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Joseph Ridgeson
WarRavens Capital Punishment.
2632
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Posted - 2014.11.19 00:31:00 -
[61] - Quote
In the scenario where the .6 Charge stays:
As weird as it sounds, I do not favor the change to the Assault Suit being the answer to the current state of the weapon. .6 is too big of a delay for the weapon to work realistically. Sure, people can say "it is meant for long range, not in the person's face!" but at range a 600 milisecond delay is too much. If making the Caldari Assault Suit reduce the Charge by 50% total, back to .3, the weapon remains in a nearly unusable state compared to every other suit. Assault Rifle without Gallente Assault bonus? Works fine. Combat Rifle without Minmatar Assault bonus? Works fine. Scrambler Rifle without Amarr Assault bonus? Not as good but since the buff to the heat generation it isn't bad in the hands on a non-Amarr Assault. Rail Rifle with Caldari bonus? Don't use it.
Caldari Logistics would be heavily gimped compared to every other Logistics by using their racial weapon, same for Scouts and Commando. Keeping the Charge high enough that it can be argued legitimately that the weapon is nearly unusable but having the Caldari Assault "fix the problem" is robbing Peter to pay Paul.
In the scenario where the Charge returns to .3:
The big one is the kick reduction. The total Charge reduced is 30 miliseconds. This is so far beyond being noticeable that it is pointless. Kick reduction wouldn't be too bad though, assuming the Charge goes to .3 and the kick goes back to firehouse. It would allow the Caldari Assault to have a bonus that "helps in a fight" like all the other Assaults.
For the Assault getting 10% more damage:
Seems to make sense. Puts the Assaults as the guys that are meant to do the damage. It is a nerf to Anti-Vehicle Specialists though as many went Minmatar Commando to have a Swarm Launcher and a Combat Rifle. But as a Tanker and amateur Pilot, I giggle with glee on the inside.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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PLAYSTTION
GamersForChrist
338
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Posted - 2014.11.19 02:45:00 -
[62] - Quote
So, i support everything. When the commando was released it was said it sacrificed a grenade for a second light weapon, so no grenade. Higher eHP is a good way to counter the loss of damage improvement.
I do think logis need a buff to HP. They have to little now after their nerds and the assault, scout, and heavy buffs. Raise their starting HP to the assaults or do some math or something to calculate it and their extra slots will do the rest (but with the assault buff their slot numbers are pretty mush equal). Some sort of buff like that, id like to get close to 1000 hp on my cal logi cause my assault got 300 more.
Edit: I think the Commando and Assault should have dog increase, but less for commando. Like this, Commando: 1% damage increase per level Total at lv.5 5% Assault: 2% damage increase per level. Total at lv.5 10%
Gallente Assault-Caldari Logistics
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1304
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Posted - 2014.11.19 02:55:00 -
[63] - Quote
I like the Commando ideas and i like the Logi ideas however, i disagree with the Cal Assault bonus as this one is good enough. Especcially with the ARR. and who can complain about faster reloads. Its like a third arm(wat)
Pokemon master and Tekken Lord
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Midas Fool
Prophets of the Velocirapture
530
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Posted - 2014.11.19 03:05:00 -
[64] - Quote
Obviously the correct fixes. Good stuff.
Emphatic yes to all except for the Commando stuff. Damage is good IMO, they need a grenade so that they keep the "firepower" role but no more ehp. They are pretty heavy as is.
[Ironically generic forum signature here]
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Atiim
Heaven's Lost Property Negative-Feedback
13806
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Posted - 2014.11.19 03:06:00 -
[65] - Quote
PLAYSTTION wrote: Edit: I think the Commando and Assault should have dog increase, but less for commando. Like this, Commando: 1% damage increase per level Total at lv.5 5% Assault: 2% damage increase per level. Total at lv.5 10%
So you want the Commando do be a straight-up downgrade from Assaults?
The 1st Matari Commando
-HAND
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Booby Tuesdays
Tuesdays With Boobies
991
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Posted - 2014.11.19 03:13:00 -
[66] - Quote
Atiim wrote:PLAYSTTION wrote: Edit: I think the Commando and Assault should have dog increase, but less for commando. Like this, Commando: 1% damage increase per level Total at lv.5 5% Assault: 2% damage increase per level. Total at lv.5 10%
So you want the Commando do be a straight-up downgrade from Assaults? I'll play Devil's Advocate, and say what if the Assaults received 1% Damage to both Light Weapons and Sidearms per level? Commandos keep the racial 10% damage at level 5, but also receive 3% max ammo per level.
No Shave November Applies To Your Face Only!!!
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Atiim
Heaven's Lost Property Negative-Feedback
13806
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Posted - 2014.11.19 04:06:00 -
[67] - Quote
Booby Tuesdays wrote:Atiim wrote:PLAYSTTION wrote: Edit: I think the Commando and Assault should have dog increase, but less for commando. Like this, Commando: 1% damage increase per level Total at lv.5 5% Assault: 2% damage increase per level. Total at lv.5 10%
So you want the Commando do be a straight-up downgrade from Assaults? I'll play Devil's Advocate, and say what if the Assaults received 1% Damage to both Light Weapons and Sidearms per level? Commandos keep the racial 10% damage at level 5, but also receive 3% max ammo per level. 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.
