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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
363
|
Posted - 2014.10.11 00:02:00 -
[91] - 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.
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
5695
|
Posted - 2014.10.11 00:07:00 -
[92] - Quote
el OPERATOR wrote: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? Imbalance?
Let's take a stroll over to weekly killboard, and have a look at all those famous top slayers. Name for me the dedicated Scouts you see.
While we're here studying thing these top slayers, let's now focus our attention on the "uber slayers" like Kaizuki Sniper and the notorious Duna. Those exceptionally efficient killers with KDRs over 10.0. How many of these "uber slayers" are Scouts? Can you find one?
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 - 2014.10.11 04:23:00 -
[93] - 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?
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
5709
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Posted - 2014.10.11 05:37:00 -
[94] - Quote
With respect, if Scouts were truly the end-all-be-all, they'd be all we see. Kinda like in 1.8.
But that's not the case anymore. There's a healthy mix of suits on the field now, and that mix is getting healthier each hotfix. We can bring the Logi and Commando up-to-speed without kicking Scouts in the balls.
Shoot scout with yes.
- Ripley Riley
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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 -
[95] - 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?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Magnus Amadeuss
Bragian Order Amarr Empire
1140
|
Posted - 2014.10.11 07:38:00 -
[96] - Quote
You want to know what OP? Go find out what Nyan San battle doctorine is, there ya go. This is one truth that has been constant since I started playing last year.
When logi were OP, nyan san were all about the logis When grenades were spammable, nyan spammed the hell out of them When vehicles destroyed everything, nyan was there When Rail rifles came out, Nyan was there. When scouts got the huge buff in 1.8 nyan was there... and still are.
Seriously this game has a built in litmus test for what is OP and that is nyan san squads. Once you see those diversify, you will know you have got balance.
Look at the forums, every day there is a brand new forum go'er complaining about scouts... There are posts talking about how scouts aren't OP (classic sign of something being OP)
Nothing much has changed since 1.8 as far as scout go. Cal/Gal are still the best scouts, and beyond that scouts are everywhere cloaky-shotgunning people.
Unless of course you are talking about balancing around PC battles.... you know, what 95%+ of the players in this game will never play... lol
If we were balancing around PC, should all mods/guns basically cost 10 times what they do? You know, given the hundreds of billions(trillions) of isk that were farmed and all.
Fixing EWAR
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3558
|
Posted - 2014.10.11 07:50:00 -
[97] - Quote
Take the scout argument to another thread you dipwads. This is a discussion of commandos.
Take the scout idiocy elsewhere.
It is not relevant to topic. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
368
|
Posted - 2014.10.11 07:56:00 -
[98] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Magnus Amadeuss
Bragian Order Amarr Empire
1140
|
Posted - 2014.10.11 08:42:00 -
[99] - Quote
Commando wide I am not sure what to do...
Larger stamina would be nice:
Keep them slow like they are, just let them run longer. Nothing drastic, like +10%. Maybe a little bit better jumping but I think that is tied to speed and that should definitely not increase.
If commandos are meant to be autonomous suits though, a small built in armor rep/sec would be great.
On the second equipment slot:
I am not sure exactly what the reason would be for it. I use commandos a TON. The way I see it, it is nice to always be prepared for the odd vehicle... or if in tight spaces MD/PLC is great for clearing areas out. I have never really found much of a use for the second slot, but I can tell you that it would most likely be a needle. Slot I have no is always just a nanohive.
I am not sure how I feel about that though. Having more than one equipment slot just seems to lessen the need for the already scarce logistics players. Logistics now just seem to find a heavy and latch on, where as I always thought the role could be so much more cool than that.
Speaking specifically about the Amarr commando:
I can't fit any amarr weapon except for the assault scrambler on them. Everything just overheats in a blink of an eye making me think I should have just put a cringe* rail rifle there. I stick with the assault SCR because of the +10% damage.
Makes the Empress sad to see amarr suits best work with other races weapons.
Fixing EWAR
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
370
|
Posted - 2014.10.11 15:45:00 -
[100] - 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.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Cross Atu
OSG Planetary Operations Covert Intervention
3235
|
Posted - 2014.10.11 15:54:00 -
[101] - Quote
Gentlemen, focus please.
