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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4026
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Posted - 2014.10.27 19:06:00 -
[211] - Quote
Ku Shala wrote:or you could explain why my Idea would be op instead of being a troll all the time.maybe learn how to aim instead of spam splashing infantry to death with an av weapon.
Allow me to break this down to you shotgun style. I use an assault forge gun with a fire time of 2.25 seconds.
I can take a python's shields out in 2 shots, and while he's starting evasive maneuvers I can put two swarm shots away instead of having to connect with a third. He will never get away. period. end.
Same with a Madrugar. Swarms do more damage. i can hotrack 3 light damage mods and thump him twice with a forge then annihilate it by flashing swarms.
And finally, I only splash 1/10 enemy dropsuits with any forge. Almost every kill I get is a single-hit bodyshot that not even a bricktanked gallente sentinel can survive. I figured out how to use an assault forge as a CQC breach tool back when goons did PC.
I do it every so often to enrage people.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13851
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Posted - 2014.10.27 20:04:00 -
[212] - Quote
Meee One wrote:Be for warned,i don't use lolmandos but i just thought of this crazy idea. Everyone says commandos are suppression fighters,i think this is very vague. Snipers can suppress,scouts can suppress,assaults can suppress,etc. How about refining that definition? commandos could be bombardment suppression. Focused on getting as many rounds on the enemy as possible. sacrifice:damage increase. Gain:50-75% faster reload speed 100% ammunition capacity for racial weapons. The one thing everyone seems to forget is that commandos are heavies too,and they sacrifice armor not ammo. With this,commandos could launch seemingly endless rounds at enemies keeping them effectively suppressed through bombardment. 2 birds 1 stone.
Aero suggested this 5 months ago when created a number of posts trying to redefine the role of the Commando.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2049
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Posted - 2014.10.27 20:10:00 -
[213] - Quote
Cross Atu wrote:Let's table the great nomenclature debate for the moment and refocus on the suit How significant in the scheme of things do you mercs feel the recent native rep changes are for the various racial commandos? Not very game changing. Sure, I don't need to fit a repper on my Calmanndo anymore, but other than the ability to fit a regulator instead of a reactive plate, not much really has changed.
Don't give me wrong, it's a great convenience, but its not like it's going to catapult commandos to the forefront of the best suits in the game.
I still think an extra slot with pg/cpu for it commandos will be in a good spot.
Proof that Rattati/CCP do listen to the playerbase.
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Cross Atu
OSG Planetary Operations Covert Intervention
3521
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Posted - 2014.10.27 20:10:00 -
[214] - Quote
True Adamance wrote:Meee One wrote:Be for warned,i don't use lolmandos but i just thought of this crazy idea. Everyone says commandos are suppression fighters,i think this is very vague. Snipers can suppress,scouts can suppress,assaults can suppress,etc. How about refining that definition? commandos could be bombardment suppression. Focused on getting as many rounds on the enemy as possible. sacrifice:damage increase. Gain:50-75% faster reload speed 100% ammunition capacity for racial weapons. The one thing everyone seems to forget is that commandos are heavies too,and they sacrifice armor not ammo. With this,commandos could launch seemingly endless rounds at enemies keeping them effectively suppressed through bombardment. 2 birds 1 stone. Aero suggested this 5 months ago when created a number of posts trying to redefine the role of the Commando. Any chance you have links on hand? I don't know that I saw those posts and I'd love to give them a look.
See a cool idea thread? Mail me the title and I'll take a look =)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13851
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Posted - 2014.10.27 20:14:00 -
[215] - Quote
Cross Atu wrote:True Adamance wrote:Meee One wrote:Be for warned,i don't use lolmandos but i just thought of this crazy idea. Everyone says commandos are suppression fighters,i think this is very vague. Snipers can suppress,scouts can suppress,assaults can suppress,etc. How about refining that definition? commandos could be bombardment suppression. Focused on getting as many rounds on the enemy as possible. sacrifice:damage increase. Gain:50-75% faster reload speed 100% ammunition capacity for racial weapons. The one thing everyone seems to forget is that commandos are heavies too,and they sacrifice armor not ammo. With this,commandos could launch seemingly endless rounds at enemies keeping them effectively suppressed through bombardment. 2 birds 1 stone. Aero suggested this 5 months ago when created a number of posts trying to redefine the role of the Commando. Any chance you have links on hand? I don't know that I saw those posts and I'd love to give them a look.
