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Zatara Rought
Fatal Absolution General Tso's Alliance
4692
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Posted - 2014.11.18 20:36:00 -
[1] - Quote
How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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dwater
General Tso's Alliance
79
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Posted - 2014.11.18 20:38:00 -
[2] - Quote
Hell YES!! |
Militia Sniper Rifle
Kirkinen Risk Control Caldari State
56
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Posted - 2014.11.18 20:40:00 -
[3] - Quote
It's a lot to think about, but yeah definitely the changes to assault and commando's sound awesome
+1 |
JUPA SACH
T.H.I.R.D R.O.C.K
277
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Posted - 2014.11.18 20:40:00 -
[4] - Quote
I proposed that a time ago.... https://forums.dust514.com/default.aspx?g=posts&m=2428292 Nobody really cared
Karma
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Ripley Riley
Incorruptibles
4921
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Posted - 2014.11.18 20:40:00 -
[5] - Quote
Caldari charge up time and reduced kick per level: I would prefer one or the other. Both bonuses would be OP unless they are very small bonuses, and then it isn't worth the SP.
Assault class given the 10% damage bonus: Nah. I like the fitting bonuses with light, sidearm, and grenade. It allows me to fit my assault suits more easily
Commando class changes: No... just, no. I like their 'free weapon damage mod' thing. I like that it applies to their racial weaponry. They already have a nice eHP compared to assaults.
Logi movement speed: walk/strafe speeds, yes. Sprint, no.
My advice to you, playa...
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Skeletor Voltron
61
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Posted - 2014.11.18 20:45:00 -
[6] - Quote
As a caldari assault I don't want my class buffed 2 high because then it'll get nerfed. The kick being reduced would be nice
I do think Assaults need the damage buff, however if the dust dev's ever figure out they need to nerf the HMG damage back a bit that may change.
Would that be instead of the 25% reduction to weapons & grenades?
As a commando I'm skeptical the damage debuff is worth getting extra tank, but the nade and stamina might be in conjunction.
Logi speeds? No feelings either way.
FA's daddy bear
Forever Faabulous
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TritusX
PH4NT0M5
54
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Posted - 2014.11.18 20:48:00 -
[7] - Quote
I like how every time everything gets buffed everyone is scared it will be nerfed in this game. Yes, that's happened, but in other games, everyone praises buffs lol
If only you could attach RE to yourself and kamikaze a tank
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The Telling Truth
Second Stage Turbine Blade
0
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Posted - 2014.11.18 20:49:00 -
[8] - Quote
Damage buff would make assaults more viable against heavies
300 ehp? What's the average current average hp of a proto commando now?
Being a commando would be cool in theory if I had a significant more ehp pool than an assault but he had the regen and damage.
Sounds balanced to me. Might see rep logi's on commando's then. |
Flint Beastgood III
Carbon 7 Iron Oxide.
930
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Posted - 2014.11.18 20:51:00 -
[9] - Quote
Apparently they un-nerfed the RR a little today.
Yep
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Savage Mangler
Molon Labe. General Tso's Alliance
207
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Posted - 2014.11.18 20:54:00 -
[10] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! So my Assault AK.0 will have 10% more damage and 25% less heat in exchange for giving my commando ak.0 a bump to 1225 raw ehp after cores from 850 ehp? I can't say anything bad about that except the fact that the changes would kinda take the commandos niche away from it but would make them more flexible due to people not feeling constrained to use racials on them. In the case of the amarr 'mandos and assaults, no one would use the AScR anymore since the ScR does everything it does better and the assault bonus pushes it even more as the more viable choice of the two variants. Maybe give mandos a slight speed bonus?
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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DDx77
The Exemplars Top Men.
30
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Posted - 2014.11.18 20:57:00 -
[11] - Quote
I love the idea of a kick/charge reduction for assaults
I think that a 10% damage buff might make them too strong. Freeing up an additional slot for more shield tanking or dmg mod. I wouldnt mind that change but I also wouldn't mind a 10% increase in scan precision per lvl either
Commandos should get a grenade and maybe a little bit more maneuverability |
Jammeh McJam
F0RSAKEN EMPIRE.
133
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Posted - 2014.11.18 21:00:00 -
[12] - Quote
i'll be fine with the reduced kick and charge up time, i think the damage buff should stay with the commando tbh
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
221
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Posted - 2014.11.18 21:08:00 -
[13] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
Still going to say that most of the suits (assaults,commandos, sentinels) need more team orientated functions and skill bonuses than what they have now.
No to the charge up change. 0.60 seconds is barely much. 3 seconds and up in any fps is much. I'd infact put the charge up time to one sec and change the rail rifle skill bonus so that it decreases spool up time by 0.10 until at level five the charge up is 0.50
Definitely not to commando Damage increase/precision/ dampening bonuses are some of the three things that have for long enough been causing problems. If anything commandos are like emi-tanked sentinels using long ranged weaponry. Meaning hard to combat at times(but not for scouts) as they can cover their range alongside out tank any potential damage they get. I'd call for a small reduction of HP for their suits, in fact, but faster speed. The commandos rather need a team-based feature, than offense-based damage buffs. The logi has been in need of a speed buff for a very long time, but this would call for the prototype logistics to have penalties to health modules, as they can tank HP a bit too well. Speed and high eHP are already what make certain assaults annoying. |
Lynn Beck
Delta Vanguard 6
2272
|
Posted - 2014.11.18 21:11:00 -
[14] - Quote
I would prefer if commandos got effective range bonuses, as they are supposed to be long(er) range skirmishers, rather than "assaulter heavy-edition"
As for HP buffs, I like the squishiness of them, makes it more thinking intensive than "find corner, spray HMG" or "find cover, hop box, punch heavy 12 times"
As for how that would work for swarm/md, not sure. But going straight for HP is boring.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Apothecary Za'ki
Biomass Positive
1990
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Posted - 2014.11.18 21:12:00 -
[15] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! i prefer reload speed. cause cal ass 5 and reload 5 makes reloading a total of like 1 second or less.
