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Fox Gaden
Immortal Guides Learning Alliance
5304
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Posted - 2014.12.04 13:46:00 -
[1] - Quote
Assault: The Assault suit should be the definitive slayer suit, the DPS class. They should have a straight forward damage bonus which clearly defines Assault as slayers, and once and for all puts fears of the return of the GÇ£Slayer LogiGÇ¥ to bed. This would clearly define the Assault role and allow the Logi to be balanced without the baggage of the past.
Commando: Heavy frame suits are about suppression fire. Heavy suits are meant to stop enemy advances, restrict movement, and force people to take cover. The Commando suit should be changed to fit this philosophy. To start with they should have a magazine (clip) size bonus to allow them to lay down more suppression fire before having to reload. Secondly, since they carry two light weapons, they should have a bonus which also benefits their racial specialty weapons: Laser Rifle, Mass Driver, Plasma Cannon, and Sniper Rifle.
Assault Bonuses:
Role Bonus: 5% reduction to PG/CPU cost of light/sidearm weapons
Amarr: +2% damage to laser weapons.
Mimatar: +2% damage to projectile and explosive weapons.
Gallente: +2% damage to hybrid GÇô blaster weapons.
Caldari: +2% damage to hybrid GÇô railgun weapons.
Commando Bonuses:
Amarr: +5% to Scrambler Rifle magazine (clip) size per level. 5% reduction to laser weaponry heat build-up per level.
Mimitar: +5% to Combat Rifle magazine (clip) size per level. +2% to splash damage per level.
Gallente: +5% to Plasma (Assault) Rifle magazine (clip) size per level. +5% to reload speed of Plasma weapons.
Caldari: +5% to Rail Rifle magazine (clip) size per level. +3% to Rail weapon rate of fire per level.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5304
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Posted - 2014.12.04 13:46:00 -
[2] - Quote
Commentary:
Assault: The Rock/Paper/Scissors balancing schema works out like this: Rock: Sentinel (Resistance and Health) Paper: Scout (Speed and stealth so that can rap around behind the Rock.) Scissors: Assault (Sharp cutting edge, as in a Damage Bonus)
The defining aspect of the Assault suit should be its ability to dish out damage with light weapons and sidearms. This also helps to differentiate Assaults from Logi, and gives Assault suits an advantage in a head to head fight against Scouts.
Commando: Commando should be the suppression fire suit. It does not have the speed to dash for cover like an Assault suit when it takes fire, so it needs to be able to lay down a higher volume of fire to convince its opponents to take cover instead. The larger magazine (clip) size will allow it to maintain fire longer, and with greater health than an Assault suit the Commando is better equipped to take advantage of longer sustained fire.
Amarr Commando: Of course a larger magazine (clip) size on the Scrambler Rifle would not help the Amarr Commando much without a heat reduction bonus to go along with it, and heat reduction is the obvious bonus for the Laser Rifle as well.
Minmatar Commando: The magazine (clip) size is a very good bonus on the Combat Rifle. So we give the Minmatar Commando a bonus to Splash Damage to benefit the Mass Driver. While a splash damage buff does not benefit the Combat Rifle, or the SMG, it does buff Grenades and the Flaylock Pistol.
Gallente Commando: The magazine (clip) size is a very good bonus on the Plasma (Assault) Rifle. The reload bonus while not stunning for the Plasma (Assault) Rifle, is probably the best bonus you can get for the Plasma Cannon, and it applies to the Shotgun as well.
Caldari Commando: Again, the magazine (clip) size bonus is very good for Rail Rifles. The Rate of Fire bonus applies to both the Rail Rife and the Sniper Rifle (excluding the Charged Sniper Rifle), as well as the Bolt Pistol and MagSec.
Alternative bonuses which could be used for the Caldari Commando instead of Rate of Fire: -Kick Reduction, which would improve the benefit of the larger Clip on the Rail Rifle, but I am not sure how much it would help the Sniper Rifle. -Reduced Charge time, would help the Rail Rifle and the Charged Sniper Rifle, but not the other two Sniper Rifles.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Varoth Drac
Titans of Phoenix
451
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Posted - 2014.12.04 14:08:00 -
[3] - Quote
I quite like the idea. However I would change the Caldari commando rate of fire bonus to a swarm launcher bonus, maybe reduced lock on time.