The thread topic is about defining a role, and properly supporting said role specialization for the Commandos. While I freely acknowledge that other classes are relevant to balance we will not likely find a robust role for one class by focusing on alterations to another. Do such alterations have merit, or possibly even need, on occasion? Sure. Is that the only, or even the first, step we need to establish a role for any given class, in this case the Commando? I do not believe it is.
So, let us refocus on the Commando. What is it, what does it do, why does it do it? With those questions addressed the mechanical question of How does it do it can be addressed more clearly. Now, I don't expect anyone to simply define what will be, I know I certainly will not be able to myself, but that is what discussion is for.
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.
Alright, now that we've had the chance to clear that up, let's get back at it o7
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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MINA Longstrike
Kirjuun Heiian
1395
|
Posted - 2014.10.11 16:03:00 -
[102] - 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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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
370
|
Posted - 2014.10.11 16:48:00 -
[103] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3590
|
Posted - 2014.10.11 17:55:00 -
[104] - Quote
Role suggestions along similar thematics:
Commandos should be able to fall into one of the four following depending on fit.
1: Shocktrooper. Mission is to locate, close with and destroy enemy hardpoints. This should include things such as breaking into areas heavily defended and being able to occupy sentinels while the assaults do the actual work.
2: Fire Support/Suppression: We all know how this works. Lob mass driver shells, laser rifles, PLC shells at enemy positions, etc. This includes counter-snipers. This is the AV blanket role.
3: assassin hunter: finding poorly damped single enemies who specialize in ambushes/knifing and killing them.
4: Saboteur: delivery of mines and remote explosives to enemy targets.
Honestly I think commandos are best rigged for raw damage, recovery and detection instead of raw HP.
The one thing I'm not wanting at all is more HP creep. |
The Master Race
Immortal Guides
104
|
Posted - 2014.10.11 18:07:00 -
[105] - Quote
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
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Blueprint For Murder
Immortal Guides
106
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Posted - 2014.10.11 18:07:00 -
[106] - Quote
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
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
372
|
Posted - 2014.10.11 19:11:00 -
[107] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1945
|
Posted - 2014.10.11 19:47:00 -
[108] - Quote
I like many of the suggestions here about how to help commando's be more effective. Breakin Stuffs Shocktrooper class being perhaps my favorite so far since it seems to adress most of my current issues with the commando.
I would like to bring back up the issue of the swarm launcher and the commando. Currently the Min commando gets a bonus to using it which doesn't particularly make sense since it is a Caldari tech weapon. Shouldn't that bonus instead go to the Cal commondo?
I realize that this does not particularly help the overall balance of the role but it would certainly make more sense.
Now with more evil.
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Adipem Nothi
Nos Nothi
5745
|
Posted - 2014.10.11 20:03:00 -
[109] - Quote
Suggestion * Scan Range: +3m Logi, +5m Assault, +5m Commando * Scan Profile: -5 dB Assault * Scan Precision: -5 dB Commando (equal to Assault) * CA Commando: +1 Low Slot, +PG/CPU * MN Commando: +1 Low Slot, +PG/CPU * GA Commando: +1 High Slot, +PG/CPU * AM Commando: +1 High Slot, +PG/CPU
Concept * Permits the Commando flexibility in choosing which role to fill. * Permits the Commando option to rival new Assault HP levels. * Permits the Commando opportunity to engage more meaningfully in EWAR.
Thoughts?
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3595
|
Posted - 2014.10.11 20:06:00 -
[110] - Quote
there is absolutely no point in giving commandos a scan range/precision bonus if fully range modded they can only detect just outside the tiny inner ring, and they cannot fit enough precision to catch an undamped scout.
that radar has a 120m range. the three rings correspond to 40 meter increments, the tiny ring is "under 20" |
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1910
|
Posted - 2014.10.11 20:59:00 -
[111] - Quote
Commandos as heavy suits should not give a rat's ass about EWAR. They should be shock troopers, dealing massive amounts of damage then recovering quickly.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
570
|
Posted - 2014.10.11 23:36:00 -
[112] - Quote
Breakin Stuff wrote:Role suggestions along similar thematics:
Commandos should be able to fall into one of the four following depending on fit.
1: Shocktrooper. Mission is to locate, close with and destroy enemy hardpoints. This should include things such as breaking into areas heavily defended and being able to occupy sentinels while the assaults do the actual work.
2: Fire Support/Suppression: We all know how this works. Lob mass driver shells, laser rifles, PLC shells at enemy positions, etc. This includes counter-snipers. This is the AV blanket role.
