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Snake Sellors
Hellstorm Inc General Tso's Alliance
498
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Posted - 2014.10.06 14:37:00 -
[61] - Quote
Ok, Here's my take on it.
if you think of the commandos as a "commando" then they are basically tactical specialists.
they should be able to specialise in whatever area they are used for. so my suggestion is based around the post level 5 skill coming soon,
they should be faster and more easily modified for each player than heavies are. they absolutely need grenades possibly more equipment slots i'd look at something along the lines of all slots available but with nowhere near enough cpu/pg to fill them all.
in other words the player gets to outfit a commando any way they like but it would only make sense to specialise and point those mods towards something. otherwise they would use a proto suit for militia gear. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3221
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Posted - 2014.10.06 16:58:00 -
[62] - Quote
Cross Atu wrote: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.
I like the concept of standardized slot counts that Rattati put out a few months back, which in turn drove much of the Assault overhaul project. I think in general suits of the same frame should have the same slot layouts, more or less. Balancing against lack of slot just leads to boring fitting, which in turn leads to boring gameplay. Commandos have a lot of elements against them compared to Assaults...a lack of fitting options is not a disadvantage they need.
As for defenses in general, one thing about Dust that I've always wanted but have never gotten is a suit specifically designed around 'active' tanking, in that you're encouraged to fit the suit to be more focused around HP regen rather than brick tanking. The Sentinel is obviously all about boosting its HP higher with HP modules and making use of its damage resistance bonuses. What if we took it the other direction with Commandos, giving them bonuses to HP regeneration instead of simply boosting HP?
Its been mentioned in this thread already, but essentially something like...
Caldari: +% to Rechargers/Energizers Minmatar: +% to Regulators Gallente: +% to Armor Repairers Amarr: +% to Reactive Plating or +% Reduction to Speed Penalty for Armor Plates
It's very similar to a concept I proposed for Assaults a while back, but as we've already determined, Assaults and Commandos are shards of the same role, so I think it would also apply well in this case.
Hotfix Delta Sentinel eHP Calcs
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Adipem Nothi
Nos Nothi
5547
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Posted - 2014.10.07 16:11:00 -
[63] - Quote
@ Cross
To what extent do performance statistics suggest that Commandos are hurting?
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3444
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Posted - 2014.10.07 16:14:00 -
[64] - Quote
Adipem Nothi wrote:@ Cross
To what extent do performance statistics suggest that Commandos are hurting?
I'm willing to guess they're about where I'm guessing. Not horrendously underused but really not used as much as more specialized suits. |
Adipem Nothi
Nos Nothi
5547
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Posted - 2014.10.07 16:22:00 -
[65] - Quote
oops
Shoot scout with yes.
- Ripley Riley
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Cross Atu
OSG Planetary Operations Covert Intervention
3154
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Posted - 2014.10.07 17:14:00 -
[66] - Quote
Adipem Nothi wrote:@ Cross
1. To what extent do performance statistics suggest that Commandos are hurting/underperforming? 2. Is the goal here to buff Commando performance or to more clearly define its battlefield role (or both)? In essence to accomplish #1 via #2.
Breakin Stuff wrote:Adipem Nothi wrote:@ Cross
To what extent do performance statistics suggest that Commandos are hurting? I'm willing to guess they're about where I'm guessing. Not horrendously underused but really not used as much as more specialized suits. That seems more or less accurate.
Full disclosure: This is another 'on my own recognizance" thread meaning at least as yet I do not have CCPs use metrics in hand I am going based off of my own assessments and overall community commentary.
The current Dust dev team is quite busy, so I find that more gets done if I am proactive and let CCP make the final call about what gets in/is altered based on the feedback I've gathered (which of course they do, I am not a Dev) than if I am passive and only do what I am specifically asked to do.
Cheers, 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
3457
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Posted - 2014.10.07 17:52:00 -
[67] - Quote
I would suggest that the slot layout be normalized to sentinel. Trading the grenade slot for the equipment slot seems ok, and honestly grenades are gimped anyway. The PG/CPU might need to be a bit looser because there is no 25% fitting reduction for weapons on the commando.
Universal role bonus: +Damage to racial weapons. I'd go with 3% per level as 10% is more or less negligible as far as output goes.
Defensive bonus: Significant bonuses for recovery following racial themes. Gallente: Armor rep mods, Amarr: Plate speed penalty reduction, Minmatar: regulator bonus or on-board ammo nano-regeneration systems (slower than hives/supply depots, but perhaps 1 bullet per second per level, mass driver shells at a rate of 1 every 6 seconds minus 1 per level, same for swarms), Caldari: boost to recharger/energizer/regulator efficacy.
