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Zatara Rought
Fatal Absolution General Tso's Alliance
4692
|
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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Zatara Rought
Fatal Absolution General Tso's Alliance
4719
|
Posted - 2014.11.18 23:01:00 -
[2] - Quote
Atiim wrote:If you gave Assaults the 10% Damage Increase then they would completely make the Commando class irrelevant over-night As they'd be able to have:
- Better eHP (even with the proposed +300 eHP Increase)
Can you elaborate on this?
My thought was having Commando's have like...1.5x the ehp of assaults.
My cal assault have a tanky fit of 800 ehp for reference...
My no tank mod min mando has that much.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4720
|
Posted - 2014.11.18 23:14:00 -
[3] - Quote
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?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4720
|
Posted - 2014.11.18 23:17:00 -
[4] - Quote
Atiim wrote: After checking out some fits it would appear as if I was wrong. Currently my MinAssault can only gain an extra 21HP than the Commando if I dedicate both fits to pure eHP.
However my other points still stand firm. You don't even need a higher eHP that the Commandos would offer when you can go Assault and still have a large eHP Pool and kill people faster.
Oh and no, MinCom's base eHP is 775.
It's cool.
So you don't think a commando with 1.5x ehp of a tanky assault with 2 light weapons is appealing?
Can you think of some other bonus instead of the damage bonus you would be happy with? j/w
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:18:00 -
[5] - Quote
True Adamance wrote: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?
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.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:29:00 -
[6] - Quote
True Adamance wrote: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."
Overall..I think the premise is SOLID.
I might tweak numbers...but yeah.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:31:00 -
[7] - Quote
Booby Tuesdays wrote:Leave the Assault Damage bonus to Legion. Keep the Commando damage bonus for Dust. I specced Commando for the sole purpose of it being a badass AV fit. Throwing only more HP at it makes it a true heavy frame scrub fit imho.
I don't think the 10% damage needs to be the defining thing to make it's AV capacity awesome.
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.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:35:00 -
[8] - Quote
hfderrtgvcd wrote:Let commandos keep the damage bonus, but give assaults a bonus to rof.
it sounds solid in your mind bud...but no. trust me.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:37:00 -
[9] - Quote
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. ;)
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4739
|
Posted - 2014.11.19 05:05:00 -
[10] - Quote
Atiim wrote: Then you run into an issue with Assaults and Commandos stepping on each-others toes, that and the fact that 5% is akin to an Enhanced Damage Mod, which is very easy to fit and not very noteworthy.
Personally I think that suit bonuses shouldn't be shared unless it's a role bonus for the above reason.
They already step on each others toes with the reload speed.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4739
|
Posted - 2014.11.19 06:03:00 -
[11] - Quote
John Demonsbane wrote: - Yes please give logis more speed. Hard to rep people or give them ammo when I can't keep up *sigh*
- Please don't mess with the Amarr assault bonus, it's perfect. Giving it the commando bonus would be a big nerf to the LR.
- Don't use CalAss or RR, but your proposed bonuses make sense as they offset the weaknesses of the weapon, just like the Amarr assault and laser weapons.
amarr assault racial bonus would remain intact. It would just gain a damage bonus inherent to all assaults.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4754
|
Posted - 2014.11.19 17:54:00 -
[12] - Quote
Atiim wrote:Zatara Rought wrote: Majority support for assaults to have the commando bonus. [/b]
Did you even read the replies to this thread? The people who want the Commando's bonus to stay out number Assaults 13-7.
I count 7 for assaults on the first page...not counting myself.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4755
|
Posted - 2014.11.19 18:01:00 -
[13] - Quote
Thumb Green wrote: Which also enhances their CQC capabilities. I said it before and I'll say it every damn time; if the Caldari are going to get a bonus that allows them to perform better in CQC then the Gallente will have to get a bonus that increases their optimal & effective ranges so they can perform better at range. Because none of the Caldari weapons lose damage the closer you are to someone while every Gallente weapon does lose damage the further away you are from someone. So giving the Caldari a CQC bonus gives them an unfair advantage by being able to fight effectively at both short and long range while leaving the Gallente to only be able to effectively fight at short to barely medium range.
