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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14777
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Posted - 2014.11.18 23:06:00 -
[1] - 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!
Commando's do not need more EHP. If people genuinely believe they do they are whining sods who can't ******* handle their role correctly.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14778
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Posted - 2014.11.18 23:16:00 -
[2] - Quote
Zatara Rought wrote:True Adamance wrote:
Commando's do not need more EHP. If people genuinely believe they do they are whining sods who can't ******* handle their role correctly.
What would you prefer they get if the assaults were given the damage bonus? Any thoughts? What would take the place of the damage bonus on Commando?
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14780
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Posted - 2014.11.18 23:22:00 -
[3] - Quote
Zatara Rought wrote:
That's what i'm asking you.
I suggested them getting 1.5x the ehp, a grenade, and more stamina.
But I don't know what might be an appropriate bonus to replace the damage bonus.
Commando are simply Heavy Infantry and able to Carry 2x Light weapons for flexibility and Suppression power.
Aero's suggestion for the longest time has been the best.
Aero Yassavi wrote:
Premise
"There is too much overlap between the Assault and Commando." This is something I hear very often, and it definitely has its share of truth. Over the course of my Dust career I've dabbled in every role, but by far my most used suits are the Assault and Commando. While I can tell apart the very subtle differences between the suits and what would be a better choice in a certain situation, it has gotten to the point where after the Uprising 1.8 respec I skilled into every class except the Assault because it was too similar to the Commando to warrant another couple million of my SP. What's even more worrisome is CCP notices this as well as evident by the Commando not even existing in the current build of Project Legion. However, for the purposes of this thread let's keep the discussion to what can be done to differentiate the Assault and Commando through hotfixes in Dust 514. If successful, maybe we can see the Commandos return in Legion Smile
My Proposal
Let me stress that this is just my opinion on what would make the two roles distinct. Please take it for nothing more. Use it as a starting ground to bring your own proposals to the table, or don't and bring up new proposals completely unrelated to how I do it! The point is, let's all come up with ideas and provide constructive feedback to each other.
So let me begin. Currently there isn't much differentiating the two. Both specializations bring hard hitting firepower to the table, while the Assaults get a little more mobility and a smaller hitbox whereas Commandos get two light weapons and more EHP. These are some great starting points, but not nearly enough to truly differentiate the two. I would believe the problem really starts to come into play when you examine the bonuses. The Assaults generally get bonuses that extend the fight, such as Amarr being able to fire laser weaponry longer, Minmatar being able to fire more projectile rounds before reloading, and Caldari being able to reload rails faster to continue shooting again sooner. The Commandos on the other time all have bonuses that shorten the fight, with flat DPS bonuses to down the enemy quicker. When you consider that the Assault is the one with less EHP that means it is less survivable in full out firefights which means it doesn't make sense that it would want to extend the fight. Really, the bonuses are backwards. Assaults should be trying to end a fight as soon as possible, whereas a Commando should be extending it (the Dust in-game client calls Commandos "the ultimate suppression fighters"). So let's start with this:
Assault Class: 2% increased damage to light weapons and sidearms per level Amarr Assault: 5% decreased heat build up to laser weaponry per level Caldari Assault: 5% increased magazine size to hybrid - rail weaponry per level Gallente Assault: 5% increased magazine size to hybrid - blaster weaponry per level Minmatar Assault: 5% increased magazine size to projectile weaponry per level *adjusted based on Kagehoshi's feedback
Alright so now time for the Commando. This is a little trickier because it's not as simple as simply taking all the old assault, because for one they weren't that great to begin with, secondly the Caldari Assault's bonus overlaps with the Commando class bonus, and thirdly the Gallente Assault's bonus doesn't really fit with the theme of "the ultimate suppression fighter." So what would work? Well if we are going to go for making them suppression fighters then ammo capacity seems like a logical place to look at. And if it is going to be ammo capacity, then it will have to be something significant to make it feel worth it. So how about this:
Commando Class: 20% increased ammo capacity of light weapons and sidearms per level Amarr Commando: 5% increased reload speed of laser weaponry per level Caldari Commando: 5% increased reload speed of hybrid - rail weaponry per level Gallente Commando: 5% increased reload speed of hybrid - blaster weaponry per level Minmatar Commando: 5% increased reload speed of projectile and explosive weaponry per level *adjusted based on Kagehoshi's feedback
Do note that for both the Assault and Commando, all bonuses apply to both light weapons and sidearms. This is because one should not be penalized for wanting to use a sidearm in the light weapon slot, as it is a cascading system. And this actually paves the way for the Assault to have two light weapon slots as discussed for Project Legion and still be distinctive enough from the Commando.
Conclusion
The Assault and Commando now fill two very distinctive roles. The Assault class as the speed and mobility to charge in bases or flank the enemy and then deal with them quickly, whereas the Commando is less mobile but still able to keep up with the squad and has the EHP to provide constant suppression fire with up two twice the normal ammo capacity and a fast reload speed to boot! The Commando may not be doing much killing as it won't have the strongest weapons (the Assault will) but it will be able to constantly fire for a long duration, even if it knows it is not hitting anyone, and become that "ultimate suppression fighter."
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14782
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Posted - 2014.11.18 23:34:00 -
[4] - Quote
hfderrtgvcd wrote:Let commandos keep the damage bonus, but give assaults a bonus to rof.
Do Combat or ScR really need a ROF bonus?
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14782
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Posted - 2014.11.18 23:38:00 -
[5] - Quote
Zatara Rought wrote:Atiim wrote:Zatara Rought wrote: Imagine 50% reload speed....just you lose 10% damage in that first clip...but sustained DPS goes WAAAY up.
I use min mando and I salivate at having 50% reload speed...it's already very fast.
Or you could use the reload glitch like everyone else and not have to worry about reload speed. Can't clip until after a certain amount...and every tenth of a second counts in the limited window of opportunity AV often has. ;)
Nope..... no sympathy for Atiim and his hideous kinsmen.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14839
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Posted - 2014.11.19 22:27:00 -
[6] - Quote
Atiim wrote:
Nobody at CCP said that the Matari Dropsuits were supposed to have the least CPU/PG, and given how their suits are supposed to be either/or in terms of Shields or Armor that would be terrible.
That's true...hell no one ever said the Minmatar were supposed to have the lowest EHP overall though I think that is intended to balance them out as speedy guerilla fighters. However no reason for poor fitting capacity.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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