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Zatara Rought
Fatal Absolution General Tso's Alliance
4692
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Posted - 2014.11.18 20:36:00 -
[1] - Quote
How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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dwater
General Tso's Alliance
79
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Posted - 2014.11.18 20:38:00 -
[2] - Quote
Hell YES!! |
Militia Sniper Rifle
Kirkinen Risk Control Caldari State
56
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Posted - 2014.11.18 20:40:00 -
[3] - Quote
It's a lot to think about, but yeah definitely the changes to assault and commando's sound awesome
+1 |
JUPA SACH
T.H.I.R.D R.O.C.K
277
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Posted - 2014.11.18 20:40:00 -
[4] - Quote
I proposed that a time ago.... https://forums.dust514.com/default.aspx?g=posts&m=2428292 Nobody really cared
Karma
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Ripley Riley
Incorruptibles
4921
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Posted - 2014.11.18 20:40:00 -
[5] - Quote
Caldari charge up time and reduced kick per level: I would prefer one or the other. Both bonuses would be OP unless they are very small bonuses, and then it isn't worth the SP.
Assault class given the 10% damage bonus: Nah. I like the fitting bonuses with light, sidearm, and grenade. It allows me to fit my assault suits more easily
Commando class changes: No... just, no. I like their 'free weapon damage mod' thing. I like that it applies to their racial weaponry. They already have a nice eHP compared to assaults.
Logi movement speed: walk/strafe speeds, yes. Sprint, no.
My advice to you, playa...
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Skeletor Voltron
61
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Posted - 2014.11.18 20:45:00 -
[6] - Quote
As a caldari assault I don't want my class buffed 2 high because then it'll get nerfed. The kick being reduced would be nice
I do think Assaults need the damage buff, however if the dust dev's ever figure out they need to nerf the HMG damage back a bit that may change.
Would that be instead of the 25% reduction to weapons & grenades?
As a commando I'm skeptical the damage debuff is worth getting extra tank, but the nade and stamina might be in conjunction.
Logi speeds? No feelings either way.
FA's daddy bear
Forever Faabulous
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TritusX
PH4NT0M5
54
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Posted - 2014.11.18 20:48:00 -
[7] - Quote
I like how every time everything gets buffed everyone is scared it will be nerfed in this game. Yes, that's happened, but in other games, everyone praises buffs lol
If only you could attach RE to yourself and kamikaze a tank
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The Telling Truth
Second Stage Turbine Blade
0
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Posted - 2014.11.18 20:49:00 -
[8] - Quote
Damage buff would make assaults more viable against heavies
300 ehp? What's the average current average hp of a proto commando now?
Being a commando would be cool in theory if I had a significant more ehp pool than an assault but he had the regen and damage.
Sounds balanced to me. Might see rep logi's on commando's then. |
Flint Beastgood III
Carbon 7 Iron Oxide.
930
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Posted - 2014.11.18 20:51:00 -
[9] - Quote
Apparently they un-nerfed the RR a little today.
Yep
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Savage Mangler
Molon Labe. General Tso's Alliance
207
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Posted - 2014.11.18 20:54:00 -
[10] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! So my Assault AK.0 will have 10% more damage and 25% less heat in exchange for giving my commando ak.0 a bump to 1225 raw ehp after cores from 850 ehp? I can't say anything bad about that except the fact that the changes would kinda take the commandos niche away from it but would make them more flexible due to people not feeling constrained to use racials on them. In the case of the amarr 'mandos and assaults, no one would use the AScR anymore since the ScR does everything it does better and the assault bonus pushes it even more as the more viable choice of the two variants. Maybe give mandos a slight speed bonus?
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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DDx77
The Exemplars Top Men.
30
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Posted - 2014.11.18 20:57:00 -
[11] - Quote
I love the idea of a kick/charge reduction for assaults
I think that a 10% damage buff might make them too strong. Freeing up an additional slot for more shield tanking or dmg mod. I wouldnt mind that change but I also wouldn't mind a 10% increase in scan precision per lvl either
Commandos should get a grenade and maybe a little bit more maneuverability |
Jammeh McJam
F0RSAKEN EMPIRE.