Commandos are naturally good AV suits, and I believe the Caldari's preferred weapon type are actually missiles more than rail weapons. |
Atiim
Titans of Phoenix
14119
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Posted - 2014.12.04 14:26:00 -
[4] - Quote
Those Commando bonuses aren't great.
Nobody needs an increased mag size to any weapon but the CR, and an increased SCR mag size is worthless as you'll always overheat before reaching the end of it. You also don't need a better reload speed when you can invest into Reload Speed and use the animation canceling technique.
The ability to increase your engagement time (which is what mag increases do) is also pointless when you have a different suit which allows you to end your engagements quickly (which is what DPS increases do).
Basically, people would be much more inclined to choose the Assault over Commando as finishing firefights quickly is much better in competitive environments (well, all environments really) than allowing your fire-fights to last longer.
The 1st Matari Commando
-HAND
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JIAF-PR
148
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Posted - 2014.12.04 15:07:00 -
[5] - Quote
Fox Gaden wrote:Assault Bonuses:
Role Bonus: 5% reduction to PG/CPU cost of light/sidearm weapons
Amarr: +2% damage to laser weapons.
Mimatar: +2% damage to projectile and explosive weapons.
Gallente: +2% damage to hybrid GÇô blaster weapons.
Caldari: +2% damage to hybrid GÇô railgun weapons. Totally agree
Fox Gaden wrote:b]Commando Bonuses[/b]: Role Bonus: +5% magazine (clip) size of light/sidearm weapons per level.
Amarr: 5% reduction to laser weaponry heat build-up per level.
Mimitar: +2% to splash damage per level.
Gallente: +5% to reload speed of Plasma weapons.
Caldari: +3% to Rail weapon rate of fire per level.
This change I think it would go better (to give it an advantage to the Commando over the other suits with any weapon, anyway racial bonus encourage use racial weapons); but even changing the bonuses to the Commando I think the racial bonus of the Gallente and the Caldari should be revised (for the moment, I don't have any suggestion to replace them).
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
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Terry Webber
Molon Labe. General Tso's Alliance
525
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Posted - 2014.12.04 15:11:00 -
[6] - Quote
Which is why Fox gave the Amarr Commando a heat reduction skill bonus, Atiim. It's right there in black and white. |
Atiim
Titans of Phoenix
14119
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Posted - 2014.12.04 15:18:00 -
[7] - Quote
Terry Webber wrote:Which is why Fox gave the Amarr Commando a heat reduction skill bonus, Atiim. It's right there in black and white. I read them both, and it doesn't change anything as you'll still overheat well before you reach the end of the magazine.
The 1st Matari Commando
-HAND
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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.04 15:25:00 -
[8] - Quote
I don't think the SCR is much of a suppressive weapon so I am to assume the amarr commando will mostly use the aSCR. Also the caldari commando bonus is kinda OP compared to the bonuses you gave the other commandos, it will give them the best range and dps.
We should not forget some necessary bonuses for the assaults like heat reduction for the amarr, and recoil for the caldari although these should be small.
Also maybe make the caldari and gallente bonuses for all hybrid weapons :)
supercalifragilisticexpialidocious
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Fox Gaden
Immortal Guides Learning Alliance
5307
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Posted - 2014.12.04 15:36:00 -
[9] - Quote
Varoth Drac wrote:I quite like the idea. However I would change the Caldari commando rate of fire bonus to a swarm launcher bonus, maybe reduced lock on time.