as for commandos more ehp is just silly.. they need more speed smaller hitbox and +1 modual slot on each suit/meta.. take damage away from commando and NO ONE will use them at all as they are the LEAST USED suit of all the suits
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Cavani1EE7
Murphys-Law General Tso's Alliance
522
|
Posted - 2014.11.18 21:15:00 -
[16] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time? Yes
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive? Yes
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?) Yes
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff? No, let's not make logistics to reach assaults in terms of slaying
Thanks!
Take a bow
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Savage Mangler
Molon Labe. General Tso's Alliance
207
|
Posted - 2014.11.18 21:17:00 -
[17] - Quote
Lloyd Orfay wrote:Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! Still going to say that most of the suits (assaults,commandos, sentinels) need more team orientated functions and skill bonuses than what they have now. No to the charge up change. 0.60 seconds is barely much. 3 seconds and up in any fps is much. I'd infact put the charge up time to one sec and change the rail rifle skill bonus so that it decreases spool up time by 0.10 until at level five the charge up is 0.50 Definitely not to commando Damage increase/precision/ dampening bonuses are some of the three things that have for long enough been causing problems. If anything commandos are like emi-tanked sentinels using long ranged weaponry. Meaning hard to combat at times(but not for scouts) as they can cover their range alongside out tank any potential damage they get. I'd call for a small reduction of HP for their suits, in fact, but faster speed. The commandos rather need a team-based feature, than offense-based damage buffs. The logi has been in need of a speed buff for a very long time, but this would call for the prototype logistics to have penalties to health modules, as they can tank HP a bit too well. Speed and high eHP are already what make certain assaults annoying. While the faster speed is definitely a factor, I'm more inclined to say it's the differences in their hitboxes that make assaults better than mandos in straight up and cover to cover firefights. Sure my ak.0 mando has slightly more hp than my assault and reps about 6-7.5 reps more, but between the hitbox and speed the assault has a much higher survival rate.
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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Vicious Minotaur
1352
|
Posted - 2014.11.18 21:22:00 -
[18] - Quote
Yes to the Assault changes.
No to the commando, unless we were given faster ROF/Bigger mags/larger ammo pools or something. HP is boring. I don't want the Commando to be as boring as the current Sentinels and their garbage-tier bonuses are.
I am a minotaur.
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sir RAVEN WING
Horizons' Edge Proficiency V.
333
|
Posted - 2014.11.18 21:23:00 -
[19] - Quote
Well I don't see this being very balanced. Maybe just a charge time for Calssault because we have -5% kick per RR skill level. Lvl 5 in Calssault brings the charge time down the pre 1.9. How about that? Anyway +1... I'd go get my 27 alts to say +1, but me too lazy
"There is only one thing I regret, that is only giving one life to my state." - Viktor Revon
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Maitue Mae
Involuntary Manslaughter
111
|
Posted - 2014.11.18 21:23:00 -
[20] - Quote
To be honest, I like the Damage as the Commando's skill. Spool and Kick would be cool on the CalAs if it applied to all Rail tech.
Ishukone gave me my papers to transfer into the State
Hail To The Caldari State
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sir RAVEN WING
Horizons' Edge Proficiency V.
333
|
Posted - 2014.11.18 21:28:00 -
[21] - Quote
Lloyd Orfay wrote:Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks! Still going to say that most of the suits (assaults,commandos, sentinels) need more team orientated functions and skill bonuses than what they have now. No to the charge up change. 0.60 seconds is barely much. 3 seconds and up in any fps is much. I'd infact put the charge up time to one sec and change the rail rifle skill bonus so that it decreases spool up time by 0.10 until at level five the charge up is 0.50 Definitely not to commando Damage increase/precision/ dampening bonuses are some of the three things that have for long enough been causing problems. If anything commandos are like emi-tanked sentinels using long ranged weaponry. Meaning hard to combat at times(but not for scouts) as they can cover their range alongside out tank any potential damage they get. I'd call for a small reduction of HP for their suits, in fact, but faster speed. The commandos rather need a team-based feature, than offense-based damage buffs. The logi has been in need of a speed buff for a very long time, but this would call for the prototype logistics to have penalties to health modules, as they can tank HP a bit too well. Speed and high eHP are already what make certain assaults annoying. You ruin my fun Lloyd. I want the recharge time lowered in some way (I've maxed out RR, going for Calssault) so I can relive those days of RR Supremacy. (Because I easily coped with the 'wild' kick... to me it was more or less a 'slightly drunken' kick if anything. )
"There is only one thing I regret, that is only giving one life to my state." - Viktor Revon
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Happy Violentime
OMFGZOMBIESRUN
891
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Posted - 2014.11.18 21:29:00 -
[22] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
I bought Aur with money so i could respec and skill specifically into the min commando for the 10% DMG bonus to swarms/cr - remove the bonus and I might as well use any other suit.