This is one of several.
https://forums.dust514.com/default.aspx?g=posts&t=163427
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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NextDark Knight
Molon Labe. General Tso's Alliance
520
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Posted - 2014.10.27 20:30:00 -
[216] - Quote
Late to the party but I'd like to see a modifier on the commando frames that give better handling to kick then the other suits.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13859
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Posted - 2014.10.27 21:27:00 -
[217] - Quote
NextDark Knight wrote:Late to the party but I'd like to see a modifier on the commando frames that give better handling to kick then the other suits.
Dust 514 guns have next to no recoil any way...... It's not like a bonus like that is needed.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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jace silencerww
Krullefor Organization Minmatar Republic
70
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Posted - 2014.10.31 01:32:00 -
[218] - Quote
here are some thoughts. lets look at the commando vs sentinels.
CPU/PG - cpu and pg are very close between them all no more than 4-8 pg and 5-10 cpu different. total ehp - the sentinals has 150- 500 ehp over the commandos heavies get in a lot of head to head fightings so ehp needed. speed - the commandos are faster but makes sense due to lower ehp and are more of a distance fighter. weapons- sentinels get hgm and forge guns but a sidearm while commando get 2 light weapons so like a fair trade. give up hmg for assault rifles but again commandos are distance fighters. grenade/eq - commandos give up a grenade for the equipment slot but again a fair trade. slots - the sentinels get ONE more high or low slot then the commandos. why? what do the commandos get for this lost of a slot... |
Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
288
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Posted - 2014.10.31 07:42:00 -
[219] - Quote
Cross Atu wrote:True Adamance wrote:Meee One wrote:Be for warned,i don't use lolmandos but i just thought of this crazy idea. Everyone says commandos are suppression fighters,i think this is very vague. Snipers can suppress,scouts can suppress,assaults can suppress,etc. How about refining that definition? commandos could be bombardment suppression. Focused on getting as many rounds on the enemy as possible. sacrifice:damage increase. Gain:50-75% faster reload speed 100% ammunition capacity for racial weapons. The one thing everyone seems to forget is that commandos are heavies too,and they sacrifice armor not ammo. With this,commandos could launch seemingly endless rounds at enemies keeping them effectively suppressed through bombardment. 2 birds 1 stone. Aero suggested this 5 months ago when created a number of posts trying to redefine the role of the Commando. Any chance you have links on hand? I don't know that I saw those posts and I'd love to give them a look. Mee One suggestion about would work for the gallente and amar. but through brut power the cal sniper/ rail rifle already achieve this as well as the minni MD/swarm. MY main is medic minni but have/ had alts to in every suit every vehicle to test and understand the capabilities and understand the mindset of all opponents on the field. If Ionly played one toon I would have over 65 mill sp easily.
Cal commando long range and damage can out perform any long distance shooter as anti infantry. Minnimando can perform vehicle and infantry area denial better than two suits. The other two just dont seem the have the right bonus to make their specialisation better than other suits.
another issue all 4 have is slot count loss over the sentinels. This is perhaps the biggest drawback and hinders customization and leads to vanilla layouts with no room for uniqueness in loadouts. Those without max cpu, pg, and optimization (in both light weapons chosen to carry) will be stat wise outperfomed by the sentinel w/ 1 light weapon with sidarm and grenade. Grenade slot is excusable due to 2 light weapons, but 1 L/H slot is a huge hinderence .