Commandos are naturally good AV suits, and I believe the Caldari's preferred weapon type are actually missiles more than rail weapons. I added that to the list of alternate bonuses for the Caldari Commando.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 15:43:00 -
[10] - Quote
Atiim wrote:Terry Webber wrote:Which is why Fox gave the Amarr Commando a heat reduction skill bonus, Atiim. It's right there in black and white. I read them both, and it doesn't change anything as you'll still overheat well before you reach the end of the magazine. So does the Burst HMG, which I use regularly. Even if you can't just hold the trigger down in a continuous spray down range, with proper heat management being able to fire more rounds before you are forced to reload is a good thing.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 15:51:00 -
[11] - Quote
BL4CKST4R wrote:Also the caldari commando bonus is kinda OP compared to the bonuses you gave the other commandos, it will give them the best range and dps. Here was my thinking on that. If Caldari get a bonus to rate of fire, that does not change the Kick or Charge time which are the balancing factors on the Rail Rifle.
Reducing Kick would be better for suppressive fire, but people never value Kick reduction as much as they value something that increases DPS directly.
Reducing Charge time would be fine for the Rail Rifle, but might be OP for the Charged Sniper Rifle. On the other hand the Charged Sniper Rifle now only has 3 rounds in the clip, so maybe that would be ok.
Reduced Swarm Launcher lock time would finally put the Swarm Launcher back in the hands of a Caldari suit, but it does not benefit the Rail Rifle at all. (Maybe if we combined the Charge Time and Lock Time bonuses?)
The Caldari bonus definitely deserves further discussion.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.04 16:05:00 -
[12] - Quote
Fox Gaden wrote:BL4CKST4R wrote:Also the caldari commando bonus is kinda OP compared to the bonuses you gave the other commandos, it will give them the best range and dps. Here was my thinking on that. If Caldari get a bonus to rate of fire, that does not change the Kick or Charge time which are the balancing factors on the Rail Rifle. Reducing Kick would be better for suppressive fire, but people never value Kick reduction as much as they value something that increases DPS directly. Reducing Charge time would be fine for the Rail Rifle, but might be OP for the Charged Sniper Rifle. On the other hand the Charged Sniper Rifle now only has 3 rounds in the clip, so maybe that would be ok. Reduced Swarm Launcher lock time would finally put the Swarm Launcher back in the hands of a Caldari suit, but it does not benefit the Rail Rifle at all. (Maybe if we combined the Charge Time and Lock Time bonuses?) The Caldari bonus definitely deserves further discussion.
I'm thinking a bigger clip bonus and recoil reduction, the goal of the suit is to suppress and with how recoil works on the RR it will go crazy before half the clip has ran out, rof would hinder it's suppressive abilities by making this happen faster but some will just use the suit as a slayer and they will be buffed. But if we further increase the clip, and reduce recoil it will turn the RR into a true long.
supercalifragilisticexpialidocious
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 16:11:00 -
[13] - Quote
BL4CKST4R wrote:Fox Gaden wrote:BL4CKST4R wrote:Also the caldari commando bonus is kinda OP compared to the bonuses you gave the other commandos, it will give them the best range and dps. Here was my thinking on that. If Caldari get a bonus to rate of fire, that does not change the Kick or Charge time which are the balancing factors on the Rail Rifle. Reducing Kick would be better for suppressive fire, but people never value Kick reduction as much as they value something that increases DPS directly. Reducing Charge time would be fine for the Rail Rifle, but might be OP for the Charged Sniper Rifle. On the other hand the Charged Sniper Rifle now only has 3 rounds in the clip, so maybe that would be ok. Reduced Swarm Launcher lock time would finally put the Swarm Launcher back in the hands of a Caldari suit, but it does not benefit the Rail Rifle at all. (Maybe if we combined the Charge Time and Lock Time bonuses?) The Caldari bonus definitely deserves further discussion. I'm thinking a bigger clip bonus and recoil reduction, the goal of the suit is to suppress and with how recoil works on the RR it will go crazy before half the clip has ran out, rof would hinder it's suppressive abilities by making this happen faster but some will just use the suit as a slayer and they will be buffed. But if we further increase the clip, and reduce recoil it will turn the RR into a true long. How about instead of reducing Kick, we reduce Charge Time so you can burst fire more effectively to deal with Kick?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3816
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Posted - 2014.12.04 16:11:00 -
[14] - Quote
Honestly I think people latch onto the Commando's flavor text a bit too much and focus on the 'suppression' word. I think the issue in my mind comes from the fact that adding a bonus doesn't necessarily turn a weapon into a suppression weapon. Like magazine size for a Plasma Rifle doesn't really make it better at suppressing weapon because you're still forced to be in close range, and the magazine size on the Plasma Rifle is plenty big as is. I mean, it's kind of hard to suppress an enemy who's weapon outranges you most of the time, you know?