Offensive bonus: a unique attack bonus that will allow the suits to be used in sustained attacks This is where i think we should dip OUTSIDE normal racial thematics.
EG gallente might get a flat bonus to speed by incorporating minmatar movement tech.
Amarr might gain a bit of range by incorporating Caldari tech into their laser optics and targeting systems. (think long range suppression and counter-sniper)
Minmatar might gain a bonus to biotics and become even MORE obnoxiously fast attack to complement the gallente allies.
Caldari might seek to emulate amarr laser utility by deploying smaller, higher density ammunition allowing longer sustained fire and better battlefield longevity by carrying more rail ammunition. |
Jack 3enimble
Vengeance Unbound Dark Taboo
417
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Posted - 2014.10.07 18:20:00 -
[68] - Quote
All proto Caldari suits here.
First off the 1 low slot on the Commando makes it worse than the assault is. I can get almost the same shield numbers on my assault with lower delay, twice the rep rate, same reload speed and much better movement speed. The only reason to bring my commando out is when av-ing so I can defend myself against infrantry too. Other than that my assault just craps on my commando.
Btw, Why does my commando have exactly the same bonus as my assault. Change the damn Cal assault bonus already it's sharing the bonus with ALL commando's.
back on topic: Like i've stated before The Caldari heavy suits are the only heavy suits that you can not make faster without severly gimping them because of the 1 low slot.
IMHO the Calmando needs:
- Either extra high slot (increase rep rate) or low slot (increase speed), if not increase movement speed to increase survivability - Assault EWAR stats because not seeing sentinels behind you is a joke
I think this will be a good start.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
567
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Posted - 2014.10.08 11:09:00 -
[69] - Quote
what if we gave commandos passive scans? not as good as scout scans and cant be shared? buff scan range and precision base stats?
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
567
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Posted - 2014.10.08 11:17:00 -
[70] - Quote
Breakin Stuff wrote:I would suggest that the slot layout be normalized to sentinel. Trading the grenade slot for the equipment slot seems ok, and honestly grenades are gimped anyway. The PG/CPU might need to be a bit looser because there is no 25% fitting reduction for weapons on the commando.
Universal role bonus: +Damage to racial weapons. I'd go with 3% per level as 10% is more or less negligible as far as output goes.
Defensive bonus: Significant bonuses for recovery following racial themes. Gallente: Armor rep mods, Amarr: Plate speed penalty reduction, Minmatar: regulator bonus or on-board ammo nano-regeneration systems (slower than hives/supply depots, but perhaps 1 bullet per second per level, mass driver shells at a rate of 1 every 6 seconds minus 1 per level, same for swarms), Caldari: boost to recharger/energizer/regulator efficacy.
Offensive bonus: a unique attack bonus that will allow the suits to be used in sustained attacks This is where i think we should dip OUTSIDE normal racial thematics.
EG gallente might get a flat bonus to speed by incorporating minmatar movement tech.
Amarr might gain a bit of range by incorporating Caldari tech into their laser optics and targeting systems. (think long range suppression and counter-sniper)
Minmatar might gain a bonus to biotics and become even MORE obnoxiously fast attack to complement the gallente allies.
Caldari might seek to emulate amarr laser utility by deploying smaller, higher density ammunition allowing longer sustained fire and better battlefield longevity by carrying more rail ammunition.
i like that damage buff at least. but i dont need weird gimmics thrown on for the sake of being different. the suit needs to be functional. and it is already when played as offensive support.
the suit stats demand the player have high skills invested to make the best use of it. which is why the suit used to provide module efficacy bonuses.
the suit used to take whatever you invested into and multiply it. so you would run the best you could to make the most out of it. this is why a simple module efficacy bonus should be added, while tweaking base stats a bit.
commandos dont need to be flashy, they just need to get the job done, while rewarding player skill investment
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Atiim
12832
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Posted - 2014.10.08 13:05:00 -
[71] - Quote
CCP Rattati was talking about making Post Level 5 content, so I think we should have a variant of the Commandos which specialize in range over DPS.
The 1st Matari Commando
-HAND
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ReGnYuM
YOU GOT OWNED BY A CHRONIC FAPPER
3294
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Posted - 2014.10.08 16:33:00 -
[72] - Quote
Would the idea of enabling commandos with passive scan be out of the question
Selling ISK for $$$. Message me for details
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Imp Smash
Molon Labe. General Tso's Alliance
245
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Posted - 2014.10.09 02:48:00 -
[73] - Quote
Edit note: The first (short) paragraph may be a bit abrasive. I ask you read the whole thing and take it as a whole.
The commando role makes no sense.