Give and take, mother jammers, learn how it works. If you ain't willing to do that and still want to fight at short range, equip a short range weapon; otherwise keep your ass in the rear.
I don't have an issue with this..I just know there is a LOT of gal assaults who do not want to see the bonus changed because it enhances their CQC abilities and DOES enhance certain weapons long range capacity (TAC and burst)
I actually find the assertion that gal does less damage further away to be flawed.
ALL weaponry does less damage at whatever range is intended to be "too far" but gallente have 1 definitive long range weapon (tac) a medium and feasibly long range weapon (burst) and 2 I would suppose cqc to medium weapons (normal and breach)
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:18:00 -
[14] - Quote
John ShepardIII wrote:The Telling Truth wrote: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. Assaults shouldn't be able to 1v1 a heavy. And I can solo most heavies right now. We don't need more dps if the assaults get OP they gonna get nerfed. So be reasonable when you ask for something
Lol in a cqc environment the AR (highest cqc variant rifle) does like 450 dps.
The HMG is 792.
You fought a bad heavy.
2x the ehp...and WAAAAAY higher DPS.
And the proof is in the pudding..assaults and logi PC participation rates are pretty much nill because shotgun scouts > all but a blob of heavies.
In 1.7 you couldn't 1v1 a heavy unless he was worse than you.
And yes since 1.7 we nerfed a bunch of the rifles DPS...and haven't nerfed HMG dps.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:27:00 -
[15] - Quote
John ShepardIII wrote: I use a duvolle TAC and I've 1v1d a lot of heavies just takes about 2 clips
Sure, so have I. They were bad heavies. Got a capture card? You should fight a PC match in an assault suit with a tac. See how that goes in CQC.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:32:00 -
[16] - Quote
John ShepardIII wrote:Zatara Rought wrote:John ShepardIII wrote: I use a duvolle TAC and I've 1v1d a lot of heavies just takes about 2 clips
Sure, so have I. They were bad heavies. Got a capture card? You should fight a PC match in an assault suit with a tac. See how that goes in CQC. That's what I do I love the CH the most for using my duvolle Tac and no I don't camp up high
CH?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:35:00 -
[17] - Quote
John ShepardIII wrote: Cargo Hub
Well I am excited to see this. PC match later you'll be on?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4758
|
Posted - 2014.11.19 18:39:00 -
[18] - Quote
shaman oga wrote:But he's right, assault damage output is fine, if the problem are heavies HP why not just nerf heavies HP or resistances?
You say damage output is fine...and it is..in pubs.
But in PC assaults have no place on the battlefield since 1.8 dropped with the damage reduction..AND EVEN BEFORE 1.8 Rep's aside logi's vs assaults they had negligible amounts of ehp difference BUT logi's had equipment so despite being slower logi's were used to slay.
Commando's need to be augmented and changed to be better at suppression...allowing the lower ehp...higher regen suits assaults to be the ones concerned with doing the extra damage 10% would offer..and getting out of dodge after the 1v1.
Hear the wisdom of Aero/Kagehoshi
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."
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4758
|
Posted - 2014.11.19 18:44:00 -
[19] - Quote
Thumb Green wrote:dwater wrote:Thumb Green wrote: He probably did, but it seems he doesn't really care. Just seems to be trying to find supporters for what he wants pushed through.
Oh look at that my tard detector started going off in this comments direction. Says the guy in the same corp as the CPM proposing these changes. My conflict of interest detector is going off all over in this threads direction.
On the contrary. I have no issue with none of the changes being implemented.
The only thing I am absolutely certain should be fixed is the RR charge time and HMG damage reduced. (bring back the crazy hipfire kick or add in hipfire dispersion)
But neither of those things are being debated here...those are tertiary issues.
These are issues the community has been debating a long time (obv).
So feel free to call me out about pushing my agenda..I took the ideas from the communities feedback.
From people just like you.
So feel free to conclude otherwise because you can...but it's simply not true.