The 1st Matari Commando
-HAND
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
126
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Posted - 2014.11.19 04:19:00 -
[68] - Quote
Maybe we wouldn't be looking at a damage bonus for assaults if the HMG's Call of Duty TTK got increased.
Maybe REs and shotty's to. |
Benjamin Ciscko
Fatal Absolution
3480
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Posted - 2014.11.19 04:41:00 -
[69] - Quote
What about a 5% bonus to range of weapons to the commando to make it more of a suppression role, it would certainly help as an AV platform the extra lock-on range would go a long way. The number was used for demonstration purposes so 5% may be a bit much but what does everyone think about getting range.
Fatal Absolution Director
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Zatara Rought
Fatal Absolution General Tso's Alliance
4739
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Posted - 2014.11.19 05:05:00 -
[70] - 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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lowdevil
Savage Bullet
17
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Posted - 2014.11.19 05:14:00 -
[71] - Quote
yes give the bonus to assaults, They are ASSAULT SUITS after all. The commando isn't a heavy, isn't an assault, It's not good at anything except sniping apparently. snipers carry swarm launchers for angry dropship attackers sick of redline snipers. It's typical you would talk about buffing the most popular and most hated weapon. typical thinking making the most OP unbalanced weapon even better. why won't you guys actually play with people who have over 60million sp like me who actually want to see some competition between the racial weapon equivalents. I swear these forums just lead you down the wrong road by listening to crybaby noobs and jackass stompers that always use the op flavor of the month so they can continue to stomp with an unfair advantage and satisfy the hurt they received in school from all those female bullies stealing their lunch money |
Meeko Fent
Kirkinen Risk Control Caldari State
2094
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Posted - 2014.11.19 05:22:00 -
[72] - Quote
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. I think a big issue with fighting heavies in people not engaging at an appropriate range. I was playing earlier, and at good range, well placed RR or ScR shots dealt with heavies rather easily.
Admittingly, so many people seem to spam heavies in CQC, that may be a symptom of some classes not being able to mske good use of the weapons available for CQB, along with the lack of really effective CQC weapons beyond the shotgun or assault variants of anything.
I think a charge time bonus would be much better then a damage bonus. Charge time is an aspect that could definitely be improved through skills, and it would be quite good.
Would make CalSalts running regular RRs much more viable in the current map meta of tightly enclosed, sheltered obbys. Might run the risk of making them too good in CQC again, but 5-7.5% bonus per level to reducing charge time would be a very good, but balanced bonus.
I feel that the recoil should not be put as an assault bonus. Maybe another weapon skill, like sharpshooter.
Because you wanted to be something you're not.
A hero.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4590
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Posted - 2014.11.19 06:01:00 -
[73] - Quote
- 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.
(The godfather of tactical logistics)
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Zatara Rought
Fatal Absolution General Tso's Alliance
4739
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Posted - 2014.11.19 06:03:00 -
[74] - 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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Booby Tuesdays
Tuesdays With Boobies
994
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Posted - 2014.11.19 06:17:00 -
[75] - 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.
True, but it would be two free modules essentially. An enhanced sidearm dmg mod, and an enhanced light weapon dmg mod.
The only reason Commandos are balanced currently, even with their DPS ability, is that they are akin to shooting the broadside of a barn, have few slots, and are slow as molasses.
Giving their unique "skill" to Assaults will leave Commandos out in the cold, and make Assaults the new uber suit. You will have assaults rocking weapons that do 50% more damage than any other suit in the game. Unless you move damage mods to the low slots...
No Shave November Applies To Your Face Only!!!
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Meeko Fent
Kirkinen Risk Control Caldari State
2094
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Posted - 2014.11.19 06:27:00 -
[76] - Quote
Zatara Rought wrote: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. Ehhh...
I definitely would think it needs to be small, like 1% per level.
I think we all should sit down and actually think of the roles comma does and assaults actually play, objective wise. Just Lilly things are a bit useless in obbys when sentinels can defend, logis rep, and scouts can harass the enemy.
Assaults and commandoes aren't really built towards assaulting, because they have no really bonuses towards hacking or grenades to break up defenders, or CQC weapons for shattering defenses and breaking heavies, or range to be skirmishers, or general CPU and PG for versatility. They have no real role then to Killy things as the rank and file, even though specialized suits can do everything they can do at least on par with then, if not better. Logis have that work just as good as theirs do, and scouts have shock speed, and heavies have offensive and defensive staying power.
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A hero.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4594
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Posted - 2014.11.19 13:35:00 -
[77] - Quote
Zatara Rought wrote: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.
*rubs hands together diabolically*
Excellent.
(The godfather of tactical logistics)
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KING CHECKMATE
Opus Arcana Covert Intervention
5925
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Posted - 2014.11.19 13:48:00 -
[78] - Quote
Hi Zatara Rought, long time no see.
