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Pokey Dravon
OSG Planetary Operations Covert Intervention
4292
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Posted - 2015.01.06 22:49:00 -
[1] - Quote
Speed & Stamina: Yeah a bit could help. I'm pretty much obligated to fit a biotic to most of my fits to make up for poor base stats, and given the lack of slots...I'd rather not have to do that.
Slots: In general I'd like to see suit types within the same frame have the same slot layout. So giving the Commando an extra slot to match the layout of their Sentinel counterpart seems intuitive.
Grenade: Given all of their downsides, I think a grenade makes sense. I wouldn't mind having AV grenades on hand to finish off HAVs after cooking their shields with the PLC.
Scans: I've always seen the Commando as the big brother of the Assault as they share the same role. Similar EWAR seems like common sense.
Defensive Bonuses: Why not make a defensive bonus that's centric around HP regen specific to each class?
Caldari: +% to Shield Recharchers Minmatar: +% to Shield Regulators Gallente: +% to Armor Repairers Amarr: Maybe +% Reduction to Armor Plate Speed Penalty? N
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4294
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Posted - 2015.01.06 23:29:00 -
[2] - Quote
*drools at the idea of a Gallente Commando getting +25% to armor repairers*
Base 3HP/s
Complex Repper = 7.5 HP/s
Skill Lvl 5 (+25%) = 9.4 HP/s
Commando Lvl 5 (+25%) = 11.7 HP/s
3 Complex Reps...38.1HP/s
A complex Energizer with a +25% bonus would increase shield recharge by 93%...
Complex Regulator with +25% bonus would be a 48% reduction to recharge delay...
Might have to go with a +3% a level instead of +5%....might get out of hand with the modules but we'll see. It would be really sweet if we could produce a new type of playstyle based more around regen/fast recovery.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4298
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Posted - 2015.01.06 23:43:00 -
[3] - Quote
At a 25% bonus to Rechargers and Energizers, 4 Complex Energizers would push the Callmando up to 136.6 HP/s. Granted that's a totally ******** fit since it would drop its shield HP by 6% per energizer, but still kinda wild. I'll do a spreadsheet later with theoretical values for each suit.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4299
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Posted - 2015.01.07 00:08:00 -
[4] - Quote
P14GU3 wrote: Defense - Again we have to be careful about over-buffing the mando. Start with a slot count buff and see what kind of defense we start seeing. be.
I agree. I wouldn't give them more slots and the bonuses at the same time. Start with the slots and see where things land.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4301
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Posted - 2015.01.07 00:12:00 -
[5] - Quote
DeadlyAztec11 wrote:Pokey Dravon wrote:Speed & Stamina: Yeah a bit could help. I'm pretty much obligated to fit a biotic to most of my fits to make up for poor base stats, and given the lack of slots...I'd rather not have to do that.
Slots: In general I'd like to see suit types within the same frame have the same slot layout. So giving the Commando an extra slot to match the layout of their Sentinel counterpart seems intuitive.
Grenade: Given all of their downsides, I think a grenade makes sense. I wouldn't mind having AV grenades on hand to finish off HAVs after cooking their shields with the PLC.
Scans: I've always seen the Commando as the big brother of the Assault as they share the same role. Similar EWAR seems like common sense.
Defensive Bonuses: Why not make a defensive bonus that's centric around HP regen specific to each class?
Caldari: +% to Shield Recharchers Minmatar: +% to Shield Regulators Gallente: +% to Armor Repairers Amarr: Maybe +% Reduction to Armor Plate Speed Penalty? N I like the idea of having one or two of those buffs but if all of them are added then they just become better versions of Assaults.
Well each race would get one...plus the existing racial damage bonus.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4305
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Posted - 2015.01.07 01:30:00 -
[6] - Quote
DDx77 wrote:Great ideas.
I don't think your increase regen idea should be a bonus, simply buff what's there ie:
Increase Caldari: -Shield Recharge Minmatar: Shield Regulator Gallente: Armor Repairer Amarr: stamina?
Also increase speed a bit
I think they should also get a grenade slot despite av concerns
As far as ewar, I wish there was a way to have a logi version that maybe increases everyone's precision/range that are in close proximity. This logi commando would not get this ewar benefit, only those around them. It could be slower and have two equip slots.