On the other hand if CCP want to refund the aur I spent on the respec... Idgaf
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Iron Wolf Saber
Den of Swords
17746
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Posted - 2014.11.18 21:31:00 -
[23] - Quote
I think the lower kick would be enough and it would cover the vulnerability of the caldari weaponry a bit but open the other one up more (slowest reloads in the game) but kick is pretty critical for the assault to do his job in more closer support area where they are expected to operate.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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LUGMOS
YELLOW JESUS EXP FORCE
847
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Posted - 2014.11.18 21:31:00 -
[24] - Quote
Heck yes!
*scrambles to make a double PLC commando with packed AV nades
Quafe
A question doesn't always have an answer, but a problem does,
So what is DUST? A problem or a question?
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Thumb Green
Raymond James Corp
1788
|
Posted - 2014.11.18 21:32:00 -
[25] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3) No, unless Gallente get a bonus that increases their optimal & effective ranges How many of you would like to see the assault class given the 10% damage increase commando's currently receive? I'm going to say no on this one too. Cammandos are supposed to deal out a lot of damage. Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?) I probably wouldn't. Been thinking of skilling into the minmando just for the damage bonus to swarms so I could have a AV suit that could put up a fight against infantry with something other than an SMG. Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff? I support this Thanks!
Edit: Copy-n-paste below of what I said in another thread
I don't want the the Gassault bonus to change. I'm just saying that if Caldari have a bonus that make their weapons better at CQC then the Gallente need one to be better at range. The kick/dispersion reduction would help the Caldari get their damage off at CQC by allowing more bullets to connect just as the current Gallente bonus helps us at longer ranges by allowing more bullets to connect; the difference is, weapons don't lose damage the closer you are to someone (Edit: other than the laser rifle). So a kick/dispersion reduction bonus is far more useful to the Caldari weapons in CQC than it is to Gallente weapons at range.
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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shaman oga
The Dunwich Horror
3229
|
Posted - 2014.11.18 21:32:00 -
[26] - Quote
Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3)
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?)
Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Thanks!
- I don't use cal assault, idk.
- Assault class damage output is fine imo
- On commando, i would give 1 more slot for each suit, keep damage buff, increase cpu/pg or a fitting bonus on light weapons, grenade yes please.
- Logi speed buff, yes. Same slot progression of assault suit will also be cool.
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Jacques Cayton II
Fatal Absolution General Tso's Alliance
1110
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Posted - 2014.11.18 21:35:00 -
[27] - Quote
Iron Wolf Saber wrote:I think the lower kick would be enough and it would cover the vulnerability of the caldari weaponry a bit but open the other one up more (slowest reloads in the game) but kick is pretty critical for the assault to do his job in more closer support area where they are expected to operate. Yes I'd prefer to have kick reduction not charge up
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution General Tso's Alliance
1110
|
Posted - 2014.11.18 21:37:00 -
[28] - Quote
Thumb Green wrote:Zatara Rought wrote:How many of you would prefer Cal Assaults got a new bonus of reduced kick and charge up time?
Perhaps 5% reduced kick per level 10% reduced charge time (3% reduced charge time if they unnerf the current .6 charge up back to .3) No, unless Gallente get a bonus that increases their optimal & effective ranges How many of you would like to see the assault class given the 10% damage increase commando's currently receive? I'm going to say no on this one too. Cammandos are supposed to deal out a lot of damage. Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given an extra 300 ehp per suit to compensate as well as a grenade slot? (and maybe some more stamina?) I probably wouldn't. Been thinking of skilling into the minmando just for the damage bonus to swarms so I could have a AV suit that could put up a fight against infantry with something other than an SMG. Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Oh...and anyone feel like the logi could get a little bit of a move speed buff? I support this Thanks! Edit: Copy-n-paste below of what I said in another thread I don't want the the Gassault bonus to change. I'm just saying that if Caldari have a bonus that make their weapons better at CQC then the Gallente need one to be better at range. The kick/dispersion reduction would help the Caldari get their damage off at CQC by allowing more bullets to connect just as the current Gallente bonus helps us at longer ranges by allowing more bullets to connect; the difference is, weapons don't lose damage the closer you are to someone (Edit: other than the laser rifle). So a kick/dispersion reduction bonus is far more useful to the Caldari weapons in CQC than it is to Gallente weapons at range. You have sharpshooter skill less dispersion means more roumds hit target are is it just hip fire dispersion
We fight for the future of the State not our
personal goals
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Thumb Green
Raymond James Corp
1788
|
Posted - 2014.11.18 21:39:00 -
[29] - Quote
It's like you didn't even read the copy-n-pasted part.
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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13ard
Red and Silver Hand Amarr Empire
4
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Posted - 2014.11.18 21:48:00 -
[30] - Quote
On Cal Assault getting a bonus they actually could use!? YES! On damage buff so assaults can actually be able to compete vs heavies! (cause you know they will never realize they just need to nerf the HMG I'm guessing Mr. CPM Sneaky sneaky) On commando's losing the 10% damage but getting a nade and another 33% ehp?! CHRISTMAS IS HERE! Logi's getting more move speed? Sounds dumb but whatev's the rest is a yes!
However:
I think the majority recognizes the nerf to charge time was terrible and needs to be changed back. If it does there's no need for charge up time increase on the RR. If they nerf scouts finally and nerf heavies I actually think the assault would be in a great place in general. It's already useful in pubs, but buffing it isn't changing the reasons underlying why heavies and scouts are the only PC viable classes.
