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Oceltot Mortalis
53
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Posted - 2015.01.25 17:48:00 -
[1] - Quote
There are some things that just dont make sense to me. Feel free to enlighten me with facts and logic.
Like, why can I stick one Complex Armor mod on an GalAssault suit, making it the same amount of armor points as a Gallamando, but the assault moves .7 m/s faster, and sprints 1 m/s faster than the commando after the plate is applied. This fundamentally does not make sense. The commando gives up a grenade and several module slots to fit a second light weapon. We should not also sacrifice speed.
Sacrificing speed it more damaging to a dropsuit than sacrificing eHP. Take the Scout for example. He can maneuver and get himself out of trouble before his hitpoints are depleted. The commando cannot maneuver, and given the current TTK, it doesnt matter if he is brick tanked because he is not sentinel level brick tanked and does not usually carry a logi in his back pocket. And lastly, the commando has an enormous hit box compared to the Assault, and the effects are devastating anytime an HMG glances at us. The sad part is, I can barely out run him, even though he has 750+ eHP more than me.
Fixes:
-Leave the base speed where it is and institute a +.2 movement and sprint speed bonus with the Commando skill
-Open to suggestions from the community, or explanations as to why they should be slow.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Oceltot Mortalis
58
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Posted - 2015.01.25 21:58:00 -
[2] - Quote
Kierkegaard Soren wrote:Stamina buff. Movement buff. Slot layout equivalent to sentinels. Grenade slot.
I agree completely that the lack of speed cripples commandos when the fighting gets thick, as does the larger hitbox. Let's not get crazy here. I don't mind the slot layout, we do have to sacrifice something for the dual lights. But I see no reason why the commando can't stick a grenade or two in his pocket...
Talos Vagheitan wrote:A higher passive scan would make them pretty useful in city maps Agree'd. I don't think they need to suffer an eWar penalty either. They are designed to be running with assault suits, let's not make them blind and slow.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Oceltot Mortalis
59
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Posted - 2015.01.26 02:20:00 -
[3] - Quote
Iria Gren wrote:the problem as i see it is progression with basic gear the commando and the assault are a fare trade but at adv and proto the assault is better in every way. the answer to me would be to give a hp and ewar buff to adv and proto commando suites them selves like a 7/3% hp and 5% damping at adv and again at proto no new slots or any thing else. Iria, the problem does not lie in eHP. Like the OP stated, the application or maneuver of this eHP is what gets the Commando killed so often. I understand that many people see that the suit is a heavy frame and automatically think that it should be tanked. But it was designed with "Lone Wolf" play-style in mind. It has weapons for various encounters, and an equipment slot to sustain them for a longer period of time without support. It is does not have the capability of carrying a heavy weapon, and does not gain tank resistance for standing and fighting. They are guerrilla warfare machines that should move quickly around the battlefield. But someone forgot to finish designing it. They simply copied and pasted from the sentinel and stripped more modules off of it.
I say all that to say, they should be at least on par with Assaults. where as Pokey pointed out...
Pokey Dravon wrote:Assaults have 8 slots, Commandos have 4 Assaults are faster than Commandos Assaults have more stamina than Commandos Assaults have a grenade, Commandos do not Assaults can reach similar levels of HP as Commandos Assaults have better EWAR than Commandos Assaults have a smaller hitbox and strafe faster than Commandos So forgive me if I shoot down your eHP rework, and say that we need a lot more to compensate for this deficiency.
Aspiring Forum Warrior.
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Oceltot Mortalis
59
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Posted - 2015.01.26 02:37:00 -
[4] - Quote
Chit Hoppened wrote:Would adding in old school Commando Bonuses help?
Amarr - some Plates bonus Caldari - some Shield-type bonus Gallente - some Repair/Reactive bonus Minmatar - some Biotics/Regen bonus
It helped the first Commando out by increasing any kind of eHP Mod. Maybe we can help them out by making what little they do get better? not sure if trolling, or just didn't bother to read follow on posts....
Aspiring Forum Warrior.
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Oceltot Mortalis
59
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Posted - 2015.01.26 02:54:00 -
[5] - Quote
Chit Hoppened wrote: I wasn't explicitly speaking just eHP Mods. It was more meant to help the sheer lack of Slots on the Command'ohs. Making the Mods you do fit better is the idea, so an even +x%/lvl (even 1-2%/lvl) to all Mods Bonus would help. As far as Base Stats, Stamina and Regens could be better as well as possibly eWar and Base Speed. Hell, give them a second Equipment slot even. I will NEVER support Grenades on Command'ohs just due to PLC/Swarms/AV 'nades on a MinMand'oh. Tankers would hate life even more. I can understand that, however, no matter how effective the slot, reducing numbers eliminates a lot of flavors that you could have on a suit as opposed to only having enough room for the ones that keep you alive.
and as far as grenades go, I am in agreement with you there.
Aspiring Forum Warrior.
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Oceltot Mortalis
68
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Posted - 2015.01.27 04:22:00 -
[6] - Quote
thank you
Aspiring Forum Warrior.
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Oceltot Mortalis
72
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Posted - 2015.03.15 18:54:00 -
[7] - Quote
So I'm going to bring this thread back.
