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Kierkegaard Soren
THE HANDS OF DEATH RUST415
585
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Posted - 2014.12.12 14:44:00 -
[1] - Quote
First off, an apology; I'm doing this on my phone and the input lag is slower than an ambush played with Dust Brazil, so errors abound.
Now, as my signature suggests, I am very much a commando enthusiast, right from there first iteration. To say that they have come along way in terms of fun and viability since then would be something of an understatement, but to day that they're still a poorly designed suit that is difficult to keep alive on the battlefield is also true. Simply put it pays far too much in terms of raw suit stats and a lot count for the privelage of being able to equip two light weapons. The origonal fear that with too many slots it would manifest as an ++ber assault class were clearly way off the mark, and kts lack of a clearly defined role has made it tricky to fix. So, what to do? What niche do we fill?
I have a proposal obviously, but before I put it out there I need to get two ideas across to you all about how I think all suits work on a sort of meta level; the idea or of fitting depth and fitting breadth. A suit that can be fitted to excel in ore two specific roles on the battlefield can be said to have a depth of fitting within those roles; they are specialists that can just do it better for less but as a consequence lack overall tactical flexibility. Heavies and logis are prime examples of such suits. Breadth of fittin is the opposite of this, whereby the suit can fit to respond to any number of differen situations on the fly, bit are therefore generalists that cannot excel in aNy role in comparison to other more focused suits. Currently, we have no suit that embodies this completely. Assaults get close to it by sheer number of module slots that they have access to at higher tiers, but are let down by limited grenades and only one light weapon. Commandoes obviously have the latter but suffer in every other possible regard, making them very cautious and niche suits indeed.
What they need is a better breadth of options to play with in the fitting screen. They shouldn't have extra module slots because that just turns them into ponderous assaults. What they should have instead are grenades, sidearms and the skills to allow them to to just keep firing, always, all the time. So:
Kelp the slot count the same. Base speed increase +2 grenade slot +1 sidearm slot Role bonus: 5% increase to reload speed for light and sidearms Suit bonus: 5% increase to spare ammo capacity and magazine size for racial weapons.
That is a lot of guns. All of them, on fact. But it's still got he massive hitbox, the Above average hp, the lack of mobility. It's got the tools to deal with almost any situation but not the modules to enhance there performance, giving them the breadth but not the depth of fitting. Is this fair? Is this fun? Is this a true commando? Your thoughts, please.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Kierkegaard Soren
THE HANDS OF DEATH RUST415
586
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Posted - 2014.12.12 22:49:00 -
[2] - Quote
Thanks for the feedback everyone. Again this from my phone so I'll be brief; the sentinel slot layout is an excellent idea I could get behind, and I agree that sidearms might be redundant, although I have fond memories of my Amarr proto commando rocking a flaylock, it was a small bit noticeable addition.
I wanted two grenade slots, wasn't aware that this was not on the table for any suit. A shame. Passive scan buff was something I suggested in an earlier thread and I still like the idea of it; repurposing the frame into a command role that can direct squads from the back without sacrificing killing power sounds both unique and fun. Sentinels are cqc kings and until the hmg is repurposed to not do what it does now the commando will always be a second-rate shocktrooper, sadly.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Kierkegaard Soren
THE HANDS OF DEATH RUST415
589
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Posted - 2014.12.13 17:34:00 -
[3] - Quote
I believe that in the current meta commandos already have the highest passive regen out of all suit classes, with galmando having a base rep of about 5 per sec? The old old Amarr commando had a efficacy bonus to any modules that added hp/regen, which was a nice concept but poorly implemented (it maxed at +10%); a 5% per level to defensive module efficacy in place of the current damage bonus would make regen and plates really potent if you chose to fit them. Worth considering.
So, to summarise what we have as a loose sort of consensus this far:
Keep the reload speed bonus. Increase slot layout to match that of sentinel class. Addition of grenade slot, with possible increase to capacity compared to that of other suits. A strengthening of the suits survivability through better regen and faster movement speed. A strengthening of the suits native EWAR; probably through a lower precision strength so that they're not blind to other suits. Possible addition of a sidearm, but not a critical request. A more role-defining second suit bonus than the current damage bonus. Whilst nice to have, it's not particularly interesting.
Blue tags, I think it's over to you now :)
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Kierkegaard Soren
THE HANDS OF DEATH RUST415
589
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Posted - 2014.12.14 15:39:00 -
[4] - Quote
Bump. I like my suit. Make it better somebody please ;)
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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