133
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Posted - 2014.11.18 21:00:00 -
[12] - Quote
i'll be fine with the reduced kick and charge up time, i think the damage buff should stay with the commando tbh
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
221
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Posted - 2014.11.18 21:08:00 -
[13] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
Still going to say that most of the suits (assaults,commandos, sentinels) need more team orientated functions and skill bonuses than what they have now.
No to the charge up change. 0.60 seconds is barely much. 3 seconds and up in any fps is much. I'd infact put the charge up time to one sec and change the rail rifle skill bonus so that it decreases spool up time by 0.10 until at level five the charge up is 0.50
Definitely not to commando Damage increase/precision/ dampening bonuses are some of the three things that have for long enough been causing problems. If anything commandos are like emi-tanked sentinels using long ranged weaponry. Meaning hard to combat at times(but not for scouts) as they can cover their range alongside out tank any potential damage they get. I'd call for a small reduction of HP for their suits, in fact, but faster speed. The commandos rather need a team-based feature, than offense-based damage buffs. The logi has been in need of a speed buff for a very long time, but this would call for the prototype logistics to have penalties to health modules, as they can tank HP a bit too well. Speed and high eHP are already what make certain assaults annoying. |
Lynn Beck
Delta Vanguard 6
2272
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Posted - 2014.11.18 21:11:00 -
[14] - Quote
I would prefer if commandos got effective range bonuses, as they are supposed to be long(er) range skirmishers, rather than "assaulter heavy-edition"
As for HP buffs, I like the squishiness of them, makes it more thinking intensive than "find corner, spray HMG" or "find cover, hop box, punch heavy 12 times"
As for how that would work for swarm/md, not sure. But going straight for HP is boring.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Apothecary Za'ki
Biomass Positive
1990
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Posted - 2014.11.18 21:12:00 -
[15] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! i prefer reload speed. cause cal ass 5 and reload 5 makes reloading a total of like 1 second or less.
as for commandos more ehp is just silly.. they need more speed smaller hitbox and +1 modual slot on each suit/meta.. take damage away from commando and NO ONE will use them at all as they are the LEAST USED suit of all the suits
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Cavani1EE7
Murphys-Law General Tso's Alliance
522
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Posted - 2014.11.18 21:15:00 -
[16] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time? Yes
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive? Yes
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?) Yes
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff? No, let's not make logistics to reach assaults in terms of slaying
Thanks!
Take a bow
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Savage Mangler
Molon Labe. General Tso's Alliance
207
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Posted - 2014.11.18 21:17:00 -
[17] - Quote
Lloyd Orfay wrote:Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! Still going to say that most of the suits (assaults,commandos, sentinels) need more team orientated functions and skill bonuses than what they have now. No to the charge up change. 0.60 seconds is barely much. 3 seconds and up in any fps is much. I'd infact put the charge up time to one sec and change the rail rifle skill bonus so that it decreases spool up time by 0.10 until at level five the charge up is 0.50 Definitely not to commando Damage increase/precision/ dampening bonuses are some of the three things that have for long enough been causing problems. If anything commandos are like emi-tanked sentinels using long ranged weaponry. Meaning hard to combat at times(but not for scouts) as they can cover their range alongside out tank any potential damage they get. I'd call for a small reduction of HP for their suits, in fact, but faster speed. The commandos rather need a team-based feature, than offense-based damage buffs. The logi has been in need of a speed buff for a very long time, but this would call for the prototype logistics to have penalties to health modules, as they can tank HP a bit too well. Speed and high eHP are already what make certain assaults annoying. While the faster speed is definitely a factor, I'm more inclined to say it's the differences in their hitboxes that make assaults better than mandos in straight up and cover to cover firefights. Sure my ak.0 mando has slightly more hp than my assault and reps about 6-7.5 reps more, but between the hitbox and speed the assault has a much higher survival rate.