Probably the only two true suppression weapons I can think of is the Laser Rifle and the Mass Driver. The laser rifle's range and DPS allow it to absolutely tear things apart given the right range, and acts as the perfect area denial/suppression weapon. The Mass Driver obviously has the capability of applying damage over a wide area and can push enemies out of an area with sustained fire. So bonuses to these weapons? Awesome. The problem is we dont have weapons for Caldari or Gallente that properly fill the suppression role, so its difficult to come up with bonuses to affect those weapons for each of the 4 Commandos. Plus since they get two weapons each that basically means that even with 4 suppression weapons, they're only getting half benefit. Get what I'm saying?
I mean let's be honest here, I love the Commando, it's awesome, but it should have never been born. Assaults should have always had two light weapons and filled that role from the start. However they do exist so we have to see what to do with them. I earnestly believe that Assaults and Commandos should just fill very similar roles. They're made to attack, but they do certain things a little differently. Commandos are slow with HP and plow up the middle, Assaults are faster with less HP (Well not really but Commandos need a buff) and flank around. I think it's fine if they both have a damage bonus, as they're both attackers, and then their secondary bonuses can modify the role in a unique way for each. I mean one idea that I'm a huge fan of is that the Assault's damage and weapon support bonuses allow it to fit and use racial weapons extremely efficiently by offsetting the downsides of the weapon and making it more flexible. The Commando on the other hand maintains one light weapon for Anti Infantry defense but also can carry a Light AV weapon, making it a dangerous AV platform without becoming overly weak against infantry. Granted that too would require more weapons, but I think you get my point.
Hotfix Delta Sentinel eHP Calcs
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MINA Longstrike
Kirjuun Heiian
1728
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Posted - 2014.12.04 16:14:00 -
[15] - Quote
No, these changes are bad. I'm relatively content with how things are currently, though there are a few problems. Swapping the existing role bonuses on the two creates far more problems than it fixes.
Assaults are the go to slayers due to their slot versatility. Commandos are specialists that perform tasks well but do not manage prolonged engagements well, instead playing much better to hit and fade tactics.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Atiim
Titans of Phoenix
14120
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Posted - 2014.12.04 16:17:00 -
[16] - Quote
Fox Gaden wrote:Atiim wrote:Terry Webber wrote:Which is why Fox gave the Amarr Commando a heat reduction skill bonus, Atiim. It's right there in black and white. I read them both, and it doesn't change anything as you'll still overheat well before you reach the end of the magazine. So does the Burst HMG, which I use regularly. Even if you can't just hold the trigger down in a continuous spray down range, with proper heat management being able to fire more rounds before you are forced to reload is a good thing. Besides, a heat reduction bonus applies equally well to both the Laser Rifle and the Scrambler Rifle, so if the clip size bonus is not as good for Amarr, it still probably balances out overall. Except unlike the Burst HMG, the reload in the SCR is extremely fast so you'll never worry about having a low or empty mag, especially considering how since players usually reloadafter every seizure.
Heat Reduction is fine, but what's the point of having two bonuses if the second one offers nothing in competitive scenarios?
The 1st Matari Commando
-HAND
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JIAF-PR
148
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Posted - 2014.12.04 16:25:00 -
[17] - Quote
Everyone here is agree then that existing bonuses of the Assault suits (proposed here pass on to the Commando, essentially) are crappy bonuses?
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3816
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Posted - 2014.12.04 16:29:00 -
[18] - Quote
JIAF-PR wrote:Everyone here is agree then that existing bonuses of the Assault suits (proposed here pass on to the Commando, essentially) are crappy bonuses?
On the contrary, heat buildup reduction for Amarr and Magazine Size for Minmatar are quite useful bonuses.