Sage /thread
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jace silencerww
Krullefor Organization Minmatar Republic
72
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Posted - 2014.10.31 13:39:00 -
[220] - Quote
Doshneil Antaro wrote:Cross Atu wrote:True Adamance wrote:Meee One wrote:Be for warned,i don't use lolmandos but i just thought of this crazy idea. Everyone says commandos are suppression fighters,i think this is very vague. Snipers can suppress,scouts can suppress,assaults can suppress,etc. How about refining that definition? commandos could be bombardment suppression. Focused on getting as many rounds on the enemy as possible. sacrifice:damage increase. Gain:50-75% faster reload speed 100% ammunition capacity for racial weapons. The one thing everyone seems to forget is that commandos are heavies too,and they sacrifice armor not ammo. With this,commandos could launch seemingly endless rounds at enemies keeping them effectively suppressed through bombardment. 2 birds 1 stone. Aero suggested this 5 months ago when created a number of posts trying to redefine the role of the Commando. Any chance you have links on hand? I don't know that I saw those posts and I'd love to give them a look. Mee One suggestion about would work for the gallente and amar. but through brut power the cal sniper/ rail rifle already achieve this as well as the minni MD/swarm. MY main is medic minni but have/ had alts to in every suit every vehicle to test and understand the capabilities and understand the mindset of all opponents on the field. If Ionly played one toon I would have over 65 mill sp easily. Cal commando long range and damage can out perform any long distance shooter as anti infantry. Minnimando can perform vehicle and infantry area denial better than two suits. The other two just dont seem the have the right bonus to make their specialisation better than other suits. another issue all 4 have is slot count loss over the sentinels. This is perhaps the biggest drawback and hinders customization and leads to vanilla layouts with no room for uniqueness in loadouts. Those without max cpu, pg, and optimization (in both light weapons chosen to carry) will be stat wise outperfomed by the sentinel w/ 1 light weapon with sidarm and grenade. Grenade slot is excusable due to 2 light weapons, but 1 L/H slot is a huge hinderence . true but sentinels get the hmg and forge guns along with any light weapon/sidearm combo. easier if you read my post in ahead of yours. |
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Cross Atu
OSG Planetary Operations Covert Intervention
3661
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Posted - 2014.11.01 09:19:00 -
[221] - Quote
Proposal link added to the OP.
In light of the recent changes to native reps, and in the interests of iterative balance, I have kept the proposed changes to a minimum at this time. It is my intent to revisit the status of the Commando, with a specific eye to any need for polishing racial/role skill buffs after we have had a chance to assess the effects of these proposed changes.
With that in mind, I look forward to your input on the status of my proposed first step.
Cheers, Cross
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
4292
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Posted - 2014.11.01 10:01:00 -
[222] - Quote
Cross Atu wrote:Proposal link added to the OP. In light of the recent changes to native reps, and in the interests of iterative balance, I have kept the proposed changes to a minimum at this time. It is my intent to revisit the status of the Commando, with a specific eye to any need for polishing racial/role skill buffs after we have had a chance to assess the effects of these proposed changes. With that in mind, I look forward to your input on the status of my proposed first step. Cheers, Cross
PG/CPU is too tight. Your proposal brings a net gain of zero. One of the problems endemic to commando is that CPU/PG is the tightest of any dropsuit due to two light weapons.
Light weapons range up to 5x the fitting of a sidearm. In this case for most commandos the current fits wouldn't change usefully. Example: my amarr commando must completely forgo equipment. It is level 3. Advanced weapons + 4 advanced fittings eats every bit of available fitting. Granted I dont have the light weapon fitting optimization skills and the cpu reduction skill is at 3.
Even at + your proposal doesn't allow enough leeway to fit for the fifth slots.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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MINA Longstrike
Kirjuun Heiian
1499
|
Posted - 2014.11.01 10:10:00 -
[223] - Quote
Cross Atu wrote:Proposal link added to the OP. In light of the recent changes to native reps, and in the interests of iterative balance, I have kept the proposed changes to a minimum at this time. It is my intent to revisit the status of the Commando, with a specific eye to any need for polishing racial/role skill buffs after we have had a chance to assess the effects of these proposed changes. With that in mind, I look forward to your input on the status of my proposed first step. Cheers, Cross
Nothing wrong with your proposal, it seems okay but I'd much see the slots proposed later in this post, also slot changes obviously requires an increase to pg/cpu for the suits in question. I've also heard a lot of complaints from gallente and caldari commando's that they have absurdly low stamina (I'd like to see ewar/other stat changes discussed, but it's not a priority at the moment).