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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Vicious Minotaur
1352
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Posted - 2014.11.18 21:22:00 -
[18] - Quote
Yes to the Assault changes.
No to the commando, unless we were given faster ROF/Bigger mags/larger ammo pools or something. HP is boring. I don't want the Commando to be as boring as the current Sentinels and their garbage-tier bonuses are.
I am a minotaur.
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sir RAVEN WING
Horizons' Edge Proficiency V.
333
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Posted - 2014.11.18 21:23:00 -
[19] - Quote
Well I don't see this being very balanced. Maybe just a charge time for Calssault because we have -5% kick per RR skill level. Lvl 5 in Calssault brings the charge time down the pre 1.9. How about that? Anyway +1... I'd go get my 27 alts to say +1, but me too lazy
"There is only one thing I regret, that is only giving one life to my state." - Viktor Revon
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Maitue Mae
Involuntary Manslaughter
111
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Posted - 2014.11.18 21:23:00 -
[20] - Quote
To be honest, I like the Damage as the Commando's skill. Spool and Kick would be cool on the CalAs if it applied to all Rail tech.
Ishukone gave me my papers to transfer into the State
Hail To The Caldari State
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sir RAVEN WING
Horizons' Edge Proficiency V.
333
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Posted - 2014.11.18 21:28:00 -
[21] - Quote
Lloyd Orfay wrote:Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! Still going to say that most of the suits (assaults,commandos, sentinels) need more team orientated functions and skill bonuses than what they have now. No to the charge up change. 0.60 seconds is barely much. 3 seconds and up in any fps is much. I'd infact put the charge up time to one sec and change the rail rifle skill bonus so that it decreases spool up time by 0.10 until at level five the charge up is 0.50 Definitely not to commando Damage increase/precision/ dampening bonuses are some of the three things that have for long enough been causing problems. If anything commandos are like emi-tanked sentinels using long ranged weaponry. Meaning hard to combat at times(but not for scouts) as they can cover their range alongside out tank any potential damage they get. I'd call for a small reduction of HP for their suits, in fact, but faster speed. The commandos rather need a team-based feature, than offense-based damage buffs. The logi has been in need of a speed buff for a very long time, but this would call for the prototype logistics to have penalties to health modules, as they can tank HP a bit too well. Speed and high eHP are already what make certain assaults annoying. You ruin my fun Lloyd. I want the recharge time lowered in some way (I've maxed out RR, going for Calssault) so I can relive those days of RR Supremacy. (Because I easily coped with the 'wild' kick... to me it was more or less a 'slightly drunken' kick if anything. )
"There is only one thing I regret, that is only giving one life to my state." - Viktor Revon
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Happy Violentime
OMFGZOMBIESRUN
891
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Posted - 2014.11.18 21:29:00 -
[22] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
I bought Aur with money so i could respec and skill specifically into the min commando for the 10% DMG bonus to swarms/cr - remove the bonus and I might as well use any other suit.
On the other hand if CCP want to refund the aur I spent on the respec... Idgaf
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Iron Wolf Saber
Den of Swords
17746
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Posted - 2014.11.18 21:31:00 -
[23] - Quote
I think the lower kick would be enough and it would cover the vulnerability of the caldari weaponry a bit but open the other one up more (slowest reloads in the game) but kick is pretty critical for the assault to do his job in more closer support area where they are expected to operate.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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LUGMOS
YELLOW JESUS EXP FORCE
847
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Posted - 2014.11.18 21:31:00 -
[24] - Quote
Heck yes!
*scrambles to make a double PLC commando with packed AV nades
Quafe
A question doesn't always have an answer, but a problem does,
So what is DUST? A problem or a question?
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Thumb Green
Raymond James Corp
1788
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Posted - 2014.11.18 21:32:00 -
[25] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3) No, unless Gallente get a bonus that increases their optimal & effective ranges How many of you would like to see the assault class given the 10% damage increase commando's currently receive? I'm going to say no on this one too. Cammandos are supposed to deal out a lot of damage. Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?) I probably wouldn't. Been thinking of skilling into the minmando just for the damage bonus to swarms so I could have a AV suit that could put up a fight against infantry with something other than an SMG. Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff? I support this Thanks!
