Pages: 1 [2] 3 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Seigfried Warheit
Caught Me With My Pants Down
396
|
Posted - 2014.11.18 22:32:00 -
[31] - Quote
1. If the CalAssault is gonna have that bonus might as well leave it at .6, I like this.
2. Assault suits don't really need the damage buff they are fine without it and still pack a punch. 10% damage would make the assault suit a bit OP ..they already have skills that make their weapons better on the suit and can reach a very nice EHP pool.
3. Sounds cool but what would be the new skill? Giving them grenades would be a lil too much? You are making them sound a bit too good.
4. Yes yes yes logis need that speed buff.
I am a prof. V scrub. I have no honor
The best strategy is not to wear pants
My Skills = a fresh blueberry
|
Joel II X
Bacon with a bottle of Quafe
4623
|
Posted - 2014.11.18 22:44:00 -
[32] - Quote
Ripley Riley wrote: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: Another 0.20m/sec or so to their walk/strafe speed. No change to sprint speeds. This.
Besides, if you exchange the damage bonuses, what would be their racial bonuses? |
Atiim
Heaven's Lost Property Negative-Feedback
13789
|
Posted - 2014.11.18 22:57:00 -
[33] - Quote
Zatara Rought wrote: 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
No... GOD NO!
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)
- Better Speed
- Better Regen
- Better eWAR
- Better Slot Layout / Versatility.
- Lower Weapon & Grenade CPU/PG.
The only thing that the Commando would have over Assault is a 2nd Light Weapon slot, which would become a novelty when if you could use Assaults and kill faster with the first Light Weapon.
Not to mention that an extra +300HP means nothing when your hitbox is the size of a Heavy. And the only thing a Grenade would be useful for in the long run is AV, which thanks to the sprint glitch can be done just as well on an Assault atm.
CCP's already replacing Commandos with Assaults in Legion; can we please not do the same in DUST?
---
Given how I've seen Derrith Erador ask me this question a few times on the forums I'd be willing to say that this was his idea. Not that it means anything more or less, just a quick observation.
The 1st Matari Commando
-HAND
|
Operative 1174 Uuali
the unholy legion of darkstar DARKSTAR ARMY
99
|
Posted - 2014.11.18 23:00:00 -
[34] - 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!
Yep
I'm better than laser focused; I'm hybrid focused.
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4719
|
Posted - 2014.11.18 23:01:00 -
[35] - 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
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14777
|
Posted - 2014.11.18 23:06:00 -
[36] - 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"
|
Atiim
Heaven's Lost Property Negative-Feedback
13790
|
Posted - 2014.11.18 23:14:00 -
[37] - Quote
Zatara Rought wrote: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. 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.
The 1st Matari Commando
-HAND
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4720
|
Posted - 2014.11.18 23:14:00 -
[38] - 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
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14778
|
Posted - 2014.11.18 23:16:00 -
[39] - 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"
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4720
|
Posted - 2014.11.18 23:17:00 -
[40] - 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 -
[41] - 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
|
Michael Arck
6050
|
Posted - 2014.11.18 23:21:00 -
[42] - Quote
How about just reducing the kick on the weapon period. Let the bonus pertain to the shields and shield extenders
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14780
|
Posted - 2014.11.18 23:22:00 -
[43] - 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"
|
Booby Tuesdays
Tuesdays With Boobies
989
|
Posted - 2014.11.18 23:26:00 -
[44] - Quote
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.
No Shave November Applies To Your Face Only!!!
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:29:00 -
[45] - 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
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:31:00 -
[46] - 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
|
hfderrtgvcd
1199
|
Posted - 2014.11.18 23:33:00 -
[47] - Quote
Let commandos keep the damage bonus, but give assaults a bonus to rof.
You can't fight in here! This is the war room.
|
Nocturnal Soul
Primordial Threat
4621
|
Posted - 2014.11.18 23:34:00 -
[48] - Quote
hfderrtgvcd wrote:Let commandos keep the damage bonus, but give assaults a bonus to rof. Idiot....