Bracketed values are proposed changes from current.
Basic Com C-I = 2H 1L (+1L) (this is incredibly important, even with native reps not having a low slot is very harmful to a suit) Basic Com G-I = 1H 2L (+1H) Basic Com M-I = 1H 2L (+1L) normally I'd propose an extra high, but I'm a bit concerned about the MinCom's damage potential with swarms Basic Com A-I = 1H 2L (+1L) Most of these are just QoL changes or reinforce racial tanking at lower sp levels, exception for the minmatar it's mostly a decision in regards to 2 lows being greatly superior to 2 highs in regards to suit survivability.
Adv Com C/1 = 3H 1L (+1H) Adv Com G/1 = 1H 3L (+1L) Adv Com M/1 = 2H 2L (+1L) Adv Com A/1 = 1H 3L (+1L) Advanced aside from minmatar are flipped from the basics , simply to reinforce tanking types
Pro Com Ck.0 = 3H 2L (+1L) helps make calcom overall more durable by allowing it to fit something like a shield reg to cope with pretty long delays) Pro Com Gk.0 = 2H 3L (+1H) should make the galcom a little punchier which might help even out the arms race between it and assault Pro Com Mk.0 = 3H 2L (+1H) Should reinforce some racial tanking, though I am worried about people slapping another damage mod on for swarms. Pro Com Ak.0 = 2H 3L (+1H) The high slot here is mostly to solidify the amarr commando as a hard hitter (much like gal) and allow it greater diversity when using non-racial AV weapons (AV seems to be a primary goal on most commanders)
Overall I'd like to see proto commando's sport a very 'balanced' set of slots, even if it may not be the most racially accurate thing, because on the commandos with 1 high assaults actually beat them for damage with racial weapons (18.04% from 3 7% damage mods vs 17.7% on commando, a second damage mod would bring them up to 24.87% with racial weaponry). On the commando's with low lowslot values it drastically limits ones ability to be 'in the field' even with the native armor rep changes, adding lowslots allows for kincats or cardiac regs allowing them to be a bit more than just a one trick pony.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4292
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Posted - 2014.11.01 10:14:00 -
[224] - Quote
Not changing PG/CPU to account for yhe new slots will exacerbate the problems with commandos.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Cross Atu
OSG Planetary Operations Covert Intervention
3661
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Posted - 2014.11.01 10:59:00 -
[225] - Quote
Breakin Stuff wrote:Not changing PG/CPU to account for yhe new slots will exacerbate the problems with commandos. I've avoided altering PG/CPU values at this time due to the parity with Sentinel suits, since in some cases normalizing PG/CPU of Commandos to Sentinel levels would actually result in a reduction of the raw stats.
I acknowledge that a fittings shift in PG/CPU has a significant likelihood of being called for but I would rather have game data to support that before recommending a change which would push Commando fittings levels beyond those of the - recently deemed to be too substantial and thus scaled down - values of the Sentinels who are sporting the same High/Low slot layouts.
See a cool idea thread? Mail me the title and I'll take a look =)
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
626
|
Posted - 2014.11.01 11:17:00 -
[226] - Quote
Cross Atu wrote:Breakin Stuff wrote:Not changing PG/CPU to account for yhe new slots will exacerbate the problems with commandos. I've avoided altering PG/CPU values at this time due to the parity with Sentinel suits, since in some cases normalizing PG/CPU of Commandos to Sentinel levels would actually result in a reduction of the raw stats. I acknowledge that a fittings shift in PG/CPU has a significant likelihood of being called for but I would rather have game data to support that before recommending a change which would push Commando fittings levels beyond those of the - recently deemed to be too substantial and thus scaled down - values of the Sentinels who are sporting the same High/Low slot layouts.