Hotfix Delta Sentinel eHP Calcs
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 16:33:00 -
[19] - Quote
Pokey Dravon wrote:Honestly I think people latch onto the Commando's flavor text a bit too much and focus on the 'suppression' word. I think the issue in my mind comes from the fact that adding a bonus doesn't necessarily turn a weapon into a suppression weapon. Like magazine size for a Plasma Rifle doesn't really make it better at suppressing weapon because you're still forced to be in close range, and the magazine size on the Plasma Rifle is plenty big as is. I mean, it's kind of hard to suppress an enemy who's weapon outranges you most of the time, you know?
Probably the only two true suppression weapons I can think of is the Laser Rifle and the Mass Driver. The laser rifle's range and DPS allow it to absolutely tear things apart given the right range, and acts as the perfect area denial/suppression weapon. The Mass Driver obviously has the capability of applying damage over a wide area and can push enemies out of an area with sustained fire. So bonuses to these weapons? Awesome. The problem is we dont have weapons for Caldari or Gallente that properly fill the suppression role, so its difficult to come up with bonuses to affect those weapons for each of the 4 Commandos. Plus since they get two weapons each that basically means that even with 4 suppression weapons, they're only getting half benefit. Get what I'm saying?
I mean let's be honest here, I love the Commando, it's awesome, but it should have never been born. Assaults should have always had two light weapons and filled that role from the start. However they do exist so we have to see what to do with them. I earnestly believe that Assaults and Commandos should just fill very similar roles. They're made to attack, but they do certain things a little differently. Commandos are slow with HP and plow up the middle, Assaults are faster with less HP (Well not really but Commandos need a buff) and flank around. I think it's fine if they both have a damage bonus, as they're both attackers, and then their secondary bonuses can modify the role in a unique way for each. I mean one idea that I'm a huge fan of is that the Assault's damage and weapon support bonuses allow it to fit and use racial weapons extremely efficiently by offsetting the downsides of the weapon and making it more flexible. The Commando on the other hand maintains one light weapon for Anti Infantry defense but also can carry a Light AV weapon, making it a dangerous AV platform without becoming overly weak against infantry. Granted that too would require more weapons, but I think you get my point. Pokey, I agree that it would have been better to give the Assault two light weapons rather than introducing the Commando suit in the first place, but as you say, since we have the Commando suit now we might as well take a shot at defining the difference between the Assault and Commando suits. Besides, some people might get a bit peeved if we remove the Commando suit at this point. In my proposal I also considered Scout, Logi, and Sentinel in order to fit the Assault and Commando into an overall philosophy.
You seem to be suggesting that we leave the bonuses the way they are and just give Assault suits a Damage bonus over top of what they have now. I have suggested this myself in the past, and I still donGÇÖt object to going that route.
In regard to my proposal here, do you think that instead of having a uniform role bonus for Commando we should give them two customized bonuses? Then we could give the Gallente Comando Assault Rifle range + Plasma weapon reload. That would give them more reach with the Assault Rifle to make up for their slower movement and allow the Assault Rifle to be more effective at area denial over open ground.
As to Caldari, while they donGÇÖt have a suppressive fire weapon, I see the Sniper Rifle as a very effective area denial weapon. You could argue that the Rail Rifle is adapt at area denial as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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MINA Longstrike
Kirjuun Heiian
1728
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Posted - 2014.12.04 16:34:00 -
[20] - Quote
JIAF-PR wrote:Everyone here is agree then that existing bonuses of the Assault suits (proposed here pass on to the Commando, essentially) are crappy bonuses?
No, many of the existing assault bonuses are ****ing amazing if you understand what they actually do. The assault bonuses that increase performance as fight duration extends. Amarr and Min = Damage per magazine bonuses, Gallente = Twitch and stay accurate while fighting on the move, Cal = less downtime. The cal and gal ones are usually pretty hotly debated, many cal would also like kick reduction, and some gal feel that their bonus to strafe combat isn't that great.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 16:35:00 -
[21] - Quote
MINA Longstrike wrote:No, these changes are bad. I'm relatively content with how things are currently, though there are a few problems. Swapping the existing role bonuses on the two creates far more problems than it fixes.