Im a little confused about what you mean simply buff what's there. Just increase the base recharge rate and not give them a defensive bonus at all? What is your reasoning behind that?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4311
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Posted - 2015.01.07 21:29:00 -
[7] - Quote
Ok I got the framework for the spreadsheet hammered out as well as did calcs for some of the bonuses we discussed at 2%, 3%, 4%, and 5% per level as well as how that would affect the associated stat under the assumption that all skills are at 5 and Complex modules are in use.
https://docs.google.com/spreadsheets/d/1zUNJKnOL6LXui98cpWd3jpWCy8QaWSl--QOuN-uVx_s/edit?usp=sharing
Discuss! And feel free to tell me if I f**cked up the math.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4311
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Posted - 2015.01.07 21:55:00 -
[8] - Quote
Another direction you could go with any sort of additional bonus is giving them an offensive weapon bonus that specifically targets the racial weapons that the Assault doesnt affect, or affects in different way.
Amarr: Decreased Charge Time for Laser Weapons. Caldari : Decrease Charge Time/Decreased Recoil for Rail Weapons (Whichever one the Assault doesn't end up with). Gallente: Increase Splash Radius/Projectile Speed for Blaster Weapons (Not sure sure on this one tbh since it would only affect the PLC). Minmatar: Increase Splash Radius for Explosive Weapons.
As much of a fan of regen fits as I am, I'm thinking if the Commandos get a secondary bonus, that a more offensively oriented one would be the best choice.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4311
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Posted - 2015.01.07 22:11:00 -
[9] - Quote
MINA Longstrike wrote:Problem with your amarr commando suggestion of additional low pokey: Any assault with 3 high slots beats out a commando with only 1 for damage.
I really think that moving all commandos to a 3/2 or 2/3 is probably for the better (even though it flies in the face of some of the 'traditional' slot layouts). It gives the caldari commando the opportunity to actually use shield regulators (along side say a reactive plate), it allows gallente and amarr commando's to beat out their comparative racial assaults for damage (at least in the 'short term').
The minmatar commando really needs some buffing to its shield recharge value (18hp/sec, really?).
I'll admit I simply copied the Sentinel slot layout but did not cross check fits between them and the Assault so you raise a good point. I'd be curious to check to see what sort of relative resource cost is required for an assault to achieve what you describe. If the assault has to drop its defense below that of the Commando in order to gain more damage than the Commando, I don't see too much of a problem with that. I honestly see the two as fulfilling nearly the same role as attacking damage dealers so I'm fine with them being similar as long as one isn't clearly better than the other.
And yes, considering the Minmatar in EVE typically have badass shield recharge, I have no idea why it sucks so bad in Dust.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4312
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Posted - 2015.01.07 22:30:00 -
[10] - Quote
el OPERATOR wrote:Unless you're giving it a second equipment slot (and the cpu/pg/bw to use it) my MinMando would appreciate being left alone, thanks.
It's ok, you don't have to put anything in your extra high slot if you don't want to ^_^
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4313
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Posted - 2015.01.07 23:34:00 -
[11] - Quote
el OPERATOR wrote:Pokey Dravon wrote:el OPERATOR wrote:Unless you're giving it a second equipment slot (and the cpu/pg/bw to use it) my MinMando would appreciate being left alone, thanks. It's ok, you don't have to put anything in your extra high slot if you don't want to ^_^ I'd rather put it in a 2nd equipment slot or not risk "rebalancing" at all.
The last thing we need is another class starting to push in on the Logi's territory with equipment. I'm not happy with the Scout's getting 2 as it is.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4313
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Posted - 2015.01.07 23:53:00 -
[12] - Quote
el OPERATOR wrote: So pull that 2nd off the scouts, problem solved. Stupid they got it in the first place.
Well ok, but this thread isn't about Scouts ^_^
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4318
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Posted - 2015.01.08 15:31:00 -
[13] - Quote
Personally I'd suggest a slight increase to speed and stamina, the addition of the extra slot (MINA raises a good point about modified slot layouts), and the addition of a grenade slot. Hold off on modifying any sort of bonuses before we see where the cards land. Again as fun as regen bonuses would be, they could get overpowered quickly. I think that if any sort of bonus is added it might be best to look more at alternate weapon support skills, but again hold off on that until initial changes are made.
Oh and I'd tweak the minmatar shield regen rate up a bit, it's pretty dismal given that they're typically supposed to be shield tanked
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4414
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Posted - 2015.01.18 20:33:00 -
[14] - Quote
Vitantur Nothus wrote:@ Minmando Shield Regulator Bonus Quicker recharge delay would be swell if my recovery rate was better than 18 hp/sec. Would have to run regulator + energizer or recharger to get any mileage out of this perk ... that's 50% of the suit's slots.
Totally agree, Minmatar shield regen is too damn low, especially since the Commando lacks slots to properly boost it up.
Honestly I've been kicking around the general concept that Caldari have the short delay but slower regen so they're a slower but more constant recharge, whereas the Minmatar have a longer delay but a faster recharge rate.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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