hey man, commando suits are tight on fittings already. i cant think of anything i could put in that extra slot without more cpu/pg
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Cross Atu
OSG Planetary Operations Covert Intervention
3661
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Posted - 2014.11.01 11:27:00 -
[227] - Quote
DeathwindRising wrote:Cross Atu wrote:Breakin Stuff wrote:Not changing PG/CPU to account for yhe new slots will exacerbate the problems with commandos. I've avoided altering PG/CPU values at this time due to the parity with Sentinel suits, since in some cases normalizing PG/CPU of Commandos to Sentinel levels would actually result in a reduction of the raw stats. I acknowledge that a fittings shift in PG/CPU has a significant likelihood of being called for but I would rather have game data to support that before recommending a change which would push Commando fittings levels beyond those of the - recently deemed to be too substantial and thus scaled down - values of the Sentinels who are sporting the same High/Low slot layouts. hey man, commando suits are tight on fittings already. i cant think of anything i could put in that extra slot without more cpu/pg As stated in my prior post, I am taking feedback for proposed cpu/pg value changes - both suggested numbers and the rational for same - and consider it likely a change there will be called for as well. It is, however, something that requires quite a bit more support and analysis to push the Commando above current Sent fittings values (especially when those values were recently deemed excessive and scaled down) than simply to recommend bringing the Commandos up to the same level as their heavy counterparts.
CCP R appreciates numbers, spreadsheets, and data, if these can be provided and show such a larger alteration is needful then by all means provide them and I will be happy to present them. Lacking that however I must rely upon the in game data/metrics collected after a change is deployed to prove the need for further alterations. Sadly I lack sufficient first hand use of the Commando races at present to generate those proposed numbers myself, at least with any confidence, so I will need to lean on community work to supply those.
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3662
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Posted - 2014.11.01 11:30:00 -
[228] - Quote
DeathwindRising wrote: this also doesnt make commandos better regen tankers in the case of the cal commando, since its regen abilities are tied to its god awful base shield recharge and shield delays. the delays need to be cut to 2 second shield delay and 3 second depleted shield delay with a base shield recharge of 40 hp/s to be better than cal assault or cal sentinels at regen tanking
I'll do a side by side work up on comparative shield regen rates within the races, thank you for reminding me of that aspect, I apologize for the omission.
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
4295
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Posted - 2014.11.01 11:44:00 -
[229] - Quote
Honestly the suits need a PG/CPU increase sufficient to fit the preferred racial regen unit in a low slot at the appropriate tier with average skills.
Gallente/amarr an armor rep or another reactive.
Cal/min either a regulator or recharger/energizer. I don't have the numbers in front of me.
Push my agendas cross and I'll make you do less math!
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
626
|
Posted - 2014.11.01 12:45:00 -
[230] - Quote
Cross Atu wrote:DeathwindRising wrote: this also doesnt make commandos better regen tankers in the case of the cal commando, since its regen abilities are tied to its god awful base shield recharge and shield delays. the delays need to be cut to 2 second shield delay and 3 second depleted shield delay with a base shield recharge of 40 hp/s to be better than cal assault or cal sentinels at regen tanking
I'll do a side by side work up on comparative shield regen rates within the races, thank you for reminding me of that aspect, I apologize for the omission.
already done good sir
https://docs.google.com/spreadsheets/d/12sLzo5L0z0h4ZtzlchycjfoQj5PSinbFVWbLzdVfLQw/edit?usp=sharing |
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Cross Atu
OSG Planetary Operations Covert Intervention
3666
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Posted - 2014.11.01 17:11:00 -
[231] - Quote
DeathwindRising wrote:Cross Atu wrote:DeathwindRising wrote: this also doesnt make commandos better regen tankers in the case of the cal commando, since its regen abilities are tied to its god awful base shield recharge and shield delays. the delays need to be cut to 2 second shield delay and 3 second depleted shield delay with a base shield recharge of 40 hp/s to be better than cal assault or cal sentinels at regen tanking
I'll do a side by side work up on comparative shield regen rates within the races, thank you for reminding me of that aspect, I apologize for the omission. already done good sir https://docs.google.com/spreadsheets/d/12sLzo5L0z0h4ZtzlchycjfoQj5PSinbFVWbLzdVfLQw/edit?usp=sharing Thank you very much, updating the primary sheet now o7
See a cool idea thread? Mail me the title and I'll take a look =)
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2099
|
Posted - 2014.11.01 19:19:00 -
[232] - Quote
Cross, I made a sheet for use to make the iterations for commandos. It's basically your logistics iteration sheets with some changes to make it relevant to commandos. No change values are listed, this is just the base sheet with current values already in place.
