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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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Kierkegaard Soren
Eridani Light Horse Striker
660
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Posted - 2015.01.25 17:57:00 -
[2] - Quote
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.
Dedicated Commando. CEO of Eridani Light Horse Strikers.
"He who can destroy a thing, controls a thing."
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Farith Caen
Savage Bullet
0
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Posted - 2015.01.25 21:41:00 -
[3] - Quote
Or just increase base movement and sprint, instead of making it exclusive. |
Talos Vagheitan
Ancient Exiles.
798
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Posted - 2015.01.25 21:50:00 -
[4] - Quote
A higher passive scan would make them pretty useful in city maps
Who cares what some sniper has to say
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Oceltot Mortalis
58
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Posted - 2015.01.25 21:58:00 -
[5] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4551
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Posted - 2015.01.26 00:48:00 -
[6] - 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.
Yep. Totally agree (iffy on grenade, but maybe)
"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
4551
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Posted - 2015.01.26 00:52:00 -
[7] - Quote
Oceltot Mortalis wrote:Let's not get crazy here. I don't mind the slot layout, we do have to sacrifice something for the dual lights
Consider the Assault which would be the comparable suit....
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
Commandos have plenty of disadvantages compared to Assaults in exchange for the extra light weapon, they could do with a slight buff in a handful of categories.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Iria Gren
Liquid Swords
86
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Posted - 2015.01.26 01:38:00 -
[8] - Quote
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. |
Oceltot Mortalis
59
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Posted - 2015.01.26 02:20:00 -
[9] - 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.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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The-Errorist
968
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Posted - 2015.01.26 02:22:00 -
[10] - Quote
Farith Caen wrote:Or just increase base movement and sprint, instead of making it exclusive. I would want that and make commandos progress with 2 modules slots per tier like medium frames.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Chit Hoppened
The Exemplars RISE of LEGION
403
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Posted - 2015.01.26 02:27:00 -
[11] - Quote
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?
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Oceltot Mortalis
59
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Posted - 2015.01.26 02:37:00 -
[12] - 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.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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Chit Hoppened
The Exemplars RISE of LEGION
403
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Posted - 2015.01.26 02:46:00 -
[13] - Quote
Oceltot Mortalis wrote: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....
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.
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Oceltot Mortalis
59
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Posted - 2015.01.26 02:54:00 -
[14] - 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.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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The-Errorist
969
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Posted - 2015.01.26 03:05:00 -
[15] - Quote
Chit Hoppened wrote:Oceltot Mortalis wrote: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.... 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. Did you at least bother to read post #10?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Chit Hoppened
The Exemplars RISE of LEGION
403
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Posted - 2015.01.26 03:14:00 -
[16] - Quote
The-Errorist wrote:Chit Hoppened wrote:Oceltot Mortalis wrote: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.... 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. Did you at least bother to read post #10?
What is this "reading" you speak of? 'Murica isn't known for it's edumaction.
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Bright Steel
Horizons' Edge
816
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Posted - 2015.01.26 03:37:00 -
[17] - Quote
Been running me Minmando more lately and have found the complex kincat worth the loss in potential health or rep. And then only as a support, requiring active blues holding/pushing the line for it to shine. The slow straff and big hotbox really hurts it in 1vrs1.
Solution: A) increase slots (2 per teir as mentioned)
B) move it to a medium frame and give it increased base speed, about equal to logi
C) leave as is with dramatic speed increase, equal or slightly less than assault.
My preference is A to allow for more diversity in fittinget.
Dust 514, the BEST WORST game you can't stop playing.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4554
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Posted - 2015.01.26 04:55:00 -
[18] - Quote
Oceltot Mortalis wrote: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.
Well the increase in slots is partially to open up more flexibility. A suit progression only having 2-4 slots when others have upwards of 4-9 is a little ridiculous. Base HP can be adjust as well but I think at the least making the Commandos match the Sentinels in terms of slots is a reasonable first step. Truthfully I have no dug deeply into eHP calcs for the commando, so this is mostly conceptual
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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The-Errorist
971
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Posted - 2015.01.26 11:55:00 -
[19] - Quote
I made a trello card just for this.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Oceltot Mortalis
68
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Posted - 2015.01.27 04:22:00 -
[20] - Quote
thank you
Aspiring Forum Warrior.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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The-Errorist
999
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Posted - 2015.02.05 02:22:00 -
[21] - Quote
I also have a spreadsheet of what I want slot progression for basic medium frames, logis, and commandos to be like.
My Basic medium frames, logis & Commandos
Racial tanks
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Starlight Burner
ROGUE RELICS VP Gaming Alliance
107
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Posted - 2015.02.05 09:49:00 -
[22] - Quote
I'd like to see the commando remade into a Medium Frame suit instead.
It's draw backs would have to make it weak but a good support suit.
Thank god for CCP Rattati!!
Rogue Relics is my home away from home.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
855
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Posted - 2015.02.05 16:10:00 -
[23] - Quote
The-Errorist wrote:I also have a spreadsheet of what I want slot progression for basic medium frames, logis, and commandos to be like.
i shall give you your 1000th like
and really they need to adjust the mobility. give more stamina and stamina regen to start. and buff armor and shield regen.
shields delays (not depleted delays) need to come down |
tritan abbattere
DBAG CORE
17
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Posted - 2015.02.06 01:19:00 -
[24] - Quote
Oceltot Mortalis wrote: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.
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 am the all mighty Tritan. Fear me for I am a MassHole
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The-Errorist
1002
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Posted - 2015.02.06 18:13:00 -
[25] - Quote
tritan abbattere wrote:Oceltot Mortalis wrote: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. 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. Standard commandos are relatively fine, what's not is ADV and PRO commandos compared to medium frames.
My Basic medium frames, logis & Commandos
Racial tanks
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4777
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Posted - 2015.02.06 19:37:00 -
[26] - Quote
Starlight Burner wrote:I'd like to see the commando remade into a Medium Frame suit instead.
It's draw backs would have to make it weak but a good support suit.
So basically an Assault with 2 light weapons?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Oceltot Mortalis
72
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Posted - 2015.03.15 18:54:00 -
[27] - 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.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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Oceltot Mortalis
72
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Posted - 2015.03.15 19:01:00 -
[28] - Quote
another viable solution, and albeit less well received by everyone else, would be to nerf everyone else's movement besides the commando.... MUAHAHA
Aspiring Forum Warrior.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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Georgia Xavier
Y.A.M.A.H
83
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Posted - 2015.03.15 19:45:00 -
[29] - Quote
Oceltot Mortalis wrote: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. I'd thumb you up twice if I could
How many amarr does it take to change a light bulb? none. The minmatar do it for them
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KA24DERT
TeamPlayers Negative-Feedback
1105
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Posted - 2015.03.16 06:58:00 -
[30] - Quote
+1
Where do you think commando ewar should be?
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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