Just my 2 cents |
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Seigfried Warheit
Caught Me With My Pants Down
396
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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
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Joel II X
Bacon with a bottle of Quafe
4623
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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
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Operative 1174 Uuali
the unholy legion of darkstar DARKSTAR ARMY
99
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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.
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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
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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"
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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
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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
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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"
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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
|
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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
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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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14780
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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"
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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!!!
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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
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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
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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.
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Nocturnal Soul
Primordial Threat
4621
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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!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14782
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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"
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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
|
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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
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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
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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.
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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"
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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!
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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!
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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
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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
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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
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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
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Joseph Ridgeson
WarRavens Capital Punishment.
2632
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
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A hero.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4590
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
Join us in our Pumpkin Crushing
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Thumb Green
Raymond James Corp
1797
|
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.
Join us in our Pumpkin Crushing
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TRULY ELITE
WarRavens Capital Punishment.
173
|
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
|
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
|
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.
Because you wanted to be something you're not.
A hero.
Do you feel like one now?
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Thumb Green
Raymond James Corp
1801
|
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.
Join us in our Pumpkin Crushing
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Ku Shala
The Generals
1019
|
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
|
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
|
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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John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 18:04:00 -
[91] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed. Wow this is how you get likes just say something everyone wants to here
The True Shepard
Lvl 1 Forum Warrior
|
John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 18:07:00 -
[92] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed. Honestly even though I'm a assault don't give them the 10% DMG that's the only thing that makes the commandos viable. Maybe give the Caldari a bonus to range per lvl (effective range) Like 2 meters per lvl
The True Shepard
Lvl 1 Forum Warrior
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dwater
General Tso's Alliance
81
|
Posted - 2014.11.19 18:10:00 -
[93] - Quote
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. |
John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 18:11:00 -
[94] - 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. 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
The True Shepard
Lvl 1 Forum Warrior
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Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:18:00 -
[95] - 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
|
shaman oga
The Dunwich Horror
3245
|
Posted - 2014.11.19 18:21:00 -
[96] - Quote
But he's right, assault damage output is fine, if the problem are heavies HP why not just nerf heavies HP or resistances? |
John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 18:22:00 -
[97] - Quote
Zatara Rought wrote: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. I use a duvolle TAC and I've 1v1d a lot of heavies just takes about 2 clips
The True Shepard
Lvl 1 Forum Warrior
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:27:00 -
[98] - 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
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John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 18:31:00 -
[99] - Quote
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
The True Shepard
Lvl 1 Forum Warrior
|
Thumb Green
Raymond James Corp
1802
|
Posted - 2014.11.19 18:32:00 -
[100] - Quote
Zatara Rought wrote:
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)
Like I said in the other thread, I don't want the bonus to change but if you make Caldari better at CQC you've got to make Gallente better at long range. The Tac's max effective range is 78 meters at which point it's only doing around 20 base damage a shot (~22S ~18A). Whereas the RR is still doing full base damage at that range (haven't seen an optimal change on rifles just the effective range, if optimal has been changed point it out to me I'm too lazy to search at the moment). Even the combat rifle could beat the Tar if the CR user isn't a dipshit.
You're right, all the weapons lose damage if you're too far away but only one weapon loses damage if you're too close, and it ain't none of the Caldari weapons that's for damn sure. That's the thing, Gallente would lose damage for being out of their element but the Caldari wouldn't with the proposed reversion.
On a side note you can say you know how many ever people you want that don't want the Gassault to lose it's bonus but it don't mean sh!t until they post it themselves (though I expect to see some here shortly now that I mentioned that).
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:32:00 -
[101] - 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
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John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 18:34:00 -
[102] - Quote
Zatara Rought wrote: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? Cargo Hub
The True Shepard
Lvl 1 Forum Warrior
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4757
|
Posted - 2014.11.19 18:35:00 -
[103] - 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
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Thumb Green
Raymond James Corp
1802
|
Posted - 2014.11.19 18:35:00 -
[104] - Quote
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.
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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John ShepardIII
Capital Acquisitions LLC
1077
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Posted - 2014.11.19 18:38:00 -
[105] - Quote
Zatara Rought wrote:John ShepardIII wrote: Cargo Hub
Well I am excited to see this. PC match later you'll be on? Probably, only place I can't use my assault is prod. Facility
The True Shepard
Lvl 1 Forum Warrior
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Zatara Rought
Fatal Absolution General Tso's Alliance
4758
|
Posted - 2014.11.19 18:39:00 -
[106] - 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
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Zatara Rought
Fatal Absolution General Tso's Alliance
4758
|
Posted - 2014.11.19 18:44:00 -
[107] - 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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Thumb Green
Raymond James Corp
1803
|
Posted - 2014.11.19 18:54:00 -
[108] - Quote
Zatara Rought wrote:Thumb Green wrote:dwater wrote: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. -irrelevant parts snipped- Supported the RR CQC nerfs.
It was mostly just a jab at that dipshit cause he's too much of a ***** to openly associate himself with FA on the forums
And yet here you are advocating a RR CQC buff. That's the only issue I'm arguing against.
Kills:21, Deaths:5, KDR: time for a smoke.