The sheet.
Proof that Rattati/CCP do listen to the playerbase.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
633
|
Posted - 2014.11.03 06:04:00 -
[233] - Quote
here's a question, do we want commandos to be better regen tankers or the best regen tankers?
if we make them better, then we can put them in between scouts, but i dont think thats where we going with this since gal commando has the nest native armor regen.
so that said, are were going to change scouts at all, to make them less effective at regen tanking? cause then we can just switch the cal and min scout shield regen over the their respective commando suits. they would be the best shield regen suits, but not as mobile. this would be ok with me.
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Cross Atu
OSG Planetary Operations Covert Intervention
3724
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Posted - 2014.11.05 10:15:00 -
[234] - Quote
DeathwindRising wrote:here's a question, do we want commandos to be better regen tankers or the best regen tankers?
if we make them better, then we can put them in between scouts, but i dont think thats where we going with this since gal commando has the nest native armor regen.
so that said, are were going to change scouts at all, to make them less effective at regen tanking? cause then we can just switch the cal and min scout shield regen over the their respective commando suits. they would be the best shield regen suits, but not as mobile. this would be ok with me.
My current impression (and this is of course open for feedback from the thread) is as follows.
From the opening of the thread these changes are the most direct steps to improve Commando role and viability.
1. Make them better at regen (and the best heavy suit) 2. Make them better at fitting (normalize slots with sent, improve cpu/pg as needed) 3. Make them more mobile (like sta pool increase as a first element because it also enhances their 'fist of death' )
As things stand now 1. Native reps are a good move, finding a proper up tune for shields should be looked at 2. Slots seem like a given, cpu/pg seems like a high level probability with the question being more of one degree (roughly one mods worth more seems like a good starting point for discussion) 3. Bears further discussion, may or may not be needed, would like to keep the conversation open but may be held until a further iteration after we see the effects of other changes 4. Skill buffs - much more complex in assessment and/or alteration - unless there is a compelling reason otherwise this one I'd consider a 'don't touch it till later' aspect to be refined after sufficient data from the above changes has been gathered in game.
Again I want to be completely clear that - current impression - isn't meant to mean "set is stone" and I welcome ongoing conversation. That being said I am heavily inclined to keep an iterative method as a focal point because we've all seen what a mess overly sweeping changes can cause.
See a cool idea thread? Mail me the title and I'll take a look =)
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
639
|
Posted - 2014.11.08 11:23:00 -
[235] - Quote
native armor reps seem to be in a good place right now across commandos. they currently already have best native reps for their races. the new stats due for this tuesday will improve gallente native reps further. (5hp/s)
shield regen needs work.
(shield recharge, shield delay/depleted shield delay)
caldari: 40hp/s, 4/5
minmatar: 30hp/s, 5/6
gallente: 25hp/s, 6/8
amarr: 25hp/s, 6/8
increased stamina pool would certainly help with mobility and melee. its a good idea that id like to see happen.
when we do the ewar balancing, maybe we can get increased scan radius? it helps with being able to react to threats if we can get early warning of them. they dont need to be crazy, but maybe +5m would be ok? |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
639
|
Posted - 2014.11.08 11:27:00 -
[236] - Quote
apparently we can have more than two bonuses. so if and when we get to that, i think the best thing would to simply add a 3rd bonus to commandos instead of removing any current bonuses |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4690
|
Posted - 2014.11.08 14:42:00 -
[237] - Quote
No Cross, the commando damage bonusing needs another pass.
The DPS benefit over a similar assault is right around 2% given similar damage mods setups.
The Amarr Commando is of particular note in that it cannot compete with the assault AT ALL due to tge assault heat reduction.
People fixate on the commando damage bonus but all it does is allow offensive parity with assaults, not offensive superiority.
You see the most egregious example of this when people talk about the minmatar commando utilizing swarms.
A minmatar commando with two damage mods kills with explosives at the EXACT SAME number of shots as a triple modded assault suit. The damage bar seems to move faster, TTK does not change.