3: assassin hunter: finding poorly damped single enemies who specialize in ambushes/knifing and killing them.
4: Saboteur: delivery of mines and remote explosives to enemy targets.
Honestly I think commandos are best rigged for raw damage, recovery and detection instead of raw HP.
The one thing I'm not wanting at all is more HP creep.
better ewar. vastly increase scan range and precision would make up for their lower HP and mobility.
and those scans would allow for effective use of indirect fire support. mass drivers, plasma cannons,
and better cqc using shotguns and passive scans.
detecting flanking troops.
i think everyone here can agree that being able have passive scan is more valuable than another slot or increased HP. you simply become more effective at everything |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1912
|
Posted - 2014.10.12 01:26:00 -
[113] - Quote
DeathwindRising wrote:Breakin Stuff wrote:Role suggestions along similar thematics:
Commandos should be able to fall into one of the four following depending on fit.
1: Shocktrooper. Mission is to locate, close with and destroy enemy hardpoints. This should include things such as breaking into areas heavily defended and being able to occupy sentinels while the assaults do the actual work.
2: Fire Support/Suppression: We all know how this works. Lob mass driver shells, laser rifles, PLC shells at enemy positions, etc. This includes counter-snipers. This is the AV blanket role.
3: assassin hunter: finding poorly damped single enemies who specialize in ambushes/knifing and killing them.
4: Saboteur: delivery of mines and remote explosives to enemy targets.
Honestly I think commandos are best rigged for raw damage, recovery and detection instead of raw HP.
The one thing I'm not wanting at all is more HP creep. better ewar. vastly increase scan range and precision would make up for their lower HP and mobility. and those scans would allow for effective use of indirect fire support. mass drivers, plasma cannons, and better cqc using shotguns and passive scans. detecting flanking troops. i think everyone here can agree that being able have passive scan is more valuable than another slot or increased HP. you simply become more effective at everything and actually meets conditions of each role youve mentioned i would go for eithe the same base scans as scouts, or better because commandos dont have scout mobility. so id honestly would like to see commando base scan range at 50m and precision at 28dB Then they would creep on the Amarr and Caldari scout roles. Shocktrooper shouldn't be hunting. The scout should locate, and the assault should close with and destroy the enemy. Commandos should ensure that the enemy is unable toaneuver and keep the enemy pinned while the assaults close with and destroy.
I would see their regen buffed exceedingly, an increase to their extra damage, and an extra slot with pg/CPU to match. They should hit hard, but move slow. They are better for standing in one area and shooting the enemy and keeping them pinned, while the assaults flank for the kill.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
571
|
Posted - 2014.10.12 02:04:00 -
[114] - Quote
Alena Ventrallis wrote:DeathwindRising wrote:Breakin Stuff wrote:Role suggestions along similar thematics:
Commandos should be able to fall into one of the four following depending on fit.
1: Shocktrooper. Mission is to locate, close with and destroy enemy hardpoints. This should include things such as breaking into areas heavily defended and being able to occupy sentinels while the assaults do the actual work.
2: Fire Support/Suppression: We all know how this works. Lob mass driver shells, laser rifles, PLC shells at enemy positions, etc. This includes counter-snipers. This is the AV blanket role.
3: assassin hunter: finding poorly damped single enemies who specialize in ambushes/knifing and killing them.
4: Saboteur: delivery of mines and remote explosives to enemy targets.
Honestly I think commandos are best rigged for raw damage, recovery and detection instead of raw HP.
The one thing I'm not wanting at all is more HP creep. better ewar. vastly increase scan range and precision would make up for their lower HP and mobility. and those scans would allow for effective use of indirect fire support. mass drivers, plasma cannons, and better cqc using shotguns and passive scans. detecting flanking troops. i think everyone here can agree that being able have passive scan is more valuable than another slot or increased HP. you simply become more effective at everything and actually meets conditions of each role youve mentioned i would go for eithe the same base scans as scouts, or better because commandos dont have scout mobility. so id honestly would like to see commando base scan range at 50m and precision at 28dB Then they would creep on the Amarr and Caldari scout roles. Shocktrooper shouldn't be hunting. The scout should locate, and the assault should close with and destroy the enemy. Commandos should ensure that the enemy is unable toaneuver and keep the enemy pinned while the assaults close with and destroy. I would see their regen buffed exceedingly, an increase to their extra damage, and an extra slot with pg/CPU to match. They should hit hard, but move slow. They are better for standing in one area and shooting the enemy and keeping them pinned, while the assaults flank for the kill.