Join us in our Pumpkin Crushing
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John ShepardIII
Capital Acquisitions LLC
1077
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Posted - 2014.11.19 18:54:00 -
[109] - Quote
Zatara Rought wrote: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 nerds to my scout suits/coak Supported the RR CQC nerfs. Supported the Burst HMG being debuffed...and tons more. -_- 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
The True Shepard
Lvl 1 Forum Warrior
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Zatara Rought
Fatal Absolution General Tso's Alliance
4758
|
Posted - 2014.11.19 19:35:00 -
[110] - 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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hfderrtgvcd
1203
|
Posted - 2014.11.19 20:07:00 -
[111] - Quote
Zatara Rought wrote: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. This. I have only seen 3 players use assaults effectively in the city recently. They were all incredible players and would've undoubtedly been better off in a scout or heavy.
You can't fight in here! This is the war room.
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Xocoyol Zaraoul
Superior Genetics
2758
|
Posted - 2014.11.19 20:41:00 -
[112] - Quote
If you give assaults the damage bonus, then give commandos a reload bonus as well as giving them substantial "total ammo pool" increases (not clip size, the ammo pool, very different). This would allow them to stay out in the field for extended periods of time, or perhaps a range increase if that's possible.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Booby Tuesdays
Tuesdays With Boobies
999
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Posted - 2014.11.19 20:52:00 -
[113] - Quote
The conclusions drawn by the OP in this thread are eerily similar to a Louis C.K. bit, "Ahhhh, you're Indians"
Why even bother with feedback if you already had your mind made up OP?
No Shave November Applies To Your Face Only!!!
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John ShepardIII
Capital Acquisitions LLC
1077
|
Posted - 2014.11.19 21:31:00 -
[114] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed. Do you know when the new update is coming out???
The True Shepard
Lvl 1 Forum Warrior
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Zatara Rought
Fatal Absolution General Tso's Alliance
4806
|
Posted - 2014.11.19 21:47:00 -
[115] - 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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Atiim
Heaven's Lost Property Negative-Feedback
13824
|
Posted - 2014.11.19 21:54:00 -
[116] - Quote
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.
The 1st Matari Commando
-HAND
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Ripley Riley
Incorruptibles
4957
|
Posted - 2014.11.19 21:55:00 -
[117] - Quote
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.
My advice to you, playa...
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2522
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Posted - 2014.11.19 21:57:00 -
[118] - Quote
I just wish we could get some stated goals for this game and then stick to them.
I love things being balanced but its like every couple of weeks / months everything changes. Somethng gets changed to A, then to B then back to A, then to Z.....
Is there any chance that CCP or the CPM could give us a simple stated list of stuff with solid plans or solid intentions.
I.E - "The commando is a large suppression unit blah blah...." or "The commando is a high damage dealer blah blah" or what have you.
Basically can we state the intended goals for the game and then work towards them. I dislike the ad-hoc approach.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Zatara Rought
Fatal Absolution General Tso's Alliance
4810
|
Posted - 2014.11.19 22:06:00 -
[119] - 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
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Atiim
Heaven's Lost Property Negative-Feedback
13825
|
Posted - 2014.11.19 22:24:00 -
[120] - Quote
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.
The 1st Matari Commando
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14839
|
Posted - 2014.11.19 22:27:00 -
[121] - 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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Zatara Rought
Fatal Absolution General Tso's Alliance
4811
|
Posted - 2014.11.19 22:38:00 -
[122] - 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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sir RAVEN WING
Horizons' Edge Proficiency V.
347
|
Posted - 2014.11.19 22:47:00 -
[123] - Quote
Zatara Rought wrote: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. Hey! I'm at like almost 200 EHP and use an ACR. More so I am waiting for the Charge time to be put around 0.4s on the RR to go back to my assault origins. Kick up the kick and kill off the charge time. Only people who would be using RR then is those who know how to deal with kick like me. (I want to go back to pure Caldari, please fix RR charge time so I can do so...)
"There is only one thing I regret, that is only giving one life to my state." - Viktor Revon
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Booby Tuesdays
Tuesdays With Boobies
1000
|
Posted - 2014.11.19 23:30:00 -
[124] - Quote
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.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi
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sabre prime
Crux Special Tasks Group Gallente Federation
822
|
Posted - 2014.11.19 23:53:00 -
[125] - Quote
Zatara Rought wrote:Oh...and anyone feel like the logi could get a little bit of a move speed buff? Mixed support for logi's move speed being buffed. Logis should be second fastest suits in the game.
The slow blade penetrates the shield.
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Meeko Fent
Kirkinen Risk Control Caldari State
2099
|
Posted - 2014.11.20 00:02:00 -
[126] - Quote
sabre prime wrote:Zatara Rought wrote:Oh...and anyone feel like the logi could get a little bit of a move speed buff? Mixed support for logi's move speed being buffed. Logis should be second fastest suits in the game. Sit down.
PILOT suits should be the second fastest suits.
Then Logi, tied with assault, and then Commando, followed by sentinels.
Because you wanted to be something you're not.
A hero.
Do you feel like one now?
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Zatara Rought
Fatal Absolution General Tso's Alliance
4814
|
Posted - 2014.11.20 00:19:00 -
[127] - 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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Happy Violentime
OMFGZOMBIESRUN
895
|
Posted - 2014.11.20 00:43:00 -
[128] - 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.
My amar assault 1200 ehp - so you want an amar commando with 1800?? Gonna need to buff the sentinels HP too at this rate. |
Zatara Rought
Fatal Absolution General Tso's Alliance
4814
|
Posted - 2014.11.20 00:46:00 -
[129] - 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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Atiim
Heaven's Lost Property Negative-Feedback
13831
|
Posted - 2014.11.20 14:04:00 -
[130] - Quote
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.