The amarr commando is particularly obnoxious in that it gets only one damage mod slot where the assault gets 3. The assault also gets up to 25% heat reduction. This means the commando has lower potential DPS per shot as well as suffering lower sustained fire time.
The damage bonus currently provides only a placebo effect, not an actual advantage. Until this is addressed in one form or another, or the commandos have a clear operational advantage that cannot be negated by a standard assault fit then the class will not be balanced.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
639
|
Posted - 2014.11.08 17:54:00 -
[238] - Quote
Breakin Stuff wrote:No Cross, the commando damage bonusing needs another pass.
The DPS benefit over a similar assault is right around 2% given similar damage mods setups.
The Amarr Commando is of particular note in that it cannot compete with the assault AT ALL due to tge assault heat reduction.
People fixate on the commando damage bonus but all it does is allow offensive parity with assaults, not offensive superiority.
You see the most egregious example of this when people talk about the minmatar commando utilizing swarms.
A minmatar commando with two damage mods kills with explosives at the EXACT SAME number of shots as a triple modded assault suit. The damage bar seems to move faster, TTK does not change.
The amarr commando is particularly obnoxious in that it gets only one damage mod slot where the assault gets 3. The assault also gets up to 25% heat reduction. This means the commando has lower potential DPS per shot as well as suffering lower sustained fire time.
The damage bonus currently provides only a placebo effect, not an actual advantage. Until this is addressed in one form or another, or the commandos have a clear operational advantage that cannot be negated by a standard assault fit then the class will not be balanced.
give them an additional 1% per level to rate of fire
edit: give amarr, 3% reduction to heat build up per level instead of an additional rof bonus |
Blueprint For Murder
Immortal Guides
227
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Posted - 2014.11.08 18:09:00 -
[239] - Quote
ak - minus overheat dmg ck - minus recoil gk - minus charge up time mk - minus trajectory
??
Check out the film Flame and Citron it is amazing! Wizard Talk
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137H4RGIC
Bloodline Rebellion Capital Punishment.
279
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Posted - 2014.11.08 23:24:00 -
[240] - Quote
Cross Atu wrote:Input and feedback is being sought regarding the state of Commandos within Dust, and how to polish the experience. When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied. Cheers, Cross PS ~ Commandos are something I know comparatively little about, so please do your best to be detailed and constructive so that I am able to provide the very best feedback and ideas to CCP. Thanks Proposal
- Iteration #1 <--- Currently taking community feedback, shield regen numbers pending. Seeking suggested spreadsheet numbers and reasoning for cpu/pg changes if/as needed to compliment this proposal.
Primary: Tl:Dr. Class is too slow for frontline combat. I have been trying to master the Minmitar Commando I always rock the Combat Rifle for general fire support. The commando isn't as agile as it needs to be for a gunfight and its hitboxes are high, to compensate I generally avoid Conventional combat unless I get the drop on the enemy. Even then with the limited magazine of a combat rifle, the battle is tricky.
Secondary and Meta Slots: Tl:Dr. Equipping damage mods and AV is essential to be a successful commando that suits its versatility.. My secondary slot is also usually the Swarm Launchers since most people on my team don't carry sufficient AV to ward off enemy tanks or dropships and my missile launchers are pretty good at that when I have complex damage mods equipped with Minmitar Commando V. I am forced to equip armor mods for any chance of survival, and I can just forget about complex armor plates as it makes a gunfighting class (my intended role for it) too cumbersome to engage in these strafe fights which everyone relies on for survival. Nanohives are hands down a necessity.
Application: The role is working as intended and going from a career sentinel to a much weaker, slightly faster, precision class has been something of an adjustment. I'm almost as slow as a heavy without the resistances, making me an easy target for anyone within 80 meters really.
The only function that I've found successful at completing my role is to stay in the shadows and attack apart from the main group as I've said before, commandos go down easy and it isn't before long when someone else targets me. And I have to pull back. I'm either brick tanked, which isn't good, or I have armor reps which leaves me way too squishy. So what I use is a Reactive plate and a ferroscale plate to try and combat this issue.
D.U.S.T. Don't Underestimate Stupid Tryhards...
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