CCP hasn't said specifically what purpose they see the commando filling. They have only made the advertisement wonder buzzword class description most people usually do when they want to avoid setting limitations or expectations (fair enough though--freedom is good.)
On to the rationale.
We can only infer what role the commando has on the battlefield. We can do this by its defining feature -- the two light weapons. What does having two light weapons, or another way to phrase it -- more engagement flexibility, imply?
Skirmisher class? Pop out, put on some damage, and hide back behind cover while your shields and health refills. That makes sense for two weapons. The commando doesn't seem to fit this role as they have the largest hit boxes in the game (up there with Sentinels) thereby taking the most damage AND the slowest shield armor recovery in the game.
Flanker class? Tactical positioning with a variety of engagement options at various ranges due to their two weapons? Makes sense. The commando doesn't seem to fit this role either as they are some of the slowest suits in the game with the second worst strafe speed (coupled with large hitboxes) and arguably the worst sprint speed (fewer slots/pg/cpu for sprint or stamina mods) so they can't actually get into position anywhere before the battle line has changed. Their complete lack of ewar prevents them from sneaking anywhere.
Fire support class? A variety of weapons allow them to engage multiple types of targets (AV/AP) as well as a variety of ranges. Resonable -- however, their low fitting resources (PG/CPU) and few slots make them too SOFT to stand near the assaults/Logis as they get shot/sniped down quite easily. Their slow speeds prevent them from even keeping up with a frontline that is dynamic and mobile. They themselves are easily flanked.
Omni class? Having two light weapons and an equipment slot being able to have a wide variety of fittings to fill in as the second best in a large number of roles on the battlefield makes sense. Again -- the low number of slots prevent them from being able to fit the mods necessary to be second best at anything. Even third best is a stretch.
Heavy Assault class? Two light weapons and lots of damage with higher than normal base health at the expense of speed for a slower moving but harder punching frontline offensive. Also reasonable. However, as with other things, their lack of slots preventing them from having high hp or support mods coupled their large hitboxes/low strafe speeds ensuring that they take more damage from incoming fire makes them too squishy for the frontline
All these inferences on our part and implications on the suit's design part leaves the commando in a position where its role on the battlefield is both unclear and not terribly suited to any given task. Some people have made them work reasonably well and I will admit having two weapons is fun! But, in any role dedicated Commado players use them for those same players could be more effective with a different suit. The two uses I have seen commando most effective in are 1.) Open map point defense with a swarm+long range weapon and 2.)sniping.
I think some of the core design of the suit needs to change for them to be a truly useful suit.
Suggestions:
1.) Slightly increase PG/CPU to garauntee two weapons can properly be fitted. Do not change size speed or number of slots. Greatly increase inherent Armor and Shield regen rates. Up to being the suits with the highest Shield and Armor recovery in the game. Essentially skirmisher suits. Popping in and out of battle using terrain to inflict damage while passively (without the aid of modules) recovering damage. The low number of slots will prevent them from having an HP buffer so any Commando caught without cover will die -- but commandos with cover will be very very hard to kill if they can keep popping back down to regen. Makes them a somewhat good counter to defender fits but somewhat weaker to flanking fits.
2.) Greatly increase the number of slots on the suits. Do NOT increase PG/CPU. Instead (and this may not be possible) create a same mod type bonus/penalty system. Basically the afore mentioned Omni suit concept. Good at everything but not great at anything. The second best on the battlefield for full flexibility. Basically you have too many slots and not enough PG CPU. Mods of the same role and type provide fitting bonuses to eachother. Mods of different role/type provide fitting penalties. So want to be a skirmisher? Equip Armor and Shield regen mods. The more mods that fit that role you put on the cheaper each one becomes resource wise. Add a different type of mod that doesn't fit in that role -- it and each other mod gets more expensive. Want to Buffer tank? Shield and Armor hp mods. If you throw in damage mods or speed mods you break the mod synergy and fitting costs increase. Want to ewar? Tons of ewar mods. Throw on HP modules and it you lose fitting bonuses for said ewar tech everything getting more expensive. This way to fully outfit a suit you have to build it around a role. Otherwise you won't have the PG CPU to mod each slot.
3.) Increase speed to scout levels. Flanker fits essentially. The lack of slots prevents brick tanking. The large hitboxes ensures that taken damage from incoming fire is high. Complete lack of ewar. You can't miss em coming and they can't find you easily so they will be hitting the sides of the battle line in any engagement. But they are fast on the attack, have lots of offensive options, and can retreat and reengage elsewhere quickly.
Depends on what CCP (or maybe the commando users) want out of the suit really. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3494
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Posted - 2014.10.09 07:48:00 -
[74] - Quote
The post above is not bad.
It also fits in the traditional vein of a "commando" being a specialist who can be expected to not only adapt to any odd situation, but overcome it.