The 1st Matari Commando
-HAND
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kayn TARON
Fatal Absolution General Tso's Alliance
63
|
Posted - 2014.11.20 15:04:00 -
[131] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed.
Out of all the CPM's you are the only one doing theads like this to actually gather feedback. Thank You.
ALL HAIL PRINCESS ZATARA
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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Zatara Rought
Fatal Absolution General Tso's Alliance
4834
|
Posted - 2014.11.20 19:05:00 -
[132] - 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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sir RAVEN WING
Horizons' Edge Proficiency V.
357
|
Posted - 2014.11.20 19:10:00 -
[133] - Quote
And since I saw something about RR charge time... BAMM!
I'm too lazy to put meaningful sigs here so have a triangle instead
l>
Ta da!
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Atiim
Heaven's Lost Property Negative-Feedback
13855
|
Posted - 2014.11.21 14:59:00 -
[134] - Quote
Zatara Rought wrote: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 The one about how you can be fast as a Scout, have much more HP, and an extremely low TTK. All while having another bonus which off-sets the weapon's only weakness.
Which makes Commandos useless, and Assaults overpowered.
The 1st Matari Commando
-HAND
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Heimdallr69
Nyain San General Tso's Alliance
3878
|
Posted - 2014.12.11 02:22:00 -
[135] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed. Bump, I mean I'd rather have reduced charge up time, Amarr and gal logis could use a slight speed buff, since they lose it by stacking armor anyways. Commandos maybe an extra high or low.
Removed inappropriate content - CCP Logibro
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DeadlyAztec11
Ostrakon Agency
6362
|
Posted - 2014.12.11 02:47:00 -
[136] - Quote
I am deeply against this as I feel that giving Logi's a movement bonus would put them too far into the Assault's domain. Also, this would be a very large nerf to Commandos.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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boba's fetta
Dead Man's Game RUST415
870
|
Posted - 2014.12.11 03:21:00 -
[137] - Quote
so commando's are the least used suits in the game. yes lets take away the thing that makes them usefull and give it to a more used suit.
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.12.11 03:34:00 -
[138] - Quote
The ideas in this thread are ridiculous first of all, why does everyone act like the RR is useless weapon?
Second you're basically talking about nerfing the commando..oh boy just what everyone wants, a suit that does nothing but get assist points
do you guys really want proto am assaults with 3 complex dmg mods, 10% dmg bonus AND heat reduction? . I'll be insta zapping people from 100m out
If you want a 10% dmg bonus then skill into commando. If you dont want to because commando has too many downsides then maybe youre looking to buff the wrong suit
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3066
|
Posted - 2014.12.11 04:16:00 -
[139] - Quote
1. Yes.
2. If the bonus to Assaults was a 1% added damage or even 2% to racial weapons, I think it'd be fine. Don't take away my Min Assault's clip size tho. I need that for the Heavies.
3. Commando buff shouldn't be that large....Id say a small buff by increasing slot count to their scout counterpart, and going from there.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gold-Lion
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9
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Posted - 2014.12.11 04:55:00 -
[140] - Quote
Shameless bump |
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Bradric Banewolf
D3ATH CARD RUST415
501
|
Posted - 2014.12.11 06:24:00 -
[141] - Quote
Like the commando as is. If the assault get prof 5, and stop wanting maximum dmg for minimum effort they would do just fine. if you take the dps from the commando there is no point in having two rifles because he'd never fire the second one. he'd be dead before he could switch in every engagement. The dps compensates for the lack of speed and slots.
RR spool up seems ok now. That thing kills just as much as it did before to me. Will admit that when they extended it they went to far in classic ccp fashion. lvl 5 proficiency with it. Some just need to stop trying to use it in CQC. They have an assault version for a reason. The assault class seem to be doing a ton better than before. Especially the min and cal!
"Anybody order chaos?"
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Foehammerr
Crux Special Tasks Group Gallente Federation
128
|
Posted - 2014.12.11 07:22:00 -
[142] - Quote
Zatara Rought wrote:
How many of you would like to see the assault class given the 10% damage increase commando's currently receive?
NO
Zatara Rought wrote: Lastly...how many of you would use the commando class if you did not have the 10% damage buff...but were given bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? Commando's become a true heavy suit using light weapons but with more mobility and 2 light weapons. :P
Absolutely not. Don't touch the commando. Both classes are fine the way they are, and the commando would be royally screwed even worse than they are now. They already perform sub-par in close with other suits because of their huge hit box not to mention are slow and have less modules than a militia starter fit. Taking away their bonus to alpha damage would be the worst possible thing you could do to them.
Zatara Rought wrote: Oh...and anyone feel like the logi could get a little bit of a move speed buff?
Speed buff to logi should be less than the respective assault frame for that race.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Mad Syringe
ReDust Inc.
393
|
Posted - 2014.12.11 09:49:00 -
[143] - Quote
OP's ideas would simply remove the commandos from the field entierely!
I run commando a lot, and like it a lot. If you took away the damage and replace it whith more HP i would not like that and move on to another class - full stop!
The assumption that anybody would play a support class in a shooter that is only supposed to get assists is nothing but rediculous. If you don't get that, then I can only assume that you are in favor of buffing Assaults to the new FOTM!
