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Sinboto Simmons
Bloodline Rebellion Capital Punishment.
6494
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Posted - 2014.11.07 12:55:00 -
[1] - Quote
An amusing note:
Always see players complaining how certain classes/gear should do something due to it being their 'named role', problem being that no single class has and specific 'job' they're restricted to other than AV. (even then just swarms/AVnades and proximity mines)Look up the meaning of the class names, I guarantee you'll either be surprised of go 'huh that's not how it's used in game.'
So let's talk about it shall we? How it's largely used now, what would be a good way to make each class best in it's role, and see how they would effect the playstyle of current users.
Hopefully we can come up with some usefull feedback.
Remote explosives.
Proximity mines.
Mass driver.
Shotguns.
Lazor rifle.
Sniper.
Scrambler rifle.
Plasma rifle.
Combat rifle.
Flaylock.
Magsec.
Smg.
Hmg.
Bolt.
Ion.
Scout.
Commando.
Assault.
Sentinel.
Logistics.
Anti vehicle.
Lav. (possible changes)
Heavy armor.(tanks)
Deployed turrets. (Vs vehicles)
Dropships.
Assault dropships.
Ion large turret.
Rail-gun large turret.
Missile large turret.
Scanners.
^ Just to get us started.
Back to college classes for me, learning creative media.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4639
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Posted - 2014.11.07 12:59:00 -
[2] - Quote
Sweet jesus this topic is trying to do too much at once.
I would do these discussions in blocks because an assault rifle on an assault or scout isn't likely to be employed the same way by a commando.
I'd discuss one deployment platform per thread. That way it doesn't turn into a complete clusterflux
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Sinboto Simmons
Bloodline Rebellion Capital Punishment.
6494
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Posted - 2014.11.07 13:08:00 -
[3] - Quote
Breakin Stuff wrote:Sweet jesus this topic is trying to do too much at once.
I would do these discussions in blocks because an assault rifle on an assault or scout isn't likely to be employed the same way by a commando.
I'd discuss one deployment platform per thread. That way it doesn't turn into a complete clusterflux Noted, was attempting to pump the idea out so pardons for that.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Sinboto Simmons
Bloodline Rebellion Capital Punishment.
6498
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Posted - 2014.11.07 16:59:00 -
[4] - Quote
Edited, thanks to Mr.Stuff.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
7472
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Posted - 2014.11.07 17:55:00 -
[5] - Quote
Not sure if this is what you are asking for but:
Assault: Rapid Response troops made to move from objective to objective
Logistics: Equipment specialists who allow prolonged fighting in area's with little resources to do so.
Sentinel: Point Defense specialists who force teams to bring in more firepower to take a point
Commando: Breaching specialists who bring in the heavier firepower to take down a point.
Scout: Reconnaissance specialists whose job is to maintain eWAR superiority through scanning troops and removing other scouts and equipment.
This is what I envision the suits as.
Most suits don't fit these roles well.
That needs to change.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Mahal Daj
Mahal Tactical Enterprises
94
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Posted - 2014.11.07 18:04:00 -
[6] - Quote
I think that a hypothesis may help this conversation: What if we assume that there is a squad of 6 people: 2 Assault (1 for speed, 1 for tank), Logi, Commando, Heavy, Scout... and that the Heavy has the defend order.
With this hypothetical normal in mind...
Heavy: prevent anyone from entering 'his 40 m radius' Commando: provide cover fire and prevent flanking Logi: provide support to everyone under the cover of the Heavy Assaults: play on the skirts of the defend order that the heavy carries, provide mobile firepower Scout: provide intel on enemy positions, flank, distract, harass
Hint... If they Squad Leader is a scout (or anyone with the patience to do it) and calling targets while providing intelligence info... this is what is commonly misappropriated as 'protostomping' --- Golly Mister?!? Teamwork? Yes my child. Teamwork wins games.
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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One Eyed King
Land of the BIind
5677
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Posted - 2014.11.07 18:39:00 -
[7] - Quote
Scouts: Infiltrators and assassins. Good at picking off single targets in a variety of circumstances. Good for flanking. Bad for playing front line.