However, the soldiers we think of as "commando" in modern parlance such as SEALs and Marine Force Recon (thank you hollywood you bastards) actually fall short when placed on a main line in open ground warfare. In that situation they are no better or worse than a regular line soldier.
But that is more the nature of war than a measure of their competence. |
La Lore Sleipnier
THE PR0T0TYPE
126
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Posted - 2014.10.09 09:42:00 -
[75] - Quote
More slots, high slots, low slots and gear slots, thats all. And if the should have another passive I think that could be their racial skill: shields regrneration for calmando, speed for mimando, amor repair for galmando and more armor for amando
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1907
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Posted - 2014.10.10 03:41:00 -
[76] - 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
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
568
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Posted - 2014.10.10 05:25:00 -
[77] - Quote
give them high scan range and precision, so the commandos can see everything on a battlefield. dont make their passive scan shared. and give them terrible scan profiles so they cant hide.
this lets the class react to threats as they emerge, but its balanced by their inability to to use cloaks, dampen effectively, and their lack of mobility. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3539
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Posted - 2014.10.10 06:37:00 -
[78] - Quote
DeathwindRising wrote:give them high scan range and precision, so the commandos can see everything on a battlefield. dont make their passive scan shared. and give them terrible scan profiles so they cant hide.
this lets the class react to threats as they emerge, but its balanced by their inability to to use cloaks, dampen effectively, and their lack of mobility. This would also be an acceptable option over putzing with fitting.
It would also give me a.reason to max out my EWAR skills. |
MINA Longstrike
Kirjuun Heiian
1361
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Posted - 2014.10.10 07:21:00 -
[79] - 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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Spectral Clone
Dust2Dust.
2899
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Posted - 2014.10.10 07:29:00 -
[80] - Quote
Proto gallente commando on my alt with shotty and AR.
Recapping my feedback from a previous thread, made many moons ago: https://forums.dust514.com/default.aspx?g=posts&m=2168721#post2168721
Spectral Clone wrote:I wanted to comment on why I find commandos sub par.
I believe that the main problem is the "negative speed/easier to hit feedback-loop" that is caused by high rate of fire weapons slow down effect and commandos big hitbox. Let me illustrate:
You get hit -> Move slower -> Easier to hit (big hitbox)/apply damage to/slow down even more-> Repeat geting hit.
I actually die quicker on my untanked gallente commando than on my tanked gallente scout (not fully brick tanked, 1 complex plate usually). Dont know if this is intentional or not.
Heavy/sentinels offset this issue with higher shield/armor, resistances and naturally slower movement speed (Im guessing slow down effect is a scale factor rather than a subtracted value).
The solution to this problem is to either remove the slow down effect or tone it down on heavier frames with the motivation that heavy objects moving in a certain direction with a velocity is not affected as much as light objects by small arms gunfire.
I would not be surprised if this was not considered when designing the commando role/introducing the on hit slow down effect since it seems like an impact that is very hard to predict.
Nor would I be surprised if removing the slow down effect would actually solve many other issues and improve QoL for those who play.
Then I wanted to add that there is no logic behind Sentinels and basic heavy frames having a similar slot layout and CPU/PG layout, while the commando does not have equal amount of slots (pehaps in a different configuration?).
How to design a good commando role: - Normalize CPU/PG on all heavy class suits. - Normalize number of slots on all heavy class suits. - Come up with interesting/different slot layouts for commandos. - AV bonuses on each suit (Amarr get Swarm OR PLC bonus). - Commando should trade off grenade for equipment. - Commando trade heavy + sidearm with light + light.
DONE.
"The DUST 514 Dev Team is not reduced or affected by the restructuring at CCP."
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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 -
[81] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Adipem Nothi
Nos Nothi
5680
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Posted - 2014.10.10 21:38:00 -
[82] - Quote
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.
Shoot scout with yes.
- Ripley Riley
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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 -
[83] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Adipem Nothi
Nos Nothi
5680
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Posted - 2014.10.10 21:50:00 -
[84] - Quote
el OPERATOR wrote:I'm just pointing out the obvious. And what might that be?
Shoot scout with yes.
- Ripley Riley
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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 -
[85] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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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 -
[86] - Quote
Adipem Nothi wrote:el OPERATOR wrote:I'm just pointing out the obvious. And what might that be?
See post #85.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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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 -
[87] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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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 -
[88] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Adipem Nothi
Nos Nothi
5694
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Posted - 2014.10.10 23:45:00 -
[89] - Quote
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 whimpers and Apothekary Zaki's whines?
Shoot scout with yes.
- Ripley Riley
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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 -
[90] - 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?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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