Edit: Copy-n-paste below of what I said in another thread
I don't want the the Gassault bonus to change. I'm just saying that if Caldari have a bonus that make their weapons better at CQC then the Gallente need one to be better at range. The kick/dispersion reduction would help the Caldari get their damage off at CQC by allowing more bullets to connect just as the current Gallente bonus helps us at longer ranges by allowing more bullets to connect; the difference is, weapons don't lose damage the closer you are to someone (Edit: other than the laser rifle). So a kick/dispersion reduction bonus is far more useful to the Caldari weapons in CQC than it is to Gallente weapons at range.
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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shaman oga
The Dunwich Horror
3229
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Posted - 2014.11.18 21:32:00 -
[26] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
- I don't use cal assault, idk.
- Assault class damage output is fine imo
- On commando, i would give 1 more slot for each suit, keep damage buff, increase cpu/pg or a fitting bonus on light weapons, grenade yes please.
- Logi speed buff, yes. Same slot progression of assault suit will also be cool.
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Jacques Cayton II
Fatal Absolution General Tso's Alliance
1110
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Posted - 2014.11.18 21:35:00 -
[27] - Quote
Iron Wolf Saber wrote:I think the lower kick would be enough and it would cover the vulnerability of the caldari weaponry a bit but open the other one up more (slowest reloads in the game) but kick is pretty critical for the assault to do his job in more closer support area where they are expected to operate. Yes I'd prefer to have kick reduction not charge up
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution General Tso's Alliance
1110
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Posted - 2014.11.18 21:37:00 -
[28] - Quote
Thumb Green wrote:Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3) No, unless Gallente get a bonus that increases their optimal & effective ranges How many of you would like to see the assault class given the 10% damage increase commando's currently receive? I'm going to say no on this one too. Cammandos are supposed to deal out a lot of damage. Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?) I probably wouldn't. Been thinking of skilling into the minmando just for the damage bonus to swarms so I could have a AV suit that could put up a fight against infantry with something other than an SMG. Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff? I support this Thanks! Edit: Copy-n-paste below of what I said in another thread I don't want the the Gassault bonus to change. I'm just saying that if Caldari have a bonus that make their weapons better at CQC then the Gallente need one to be better at range. The kick/dispersion reduction would help the Caldari get their damage off at CQC by allowing more bullets to connect just as the current Gallente bonus helps us at longer ranges by allowing more bullets to connect; the difference is, weapons don't lose damage the closer you are to someone (Edit: other than the laser rifle). So a kick/dispersion reduction bonus is far more useful to the Caldari weapons in CQC than it is to Gallente weapons at range. You have sharpshooter skill less dispersion means more roumds hit target are is it just hip fire dispersion
We fight for the future of the State not our
personal goals
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Thumb Green
Raymond James Corp
1788
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Posted - 2014.11.18 21:39:00 -
[29] - Quote
It's like you didn't even read the copy-n-pasted part.
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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13ard
Red and Silver Hand Amarr Empire
4
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Posted - 2014.11.18 21:48:00 -
[30] - Quote
On Cal Assault getting a bonus they actually could use!? YES! On damage buff so assaults can actually be able to compete vs heavies! (cause you know they will never realize they just need to nerf the HMG I'm guessing Mr. CPM Sneaky sneaky) On commando's losing the 10% damage but getting a nade and another 33% ehp?! CHRISTMAS IS HERE! Logi's getting more move speed? Sounds dumb but whatev's the rest is a yes!
However:
I think the majority recognizes the nerf to charge time was terrible and needs to be changed back. If it does there's no need for charge up time increase on the RR. If they nerf scouts finally and nerf heavies I actually think the assault would be in a great place in general. It's already useful in pubs, but buffing it isn't changing the reasons underlying why heavies and scouts are the only PC viable classes.
Just my 2 cents |
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