Assaults are the go to slayers due to their slot versatility. Commandos are specialists that perform tasks well but do not manage prolonged engagements well, instead playing much better to hit and fade tactics. The problem is the Logi also have slot versatility, and with fears of the comeback of the "Slayer Logi" the Logi suit rebalancing has been delayed too long already.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 16:37:00 -
[22] - Quote
Atiim wrote:Fox Gaden wrote:Atiim wrote:Terry Webber wrote:Which is why Fox gave the Amarr Commando a heat reduction skill bonus, Atiim. It's right there in black and white. I read them both, and it doesn't change anything as you'll still overheat well before you reach the end of the magazine. So does the Burst HMG, which I use regularly. Even if you can't just hold the trigger down in a continuous spray down range, with proper heat management being able to fire more rounds before you are forced to reload is a good thing. Besides, a heat reduction bonus applies equally well to both the Laser Rifle and the Scrambler Rifle, so if the clip size bonus is not as good for Amarr, it still probably balances out overall. Except unlike the Burst HMG, the reload in the SCR is extremely fast so you'll never worry about having a low or empty mag, especially considering how since players usually reloadafter every seizure. Heat Reduction is fine, but what's the point of having two bonuses if the second one offers nothing in competitive scenarios? If we were to give two custom bonuses, rather than giving a Clip size bonus across the board, what would you give the Amarr Commando as a second bonus?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3816
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Posted - 2014.12.04 16:46:00 -
[23] - Quote
Fox Gaden wrote: You seem to be suggesting that we leave the bonuses the way they are and just give Assault suits a Damage bonus over top of what they have now. I have suggested this myself in the past, and I still donGÇÖt object to going that route.
In regard to my proposal here, do you think that instead of having a uniform role bonus for Commando we should give them two customized bonuses? Then we could give the Gallente Comando Assault Rifle range + Plasma weapon reload. That would give them more reach with the Assault Rifle to make up for their slower movement and allow the Assault Rifle to be more effective at area denial over open ground.
As to Caldari, while they donGÇÖt have a suppressive fire weapon, I see the Sniper Rifle as a very effective area denial weapon. You could argue that the Rail Rifle is adapt at area denial as well.
Yes I think Assault's current theme of bonuses works (Cal needs a lot of work, Gal might need some tweaking) but the concept is solid. I also think they would do will with a damage bonus as it would solidify their role as 'Slayers' and put the damn Slayer Logi fears to rest.
As for Bonuses, if you actually look at other roles, namely Scout and Sentinel, they each have 1-2 Role Bonuses and then 2 Racial Bonuses. One could argue that Assaults technically have 3 role bonuses but if thats true than Logis have like....7. I think it's safe to say that Assaults simply get 1 Role Bonus of "Weapon Fitting Reduction" just as Logis get "Equipment Fitting Reduction" That being said what you really have are Scouts and Sentinels with 1-2 Role and 2 Racial, where Commandos, Logis, and Assaults have only 1 Role and 1 Racial. I think therefor its reasonable that *all* classes get 2 racial bonuses.
So in this case Assaults would keep the Role Bonus (Weapon Fitting), Racial Weapon Support, as well Racial Weapon Damage. Commandos would maintain their Role Bonus (Reload Speed - Because that **** is kickass for AV weapons), Racial Damage, and then receive some additional Racial Bonus. That's the general principle of how I see it.
I get very wary of Range Bonuses, especially since Rattati has balanced DPS against Range, and range bonuses kinda mess that up.
Sniper RIfle is......ehhhh sorta area denial? Kinda? Maybe?
Rail Rifle could be consider suppression probably, but that's mostly because it has superior range to everything else (save like a Sniper RIfle)
Hotfix Delta Sentinel eHP Calcs
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Fox Gaden
Immortal Guides Learning Alliance
5309
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Posted - 2014.12.04 16:58:00 -
[24] - Quote
Pokey Dravon wrote:Yes I think Assault's current theme of bonuses works (Cal needs a lot of work, Gal might need some tweaking) but the concept is solid. I also think they would do will with a damage bonus as it would solidify their role as 'Slayers' and put the damn Slayer Logi fears to rest.
