Jerricho Lionheart
highland marines IMMORTAL REGIME
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Posted - 2015.01.01 20:09:00 -
[1] - Quote
Remembered that this was probably the wiser place to post suggestions like this, and here's hoping for some more discussion.
Hey there, everybody! I've been reading up on a lot of different threads for ideas and proposals that would help give the commando a more prominent place on the battlefield. I've been thinking about how to define the role that's currently sandwiched between the Sentinels and the Assaults. And no... I don't think it should turned into be a light/medium suit.
From what I've gathered, much of the community can agree to the notion that the Assaults should be about damage output, point breaching, and general bombardment. Whilst the Commandos should be the point defense, long lasting, suppression based platforms. (A bit opposed to what the devs were going for I think...)
So I figured the way to compare the two would be...The Assault is the fire that burns the brightest, while commando is the flame that endures the longest. With that mindset, I'm just going to propose a few general ideas that could balance out the last suit that I believe truly needs some assistance (okay, the Logi too, but that's not my expertise).
MOVEMENT SPEED: I think we can all agree that, with the exception of the Minmatar Commandos (and even then), their movement speed it far too slow. Right now, without the HP buffer of the Sentinel, nor the speed and maneuverability of an Assault, the Commando has a significant weakness when it comes to positioning that no other suit comes close to, not even factoring the terrible eWAR stats.
My first suggestion would be to enhance each Commando's movement speed, to place it in between that of an Assault and a Sentinel, boosting each one by approximately 15%.
Minmatar: Movement Speed: 4.74 | Sprint Speed: 6.52 Amarr: Movement Speed: 4.19 | Sprint Speed: 5.87 Caldari: Movement Speed: 4.42 | Sprint Speed: 6.19 (booyaka) Gallente:Movement Speed: 4.42 | Sprint Speed: 6.19
DAMAGE OUTPUT: As much as pains me to say it, I don't think the Commando needs, nor should have the damage increase it currently gets. Not only does it happen to throw AV balance out of whack, it also doesn't mesh thematically with how I believe the commando can work. I'm proposing the damage bonus should be removed from the Commandos, perhaps given to the Assaults and....
AMMO CAPACITY: ...replaced with a significant, and I mean significant bonus to the Commando's maximum ammo capacity. Focusing on giving the suits an everlasting presence, the Commando should be the last suit heading towards a supply depot or setting down/asking for a nanohive. The name of the game for these suits should be 'Battle of Attrition'; whereas the Assaults can lay down fire in heavy, and more powerful doses, the Commandos should be able to suppress their opponent into the need for a resupply (at the very least).
Minmatar: 8% bonus to projectile light weapon ammo capacity per level | +2 explosive or MD rounds per level Amarr:8% bonus to laser light weapon ammo capacity per level Caldari: 8% bonus to rail light weapon ammo capacity per level Gallente 8% bonus to plasma light weapon ammo capacity per level | +2 Plasma Cannon rounds per level
REGENERATION: Keeping with the idea that the Commando needs to be able to stay an ever-present force on the field, I think it wouldn't be unreasonable for there to be an overall buff to Shield Recharge Rate(SRR), Shield Recharge Delay(SRD), Shield Depleted Recharge Delay(SDRD), and Armor Repair Rate(ARR) on every Commando suit.
Minmatar:25 SRR| 5 SRD| 7 SDRD| 4 ARR Amarr:20 SRR| 6 SRD| 8 SDRD| 4 ARR Caldari: 35 SRR| 4 SRD| 6 SDRD| 3 ARR Gallente:20 SRR| 7 SRD| 9 SDRD| 6.5 ARR
SLOT ENHANCEMENT (the obvious one): It's been said by everybody in every commando discussion post, but Commandos should definitely have another slot, at every tier, and the additional PG/CPU in which to fit them.
Minmatar:Standard: 1 low, 2 high | Advanced: 2 low, 2 high | Proto: 2 low, 3 high Amarr:Standard: 2 low, 1 high | Advanced: 2 low, 2 high | Proto: 3 low, 2 high Caldari: Standard: 1 low, 2 high | Advanced: 1 low, 3 high | Proto: 1 low, 4 high Gallente:Standard: 2 low, 1 high | Advanced: 3 low, 1 high | Proto: 4 low, 3 high
OTHER THINGS: Grenades: Most everybody says the commando should have a grenade slot added but I have yet to hear an in-depth reason as to why, besides helping dedicated AV Commandos. I'm not saying ya or nay to the suggestion, I'm just not entirely convinced a grenade slot is necessary. Especially with the already proposed buffs.
Reload Speed: I'd keep it as the main bonus, honestly. It's solid and I've never heard anyone argue against it...Well the same could be said for the damage bonus, but I really don't believe that fits well with this class.
eWarfare: It's certainly not great but I don't believe it needs to be. Perhaps it could use a decrease in scan precision to match its Sentinel brethren, but I see it as a low priority.
Hit Point Buff: The reason I didn't suggest an increase in base HP is because I imagine the additional slots would help even out the disparity in health compared to the Assault and Sentinel suits.
Additional Equipment Slots: I was pondering if an additional equipment slot would have suited the class, but I felt like it would step on the toes of the Logistics. The scouts kind of do that enough as it is.
Well, that's all folks. Let me know what you guys think, and I'd love to hear some suggestions/arguments on the ideas I've brought up. Or you can just like if you agree, ignore/reply if you disagree. Sorry if the formatting is a bit strange, but thanks for reading it anyway.
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