The only valid thing in this thread it the speed increase for logis, since that makes sense, because of lower hp than assaults and their general needs for running around and supplying everybody.
cheers
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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Varoth Drac
Titans of Phoenix
474
|
Posted - 2014.12.11 10:26:00 -
[144] - Quote
I think 10% damage on top of other assault bonuses would be too much. Either one or the other.
I think its best to keep the damage only on commandos and focus on improving Cal and Gal assault bonuses. A spool time bonus and an ads kick bonus would be good for Caldari. Perhaps Gallente should get the reload bonus plus an improved dispersion bonus.
Minmatar assaults should get an explosive weapon bonus too.
And yes for commando grenades. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5711
|
Posted - 2014.12.11 10:51:00 -
[145] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed.
Said it before and will say it again.
Until the commando has a baseline intended role one can build off of it will always be a lame duck version of an assault or sentinel.
Give the suit a role and the needed role bonuses should become obvious.
Fire support grates upon my nerves intensely because I think heavy weapons should be primarily fire support.
I agree there is no reason not to add a second light weapon to assaults. But there would be no reason really to remove it from the commando.
As far as swapping the 10% bonus I'm rather meh on it. That would give back a lot of what assaults lost in 1.8 but it is the only way commandos keep pace with assault damage output.
There's a lot here but the baseline is until a role is chosen, commandos are simply less efficient assault suits.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Gaius Calinus
Incarnation Soldiers
16
|
Posted - 2014.12.11 11:01:00 -
[146] - 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 bonuses to the ability for your weapon to sustain their DPS longer (extra ammo, increase reload speed, etc), an extra 300 ehp per suit to compensate as well as a grenade slot? 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!
Edit: So the conclusions thus far:
The reduced kick has a majority for support.
Less than a majority like the charge reduction, lot's of feedback saying the charge time of the RR just needs to be reduced.
Majority support for assaults to have the commando bonus...but a lot of people precluding that support for that needs to depend on finding a great way to buff commando's.
SO! We more feedback on how best to buff the commando in the wake of losing the 10% damage bonus.
Mixed support for logi's move speed being buffed.
1. Kick and Charge Time - Yes, 100%... if not both at the same time, then definitively the reduction of kick per lvl. 2. Damage buff - No, that would make the Commandos completely useless, imo. 3. In that case I'd sell all Commando suits I have and use the sentinels... 4. Logi speed buff - Not sure... I think that would be the first step back to the former slayer-logi...
Hail Caldari !!
Hail to the Caldari State !!!
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Varoth Drac
Titans of Phoenix
475
|
Posted - 2014.12.11 11:35:00 -
[147] - Quote
Breakin Stuff wrote:Said it before and will say it again.
Until the commando has a baseline intended role one can build off of it will always be a lame duck version of an assault or sentinel.
Give the suit a role and the needed role bonuses should become obvious.
Fire support grates upon my nerves intensely because I think heavy weapons should be primarily fire support.
I agree there is no reason not to add a second light weapon to assaults. But there would be no reason really to remove it from the commando.
As far as swapping the 10% bonus I'm rather meh on it. That would give back a lot of what assaults lost in 1.8 but it is the only way commandos keep pace with assault damage output.
There's a lot here but the baseline is until a role is chosen, commandos are simply less efficient assault suits. I see the role of a commando as being specialised weapons specialists.
What I mean by this is, due to the ability to wield two light weapons, they are naturally better at using the more specialised weapons, as they can more effectively compensate for these weapon's weaknesses. By specialist weapons I pretty much mean anything other than a rifle.
The fact they are slow and heavy further differentiates them from assaults, though more in style than role.
The commando has more of a tactical role. It also provides superior defensive abilities to an assault, at the expense of offensive abilities due to lower mobility.
It may be a subtly different role to assaults but I don't think this is too much of a problem.
To be honest, I was dubious about them being included in the game in the first place, but I think there is a place for them. Tactical flexibility in a defensive capacity.
I think they could do with grenades, as I think it harms their flexibility, which as I said, I think of as their role. I also think Amarr commandos fail as laser rifles are better on Amarr assaults, and they can't fully make use of the damage bonus as they only have 1 high slot. |
TechMechMeds
KILL-EM-QUICK RISE of LEGION
6378
|
Posted - 2014.12.11 12:53:00 -
[148] - Quote
Cheese steak Jimmy's.
I am GJRs Renfield.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1395
|
Posted - 2014.12.11 12:56:00 -
[149] - Quote
*sarcastically* Nuuuuuuuuu liek da bonus of the relod sped kep it ples kep it i pled. I spec in calduri assault and this bonus let me slay heavy and mcc. kep it ples Jk lol i woudn't mind the bonus to be changed. My SCR melts Cal Assaults anyways
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Spectral Clone
Abandoned Privilege Top Men.
3323
|
Posted - 2014.12.11 13:21:00 -
[150] - Quote
Make commandos heavy logistics with dual light weapons.
Also, give them similar amount of slots as a regular heavy suit. Never understood the logic behind the current slot layouts. The commando does not gain anything for the high/low slots sacrificed.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Foundation Seldon
Molon Labe. General Tso's Alliance
795
|
Posted - 2014.12.11 13:59:00 -
[151] - Quote
I always thought the Commando bonus was at odds with it having the ability to carry two light weapons. The benefit to doing that should be the inherent versatility but the bonus encourages the use of only a single weapon type. Outside of using the Commando as Primary Weapon + AV Weapon it never really struck me as a very well defined role.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7377
|
Posted - 2014.12.11 14:08:00 -
[152] - Quote
I've always been for Assaults having an Offensive role with Commandos having a Suppression role. Even had a few suggestions a while back, like increased magazine capacity for Commandos to be able to sustain fire for longer periods or Mass Driver splash radius/damage increase. Stuff like that. Basically, just ways for them to be able to put the hurt on the enemy and make them -want- to be in cover without just being silly like the HMG.