I think the Cal and Gal assaults bonuses should be switched.
Reload speed for AR users (enhancing CQ capabilities) Reduced kick AND dispersion for RR users (enhancing med to long range capabilities)
The best Damage mod is a HEADSHOT....
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Atiim
Heaven's Lost Property Negative-Feedback
13812
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Posted - 2014.11.19 13:53:00 -
[79] - Quote
Zatara Rought wrote: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. Which is why the Assault needs it's bonus changed, not the Commando.
The 1st Matari Commando
-HAND
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Haerr
Dead Man's Game RUST415
1960
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Posted - 2014.11.19 14:07:00 -
[80] - Quote
Zatara Rought wrote:Need more feedback on how best to buff the commando in the wake of losing the 10% damage bonus [/b] Give Commandos a HUGE bonus to dampening, aim for THIS.
I ran over Jebus McKing in FW
The game said -50WP
But it felt like +over 9000 WP
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Atiim
Heaven's Lost Property Negative-Feedback
13813
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Posted - 2014.11.19 14:13:00 -
[81] - Quote
Zatara Rought wrote: Majority support for assaults to have the commando bonus. [/b]
The people who want the Commando's bonus to stay out number Assaults 13-7.
The 1st Matari Commando
-HAND
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Thumb Green
Raymond James Corp
1797
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Posted - 2014.11.19 14:31:00 -
[82] - Quote
KING CHECKMATE wrote:Hi Zatara Rought, long time no see.
I think the Cal and Gal assaults bonuses should be switched.
Reload speed for AR users (enhancing CQ capabilities) Reduced kick AND dispersion for RR users (enhancing med to long range capabilities)
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.
Kills:21, Deaths:5, KDR: time for a smoke.
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Thumb Green
Raymond James Corp
1797
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Posted - 2014.11.19 14:33:00 -
[83] - 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. He probably does, but it seems he doesn't really care. Just seems to be trying to find supporters for what he wants pushed through.
Kills:21, Deaths:5, KDR: time for a smoke.
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TRULY ELITE
WarRavens Capital Punishment.
173
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Posted - 2014.11.19 16:17:00 -
[84] - Quote
Commandos either keep the 10% damage bonus or you give them extra clip sizes as a bonus (suppression) or we get a active damage equipment similar to cloaks but to commandos (-15% fitting cost) 300 extra HP doesn't really cut it for me |
AntanTheBeast
G.R.A.V.E INTERGALACTIC WARPIGS
160
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Posted - 2014.11.19 16:29:00 -
[85] - Quote
Whats wrong with how the Cal assault is now?
It is better to die on your feet than to live on your knees
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Meeko Fent
Kirkinen Risk Control Caldari State
2096
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Posted - 2014.11.19 16:41:00 -
[86] - Quote
Thumb Green wrote:KING CHECKMATE wrote:Hi Zatara Rought, long time no see.
I think the Cal and Gal assaults bonuses should be switched.
Reload speed for AR users (enhancing CQ capabilities) Reduced kick AND dispersion for RR users (enhancing med to long range capabilities)
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. Because a reload speed bonus for the rifle with the longer reload time. It's not like you have people wanting to rush you guys to kill you...
That, and that reduction in dispersion could have negative effects on CQC abilities. We all remember when the shotguns skill reduced dispersion, making it worse as you skill up.
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A hero.
Do you feel like one now?
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Thumb Green
Raymond James Corp
1801
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Posted - 2014.11.19 17:04:00 -
[87] - Quote
Meeko Fent wrote: Because a reload speed bonus for the rifle with the longer reload time. It's not like you have people wanting to rush you guys to kill you...
That, and that reduction in dispersion could have negative effects on CQC abilities. We all remember when the shotguns skill reduced dispersion, making it worse as you skill up.
The RR doesn't really have dispersion; the main thing that throws it off is the kick. A bonus reducing it to what it was or close to it will put the RR back to that same spot people where b!tching about beforehand where the RR was good at all ranges. The reload time on the AR is inconsequential and I still got the AR reload speed skill to put points in if I want to reload a few milliseconds faster. Dispersion reduction on the SG was bad because you had to be so damn close to use the weapon that even aiming with hipfire was harder because of people strafing around thus a tighter spread made it harder for people to land shots.
I'm not saying the Caldari shouldn't have a better bonus. I'm just saying that bonus shouldn't make them better at CQC unless the Gallente get a bonus that makes them better at long range. Cause if they can come in our yard we should damn well be able to go into theirs.
Kills:21, Deaths:5, KDR: time for a smoke.
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Ku Shala
The Generals
1019
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Posted - 2014.11.19 17:19:00 -
[88] - Quote
give commandos a grenade slot lose the equipment because it is a heavy frame and give it a bonus to ammo capacity including the grenade now you have a unit for suppression and a defining role.
+1 for the reduced kick on the caldari
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Zatara Rought
Fatal Absolution General Tso's Alliance
4754
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Posted - 2014.11.19 17:54:00 -
[89] - 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
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Posted - 2014.11.19 18:01:00 -
[90] - 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
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