As for Bonuses, if you actually look at other roles, namely Scout and Sentinel, they each have 1-2 Role Bonuses and then 2 Racial Bonuses. One could argue that Assaults technically have 3 role bonuses but if thats true than Logis have like....7. I think it's safe to say that Assaults simply get 1 Role Bonus of "Weapon Fitting Reduction" just as Logis get "Equipment Fitting Reduction" That being said what you really have are Scouts and Sentinels with 1-2 Role and 2 Racial, where Commandos, Logis, and Assaults have only 1 Role and 1 Racial. I think therefor its reasonable that *all* classes get 2 racial bonuses.
So in this case Assaults would keep the Role Bonus (Weapon Fitting), Racial Weapon Support, as well Racial Weapon Damage. Commandos would maintain their Role Bonus (Reload Speed - Because that **** is kickass for AV weapons), Racial Damage, and then receive some additional Racial Bonus. That's the general principle of how I see it. This is proving to be a very interesting discussion. Your proposal sounds reasonable and is a less drastic change than my own.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3817
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Posted - 2014.12.04 17:02:00 -
[25] - Quote
I think in general people try very hard to make the Assaults and Commandos distinctively different....and I don't think they are. I think filling the same general role but doing so in a slightly different way is going to really make them both shine. I mean as I stated before I think I like the Commando being the Vehicle Killer and the Assault being the Infantry Killer makes the most intuitive sense to me, but we would probably need more Light AV weapons first (which are on the cards from what I'm tracking of Rattati's Discussions)
EDIT: Don't get me wrong, I rather like some of your bonuses. Like the Splash Damage is awesome for Minmatar Commando.
Hotfix Delta Sentinel eHP Calcs
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Drecain Midular
Molon Labe. General Tso's Alliance
23
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Posted - 2014.12.09 14:05:00 -
[26] - Quote
This thread +1 |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5692
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Posted - 2014.12.09 14:34:00 -
[27] - Quote
Sorry fox. Sh*t bonuses on assaults don't magically become good when you swap them to commandos.
On any weapon with less than 2 sec reload time reload speed is a wasted suit bonus.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides Learning Alliance
5361
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Posted - 2014.12.09 16:13:00 -
[28] - Quote
Breakin Stuff wrote:Sorry fox. Sh*t bonuses on assaults don't magically become good when you swap them to commandos.
On any weapon with less than 2 sec reload time reload speed is a wasted suit bonus. I was operating under the assumption that a reload speed bonus would be a direct DPS increase to a weapon with a 1 round clip, however I am not overly experienced with the Plasma Cannon, having not used it in quite some time, so I could very well be wrong on that. If so, then Gallente should have a different bonus that increases DPS.
Any suggestions?
I am also not apposed to Pokey Dravon's suggestion of leaving the bonuses essentially as they are and just adding a Damage Bonus for the Assault suits on top of what they already have. That was essentially what I was advocating 2 or 3 months ago.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3875
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Posted - 2014.12.09 16:37:00 -
[29] - Quote
Fox Gaden wrote:Breakin Stuff wrote:Sorry fox. Sh*t bonuses on assaults don't magically become good when you swap them to commandos.
On any weapon with less than 2 sec reload time reload speed is a wasted suit bonus. I was operating under the assumption that a reload speed bonus would be a direct DPS increase to a weapon with a 1 round clip, however I am not overly experienced with the Plasma Cannon, having not used it in quite some time, so I could very well be wrong on that. If so, then Gallente should have a different bonus that increases DPS. Any Plasma Cannon users want to tell me if a 25% reload speed bonus would be a sufficient buff to the Plasma Cannon? Any suggestions for a different bonus? I am also not apposed to Pokey Dravon's suggestion of leaving the bonuses essentially as they are and just adding a Damage Bonus for the Assault suits on top of what they already have. That was essentially what I was advocating 2 or 3 months ago.
Well 25% Reload is the bonus Commandos get, and honestly it feels about right on my Plasma Cannon. Reload to V and Commando to V gives you around 2.2 second reload which is pretty solid. I would not buff it beyond that.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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