Hotfix Echo has deployed and vehicle balance has shipped with it. Now I know the Logi world has been waiting for a long time, and as such there is already a lot of talk on how to change it for the better. However, the commandos stand neglected, alone in the cold and no one to supply ammunition for their threadnoughts. So I necro'd this thread to bring some priority to the topic.
So in summary of what has been said so far, we have discussed factually:
Assaults have 8 slots, Commandos have 4 Assaults are faster and jump higher than Commandos Assaults have more stamina than Commandos Assaults have a grenade, Commandos do not Assaults can reach superior levels of HP than Commandos Assaults have better Scan Precision and Scan Profile than Commandos Assaults have a smaller hitbox and strafe faster than Commandos Assaults have a fitting bonus and can fit better modules, Commandos cannot even fit all proto on the few slots it has
MOVEMENT SPEED/STAMINA
COMMANDO- MINMATAR:4.25/150 CALDARI:4.05/125 GALLENTE:4.05/125 AMARR:3.85/200
ASSAULT- MINMATAR:5.30/200 CALDARI:5.00/175 GALLENTE:5.00/175 AMARR: 4.80/250
LOGISTICS- MINMATAR:5.00/175 CALDARI:4.70/150 GALLENTE:4.70/150 AMARR: 4.55/225
FULL PROTO EFFECTIVE HP
COMMANDO- MINMATAR:557.7 shield / 659.5 armor CALDARI:717.8 shield GALLENTE:945.5 armor AMARR: 1045.5 armor
ASSAULT- MINMATAR:552.9 shield / 831.5 armor CALDARI:706.75 shield GALLENTE:1086.25 armor AMARR: 1136.25 armor
LOGISTICS- MINMATAR:402.9 shield / 781.5 armor CALDARI:588 shield GALLENTE:967.5 armor AMARR: 856.5 armor
On to opinions.
With the introduction of myofibs (another ridiculous movement mechanic to rival strafing back and forth) the movement penalty to commandos hits even harder now. Also, the damage increase now no longer has a stacking bonus and a Gallente Assault suit can out DPS the commando with 3 complex damage mods, even though he has no bonus.
Most of these issues can not be resolved without identifying the Commando's role. I can accept the idea that Commandos should not out gun an Assault in one on one CQB engagement due to the idea that he is not specialized but a jack of AV+Infantry warfare, hence the disadvantage of a larger hit-box. But coupled with moving almost as slow as a sentinel, the commando does not even compete in CQB with an Assault or even a Logi (barring Minmatar who are almost on logi levels of other races) But what we are unable to calculate with numbers and spreadsheets is the ability to evade the crosshairs of the opponent. And that is worth more than eHP.
The Fix.
Buff Commando speed and stamina to Logi levels, not Assault levels. Add two more module slots. Keep health where it is. Increase the damage bonus by 0.5% for a total of 2.5% to a total of 15% at proto. Scale fitting appropriately... I personally dont want to dive into those maths, so someone else please post numbers. And grenades? No grenades.
The damage increase will allow the commandos to not be out DPS'd by their Assault counter-parts. The slot increase will allow for flexible fitting, opening up the dropsuit for emergent gameplay. And the movement buff will keep them from being shot like a fish in a bucket everytime someone closes within 10 meters.
Aspiring Forum Warrior.
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Oceltot Mortalis
72
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Posted - 2015.03.15 19:01:00 -
[8] - Quote
another viable solution, and albeit less well received by everyone else, would be to nerf everyone else's movement besides the commando.... MUAHAHA
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Oceltot Mortalis
78
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Posted - 2015.03.17 01:19:00 -
[9] - Quote
KA24DERT wrote:+1
Where do you think commando ewar should be? Ah, yes! I knew I was forgetting something. To be honest, with nothing in this game increasing your profile as a penalty for anything, it only makes sense to make it on par with Medium frames for scanning. I think having its own profile stay the same is not out of the question, and it is a large frame. But even with the proposed increase in slots, they still play at a 2 module deficit. Making them seriously reconsider adding Scan Precision modules that are barely effective even at proto.
Aspiring Forum Warrior.
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Oceltot Mortalis
78
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Posted - 2015.03.17 03:32:00 -
[10] - Quote
Updated with beautiful spreadsheet magic.
https://docs.google.com/spreadsheets/d/1V3amybv3sObBmDazDq09m2PMWXTieeMeb6n_afm1ogo/edit?usp=sharing
Aspiring Forum Warrior.
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Oceltot Mortalis
78
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Posted - 2015.03.19 03:17:00 -
[11] - Quote
tritan abbattere wrote:
Im not sure if the commando is broken. i played a basic minmatar commando in a match with another commando. we where soloing a outre point because we had tactical advantage. We can employ AV long range and short range just with the 2 of us. we are a big threat to all that come towards us. I think the point of a commando is being prepared for anything or jack of all trades. he should not be in direct combat most of the time but a bit off to the side to do lots of damage. that's just me though.
I'll say this, the minmatar is the least broken of all the factions because it moves the fastest. And as The-Errorist pointed out, the basic frames are the least broken tier as well, since they aren't subject to 1 module progression like the ADV and PRO.
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