04 02:39:00 -
[46] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3387
|
Posted - 2014.10.04 07:16:00 -
[47] - Quote
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. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
564
|
Posted - 2014.10.04 08:20:00 -
[48] - Quote
all the commandos really needs are their module efficacy bonus back, which should be in addition to their current bonuses.
doing this will give us slightly more eHP than we have now and will widen the gap between assault suits with out stepping into sentinel eHP levels
and if we can fix the shields on caldari and minmatar the suits will be fine |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1871
|
Posted - 2014.10.04 15:51:00 -
[49] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3390
|
Posted - 2014.10.04 18:00:00 -
[50] - Quote
I'm bluntly neutral on the whole grenade issue. i don't care if commandos never get 'em.
I never use them on my sentinels, because heavy weapons.
I use sentinels so often that it never occurs to me to use the nades on lighter suits.
And if we're rigging the Commandos for shocktrooper and sustainment "workhorse" combat, then I'd leave nades to the assaults, who are really the breach specialists.
If you need nades use a mass driver or a plasma cannon. they're a bit more efficient. And nades have been nerfed into uselessness because people screamed like little girls who's brothers mutilated their barbie dolls because grenades used to be lethal and of course, anyone who uses a weapon that is EFFECTIVE at killing people is a cheap scrub, amirite?
/sarcasm off.
But grenades won't make much difference in the performance of the commandos, and my proposal is intended to be rather tight. if you add nades, then I'd say keep them to four slots rather than matching the sentinel 5. They need to sacrifice something for their versatility. And i don't want assaults pushed further from their core niche. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3397
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Posted - 2014.10.05 16:17:00 -
[51] - Quote
Oops, accidentally bumped into this thread again.
Any input from you, Cross? |
Cross Atu
OSG Planetary Operations Covert Intervention
3104
|
Posted - 2014.10.05 17:54:00 -
[52] - Quote
Fittings improvements seem like the key area that needs to be looked at from what I am 'hearing' so far. The how of that is a bit in dispute but most seem to agree that something needs done with it.
There also seems to be a trend towards some addition too/touch up on the bonuses but 'what' and 'how much' is in much greater dispute and often predicated upon the type and degree of fittings buff.
As to role, the overall sense I have at this point is that aiming the commando at a space 'between' the Assault and the Sentinel is likely the best bet for carving out a unique specialization while maintaining balance. This is, to an extent, where they are already situated but steps can be taken to emphasize this niche and endeavor to craft a more robust and rewarding specialist role out of it.
Lastly, I realize these are fairly general statements but I am working top down on this because my on the field experience with the commando is rather limited. My goal at this point is to have a rough draft proposal linked in the OP before the end of the month (I'll get it in sooner if at all possible but even IRL aside I have a lot of draws in my time within Dust/CPM stuff right now). Once that 1st draft goes up I will be relying heavily upon another round of input from the community to really iterate on it prior to pushing it out to CCP. Until then continued discussion is good, the more constructive feedback, or unified perspective is present in this thread when I do my next read through prior to hammering out that draft, the readily we'll be able to reach a proposal which can be forwarded to CCP.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1881
|
Posted - 2014.10.06 01:17:00 -
[53] - 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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TH1EFOFSOuLS
Molon Labe. General Tso's Alliance
51
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Posted - 2014.10.06 01:22:00 -
[54] - Quote
x |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
564
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Posted - 2014.10.06 01:52:00 -
[55] - Quote
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? |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1882
|
Posted - 2014.10.06 01:58:00 -
[56] - 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
|
Vesta Opalus
Kang Lo Holding
44
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Posted - 2014.10.06 03:48:00 -
[57] - Quote
Someone mentioned it as kind of a joke, but the swarm launchers really do need to have a bonus on the caldari suit instead of the minmatar, swarm launchers are caldari tech.
Also increase shield regen times across the board for commando l; |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
564
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Posted - 2014.10.06 04:41:00 -
[58] - Quote
Alena Ventrallis wrote: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.
not 3% per level like they had before. if we keep the same slot layouts we'd be fine |
Varoth Drac
Vengeance Unbound Dark Taboo
248
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Posted - 2014.10.06 14:13:00 -
[59] - Quote
They should all have an AV bonus.
Give Caldari a swarm bonus (like min) and Amarr a plasma cannon bonus (like Gal).
There we go, a defined AV role. Keep the current bonuses aswell so that AV isn't thier only role. I like the idea of an ammo bonus to promote a suppression role aswell. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3415
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Posted - 2014.10.06 14:20:00 -
[60] - Quote
Varoth Drac wrote:They should all have an AV bonus.
Give Caldari a swarm bonus (like min) and Amarr a plasma cannon bonus (like Gal).
There we go, a defined AV role. Keep the current bonuses aswell so that AV isn't thier only role. I like the idea of an ammo bonus to promote a suppression role aswell.
Again, this is a bandaid fix.
Base your ideas around a role.
My favorite roles to fit for:
Shocktrooper (gallente does this best so far) Supporting fire (minmatar with mass driver is a great way to make enemies get out of the way of inbound assaults) Countersniper (amarr and caldari excel here) Saboteur (RE and prox mines)
Wishlist:
Detection bonusing. Logi hunter (spotting/clearing equipment) |
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