Long-Term Roadmap
Nothing to show for Legion
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Meeko Fent
True Illuminate
2272
|
Posted - 2014.12.11 14:15:00 -
[153] - Quote
TritusX wrote:I like how every time everything gets buffed everyone is scared it will be nerfed in this game. Yes, that's happened, but in other games, everyone praises buffs lol Because it's always buff-nerf.
At least it was.
Before the grand Rattati era, if something got buffed, and it was a smidgen too powerful on a single class, it got beat to death by the nerfing crew.
I am the bluedot. And I will rise again.
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Mad Syringe
ReDust Inc.
396
|
Posted - 2014.12.11 14:27:00 -
[154] - Quote
Aeon Amadi wrote:I've always been for Assaults having an Offensive role with Commandos having a Suppression role. Even had a few suggestions a while back, like increased magazine capacity for Commandos to be able to sustain fire for longer periods or Mass Driver splash radius/damage increase. Stuff like that. Basically, just ways for them to be able to put the hurt on the enemy and make them -want- to be in cover without just being silly like the HMG.
But this is exactly what they do now, the MD for example works on the commando, since it hurts to be in the blast radius.
If you take the damage away, it will cripple the suit.
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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Spkr4theDead
Red Star. EoN.
2465
|
Posted - 2014.12.11 14:50:00 -
[155] - Quote
I don't use any of the Caldari suits, but that is a far better bonus than reload speed. All the commandos have it, no need for an assault to have it too.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Riptalis
Horizons' Edge Proficiency V.
126
|
Posted - 2014.12.11 15:55:00 -
[156] - Quote
Yeah, I think the Logi's definitely need a speed buff. They're so slow and it's frustrating to be everywhere trying to support my team.
Python pilot
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7403
|
Posted - 2014.12.11 19:35:00 -
[157] - Quote
Mad Syringe wrote:Aeon Amadi wrote:I've always been for Assaults having an Offensive role with Commandos having a Suppression role. Even had a few suggestions a while back, like increased magazine capacity for Commandos to be able to sustain fire for longer periods or Mass Driver splash radius/damage increase. Stuff like that. Basically, just ways for them to be able to put the hurt on the enemy and make them -want- to be in cover without just being silly like the HMG. But this is exactly what they do now, the MD for example works on the commando, since it hurts to be in the blast radius. If you take the damage away, it will cripple the suit.
I dunno about it 'crippling' the suit but it'd certainly change it up a bit. As far as the Damage vs Suppression bit though, increased damage would be better suited for the Assault Suit while the increased splash radius would be more for suppression. Suppression being the Commando's thing, just seems to make more sense to me. It's harder to find suitable cover when the rounds can hit you from further away and suppression isn't really about killing so much as putting the target into submission; going where you want them to go.
Long-Term Roadmap
More Hard Questions
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8787
|
Posted - 2014.12.11 19:49:00 -
[158] - Quote
I'm A-OKAY with assaults getting the Damage buff. You wanna really make them serious slayers? Give them a minor sidearm damage buff too
Commandos in return should get reload, ammo, and max capacity. Combine with an HP buff, and you got some serious zoning capabilities.
I'm just imagining a Min Commando with an ACR and AMD. Can you imgaine the suppressive power? Like, a 10 round clip AMD with rapid reload and 48 rounds in reserve? 85 round ACR's? They shouldn't get the grenade though, they should be mid-long range fighters on most suits. You shouldn't be in grenade range if you are trying to suppress people like that.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Spectral Clone
Abandoned Privilege Top Men.
3338
|
Posted - 2014.12.11 19:51:00 -
[159] - Quote
Commandos should get a light weapon range bonus.
Cuz', you know, supression.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Foehammerr
Crux Special Tasks Group Gallente Federation
136
|
Posted - 2014.12.12 20:42:00 -
[160] - Quote
Aeon Amadi wrote:Mad Syringe wrote:Aeon Amadi wrote:I've always been for Assaults having an Offensive role with Commandos having a Suppression role. Even had a few suggestions a while back, like increased magazine capacity for Commandos to be able to sustain fire for longer periods or Mass Driver splash radius/damage increase. Stuff like that. Basically, just ways for them to be able to put the hurt on the enemy and make them -want- to be in cover without just being silly like the HMG. But this is exactly what they do now, the MD for example works on the commando, since it hurts to be in the blast radius. If you take the damage away, it will cripple the suit. I dunno about it 'crippling' the suit but it'd certainly change it up a bit. As far as the Damage vs Suppression bit though, increased damage would be better suited for the Assault Suit while the increased splash radius would be more for suppression. Suppression being the Commando's thing, just seems to make more sense to me. It's harder to find suitable cover when the rounds can hit you from further away and suppression isn't really about killing so much as putting the target into submission; going where you want them to go.
So basically Kill Assist: the dropsuit. They already perform their job good enough without changing roles. People don't want to be smacked around in the open by weapons hitting harder than their prototype counterparts, they'd probably want to seek cover. I don't know about you, but I would call that suppression.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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