how? im pretty sure scouts are for infiltration, which they ALL excel at due to their scan profiles and cloaks. giving commandos better scan range and precision doesnt make them better than scouts at infiltration, especially since they dont have scout speed and mobility.
also, commando passive scan should not be squad shared. it meant for letting the commando see approaching enemies so he can react to them, by switching weapons or moving to a more tactical position. in order to be hunters, you need to also be fast, which not what these slow as snails commandos are.
when i run my gal commando, i run it with a shotgun and ar. my biggest issue with it is that i cant see enemies coming around corners or flanking me, where id want to switch and use my shotgun
when i use my caldari commando ill run a RR/swarm or RR/sniper fit. same thing here, i wish i had passive scan good enough to detect dudes running up to me when im giving my squad sniper cover. passive scan arent just helpful offensively, theyre just as useful defensively.
Breakin Stuff wrote:there is absolutely no point in giving commandos a scan range/precision bonus if fully range modded they can only detect just outside the tiny inner ring, and they cannot fit enough precision to catch an undamped scout.
that radar has a 120m range. the three rings correspond to 40 meter increments, the tiny ring is "under 20" Everyone who is not a calscout is pretty much limited to halfway between the tiny ring and the next ring at best.
wouldnt buffing the base scan range and precision to fix this? 15m is nothing , but 50m is most certainly viable along with precision strong enough to detect at least medium suits and possibly undampened scouts |
Adipem Nothi
Nos Nothi
5802
|
Posted - 2014.10.12 02:53:00 -
[115] - Quote
DeathwindRising wrote:\ also, commando passive scan should not be squad shared.
Just a quick point: All passive scans are shared with squad. At the moment, it doesn't appear that anything can be done to change this mechanic; for better or worse, it seems we're stuck with what we've got.
Shoot scout with yes.
- Ripley Riley
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CeeJ Mantis
Mantodea MC
47
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Posted - 2014.10.12 04:00:00 -
[116] - Quote
I run a LvL 5 Gallente commando and my friends run all of the other racial commandos. I think the main problems with the commando are low stamina, EWAR, and long shield recharge delays. It takes the commando out of the fight for a long time, the low stamina makes it hard to utilize their melee skills, and most importantly, it makes it hard for them to get anywhere since they can only sprint for 12 seconds, and it takes a long time for it to come back. You gain a lot of the detriments of the heavy suit, but you miss out on the slots and HP.
And extra slot could help with the issue of optimum loadouts being the only viable ones. Only 1 low slot is almost always occupied with an armor rep, and 1 high slot is almost always a damage mod. The MIN can make some fun fits with speed and melee, but in the end your slots are mostly decided when you try to make a viable fit.
Still, I find the commando to be very effective. Tac AR and PLC is a potent combo. Sniper/rail is also good. There are many versitile combos available with the suit. Swarms, Mass drivers, PLC, sniper in particular are great suits for commandos if for nothing else than the ability to carry a weapon other than a sidearm instead. Rather than try to find the place they SHOULD fit on the battlefield, their current roll of capable, semi-tanky, damage machines with versatile weapon loadouts. That sounds satisfactory to me, and I can't see what could be done that would be a defining characteristic, rather than just a useful mechanic.
Longest plasma cannon kill: 236.45m
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Blueprint For Murder
Immortal Guides
108
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Posted - 2014.10.12 07:33:00 -
[117] - Quote
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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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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 -
[118] - 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3242
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Posted - 2014.10.13 22:42:00 -
[119] - Quote
Am not a fan of the EWAR Commando concept, feels like it's getting a little too weird. Last thing we need to do is throw more Commando-sized wrenches into the mess that is EWAR.
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3626
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Posted - 2014.10.13 22:54:00 -
[120] - Quote
Pokey Dravon wrote:Am not a fan of the EWAR Commando concept, feels like it's getting a little too weird. Last thing we need to do is throw more Commando-sized wrenches into the mess that is EWAR. EWAR needs to be killed with fire, seared to ash and used to plant the new field.
My wishlist for a client update (Rouge throw us a bone here) is as follows:
1: add inertia to dropsuits.
2: rebuild EWAR.
That is all |
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