I support nerfs to my scout suits/coak
Supported the RR CQC nerfs.
Supported the Burst HMG being debuffed...and tons more.
I mean...there's simply zero ground for people saying I want w/e I wanna use to be OP.
From speccing out of the FOTM cal logi to supporting the removal of the 5/s logi reps...to asking for locus nade nerf/changes (I still want the core and m1 removed and the sleek and packed to have basic, advanced, and proto variants.
I've been here all along man.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4758
|
Posted - 2014.11.19 19:35:00 -
[20] - Quote
John ShepardIII wrote: -_- hmg is fine the reason the assault isn't used in PC is because it doesn't have that thing that makes it awesome Sentinels: high hp, HMG, resistances Scouts : 2 equip. slots, dampened, fastest, smallest hit box, best passive scans, can have decent amount of HP Logi : 3 or 4 equip slots so they can do a lot at once Commandos: 2 light weapons, extra DMG and fast reloading Assault: good amount of HP and speed See the assaults don't have anything that give them that wow factor that's why a lot of people don't use assault suits
Lol, you say that...but the numbers in PC say
Assaults/Logi's/Commando's all suck in PC.
Scouts and heavies.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4806
|
Posted - 2014.11.19 21:47:00 -
[21] - Quote
Booby Tuesdays wrote: Why even bother with feedback if you already had your mind made up OP?
I actually didn't.
These were all ideas the community came up with.
I just pooled them together.
If you have a better idea..post it!
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4810
|
Posted - 2014.11.19 22:06:00 -
[22] - Quote
Atiim wrote:Zatara Rought wrote:If you have a better idea..post it! I have one: Leave the Commando's bonus as is. Unless of course, you'd like players running around with more HP yet being just as fast as an Assault vaporizing anything that isn't stacking 1000+ eHP near-instantly while also having a second bonus which off-sets their only weakness.
I think that's quite the imagination you got there lol
I have barely 800 ehp on my cal assault.
did you know the min scout has more pg than the cal assault?
I just learned today.
6 slots 2 equips vs 8 slots 1 equip. :(
Aren't min supposed to possess the least fitting space?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4811
|
Posted - 2014.11.19 22:38:00 -
[23] - Quote
Atiim wrote:Zatara Rought wrote: I think that's quite the imagination you got there lol
I have barely 800 ehp on my cal assault.
Count how many Scouts you see in a PC running with over 800 HP. Though given how I can easily reach 700 in my Min I doubt you're even trying when you fit your CalAssault. Zatara Rought wrote:did you know the min scout has more pg than the cal assault?
I just learned today.
6 slots 2 equips vs 8 slots 1 equip. :(
Aren't min supposed to possess the least fitting space? Had no idea, don't really care either way though. 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.
Didn't know, hence the question. :(
Still. A scout with more PG than an Assault with more slot count?
wonder why.
As for how many scout have over 800? Lmao...almost none.
Most have under 550. and a majority are shotgunning i'd say.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4814
|
Posted - 2014.11.20 00:19:00 -
[24] - Quote
Booby Tuesdays wrote:Ripley Riley wrote:Booby Tuesdays wrote:Why even bother with feedback if you already had your mind made up OP? A CPM can have an opinion about a topic, but still be gathering feedback from the community. I agree. It is just pretty obvious that it was a foregone conclusion to Zatara that this change was/is happening come hell or high water. Let's just give Assaults two light weapon slots while we are at it. Remove Commandos and get us prepped for Legion.
tsk tsk tsk.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4814
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Posted - 2014.11.20 00:46:00 -
[25] - Quote
Happy Violentime wrote:
My amar assault 1200 ehp - so you want an amar commando with 1800?? Gonna need to buff the sentinels HP too at this rate.
WTF...how? protofit please?
I'm guessing brick tank? no innate reps?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4834
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Posted - 2014.11.20 19:05:00 -
[26] - Quote
Atiim wrote:Zatara Rought wrote: As for how many scout have over 800? Lmao...almost none.
Most have under 550. and a majority are shotgunning i'd say.
Which proves my point.
Which one. You have many
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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