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14782
|
Posted - 2014.11.18 23:34:00 -
[49] - 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"
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:35:00 -
[50] - 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
|
|
Atiim
Heaven's Lost Property Negative-Feedback
13792
|
Posted - 2014.11.18 23:36:00 -
[51] - Quote
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.
The 1st Matari Commando
-HAND
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4721
|
Posted - 2014.11.18 23:37:00 -
[52] - 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
|
hfderrtgvcd
1199
|
Posted - 2014.11.18 23:38:00 -
[53] - Quote
Zatara Rought wrote: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. Thanks for the great explanation! I see your point of view and agree completely.
You can't fight in here! This is the war room.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14782
|
Posted - 2014.11.18 23:38:00 -
[54] - 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"
|
Stupid Blueberry
Hyasyoda Terrestrial Acquisitions Firm
589
|
Posted - 2014.11.18 23:41:00 -
[55] - Quote
signed
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
|
Stupid Blueberry
Hyasyoda Terrestrial Acquisitions Firm
589
|
Posted - 2014.11.18 23:42:00 -
[56] - 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.
glitch lol
It's called animation cancelling and plenty of games have it.
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
|
Thumb Green
Raymond James Corp
1791
|
Posted - 2014.11.18 23:45:00 -
[57] - Quote
Stupid Blueberry 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. glitch lol It's called animation cancelling and plenty of games have it. Which is a glitch.....
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
|
xavier zor
Boundless Mercenary
298
|
Posted - 2014.11.18 23:54:00 -
[58] - Quote
My proposal:
Caldari assault gets no bonus to kick as that is what separates weapons (rail rifle OP long distance, hipfire kick balances it out) The charge time isn't a good one either (bolt pistol was nerfed for a reason)
The bonuses are fine as they are, but the charge time for rail-type weaponry is one I would want to see
I also have been using the standard caldari commando with a mass driver/assault rifle and a combat rifle depending on the situation
meh i cant find a replacement for the damage bonus.
Highest plasma cannon kill: 132 metres
|
Atiim
Heaven's Lost Property Negative-Feedback
13792
|
Posted - 2014.11.18 23:58:00 -
[59] - Quote
Zatara Rought wrote: every tenth of a second counts in the limited window of opportunity AV often has. ;)
And your reload speed does nothing to help AVers overcome that.
Every shot is delayed because they have to lock and release, so that bonus would only lower the amount of time between volley 3 to volley 4. Given how the amount of shots it takes to down the target would be increased by 1, your overall TTK would increase by 1.875s.
If every .1s counts why would I waste 20 of them by using the Commando?
The 1st Matari Commando
-HAND
|
Jesus Chrysler
D3ATH CARD RUST415
7
|
Posted - 2014.11.19 00:08:00 -
[60] - Quote
Give the Caldari Assault the kick and charge up time bonus, If you're only giving one bonus give it the charge up time because it benefits all Caldari weaponry while the kick only benefits the rail and magsec.
If the damage bonus on the assault is going to take away the fitting bonus to weapons and grenades then I am against it, the fitting helps greatly
Not qualified to speak on the Commando
As for the guy who proposed giving a clip bonus for all assault fits besides the amarr that's pretty useless with exception to the Minmatar assault that already has the bonus (fittingly) and whose moral code is "Spray and Pray". Caldari has the rail rifle and magsec that kick around forcing you to stop shooting mid clip anyway, and a bolt pistol and sniper that would barely feel the clip bonus. The Gallante has ARs with 60 bullets already (36 for breach which is enough considering the damage output) a shotgun that doesn't need 10 in the clip opposed to 8 just for it not to register.. and an Ion pistol that is supposed to be used to charge up and conserve ammo.
Incubus, Assault ak.0, ck.0, gk.0, mk.0
|
|
|
|
|
Pages: 1 [2] 3 4 5 6 :: one page |
First page | Previous page | Next page | Last page |