Assaults: Front line masters. Lots of regen. Most flexible of suits. Good for ducking in an out of cover, using teamwork to take down large targets like heavies or other enemies.
Heavies: Infantry tanks. Good for point defense. Good for mowing down medium frames in CQC and any scout not playing smart.
Logis: Team support masters. Scanning, uplink and hive laying, fatboy feeding support masters.
Commandos: I really don't know. I have been trying to figure this one out, but I really can't. AV is easy when it comes to Minmatar, but even then without grenades heavies feel really neutered. Both in role and play.
AV: Able to take out stupid pilots easily, or forcing good pilots to leave the area. Should be able to dispatch LAVs easily (unless someone specifically put lots of SP into LAVs and pay a lot of money for good armor).
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Sinboto Simmons
Bloodline Rebellion Capital Punishment.
6502
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Posted - 2014.11.07 20:32:00 -
[8] - Quote
Ghost Kaisar wrote:Not sure if this is what you are asking for but:
Assault: Rapid Response troops made to move from objective to objective
Logistics: Equipment specialists who allow prolonged fighting in area's with little resources to do so.
Sentinel: Point Defense specialists who force teams to bring in more firepower to take a point
Commando: Breaching specialists who bring in the heavier firepower to take down a point.
Scout: Reconnaissance specialists whose job is to maintain eWAR superiority through scanning troops and removing other scouts and equipment.
This is what I envision the suits as.
Most suits don't fit these roles well.
That needs to change. *nods* Trying to stimulate constructive conversation, reach a common ground if possible, so the classes can be balanced rather than squashed.
That's the idea anyway, harder in practice.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2498
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Posted - 2014.11.07 20:58:00 -
[9] - Quote
ADS
Anti-infantry/ anti-vehicle: It should be capable of both, but not excell at both at the same time. This is mainly a problem with missiles and I would fix this by making missiles in two variants, each good in one aspect.
Anti-infantry includes killing infantry, crowd breaking (scattering large groups of people) and breaking logistics (links especially, hives, etc)
AV, especially other dropships, LAVs if they have good aim, and harassing tanks, killing those without AV support.
Troop transport: not as good as a regular/ logi DS, but can move a few people very fast. Also possible to use as a highly mobile spawn (though it sacrifices a lot for it).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Joseph Ridgeson
WarRavens Capital Punishment.
2407
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Posted - 2014.11.07 22:31:00 -
[10] - Quote
Scout: Fast movement, hard to find, decent scanning. Meant for flanking into the enemy's backline.
Commando: DPS and flexibility. Being able to fight at varying ranges do to two Light Weapons or to kill Infantry and Vehicle with Rifle + Swarm is very powerful. Slow, very limited recharge.
Assault: Middle ground of speed between Scout and Commado, should have health that is closer to Commando than in the middle of the two. Faster native recharge for Armor and Shields so as to be more independent while still having high enough total HP to take a beating.
Sentinel: High Health, medium to high damage at close range. Used for point defense or to break into an enemy's entrenched position by absorbing the most damage.
Logistics: High support, medium health and speed. Limited combat abilities compared to the others.
Vehicle: Depends on vehicle. Dropships and ADS should be used to hit specific vital points by dropping soldiers or using Light Turrets to clear. Tanks should either be used to kill Infantry and force Infantry to go into Anti-Vehicle thereby making your Infantry have an easier fight against opponents or as a heavy Anti-Vehicle platform with Railgun.
The problem is that these roles are REALLY poorly implemented in DUST. At the moment, it all amounts of "Shoot people" but some suits get bonuses on shooting people. "Why go Assault when you can go Scout and only lose 25% EHP to have far better E-War, Cloaking, Speed, and still do the same damage?" Hell, even Logistics can still do the "I shot people" shtick while also having extra equipment slots. I honestly think that Assaults need something powerful/slightly unfair. A BF or CoD style grenade launcher would go a long way to helping out Assaults, just as Cloaking did for Scouts.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Sinboto Simmons
Bloodline Rebellion Capital Punishment.
6503
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Posted - 2014.11.08 10:59:00 -
[11] - Quote
Perhaps, assaults do have a granada bonus, perhaps a side bonus that reduces granada delay time?
granada!!!!!!!
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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