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Balamob
Amarr Templars Amarr Empire
46
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Posted - 2015.02.24 18:27:00 -
[1] - Quote
I only have seen minmando on PC because it uses the most versatile weapon on dmg (highest RPM) and the swarm launcher, besides that all the rest are not very useful, being the caldari and amarr the worst, gallente is meh. Maybe reducing the time it takes for the shields to start recharging, let them have the time it takes to start to regen like sentinels.
exMAG vet.
Sver faction
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killertojo42
KnightKiller's inc.
160
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Posted - 2015.02.24 18:51:00 -
[2] - Quote
They have the least module slots in the game and assaults can just out tank a commando while still moving faster, honestly I'd say just commandos a CPU and PG buff then give them the same module set up as their respective scouts, their issue is no versatility and an increase in module slots would fix that
Because both of us dying as I'm in my nomad BPO is to my benefit
Rank 10 winmataar
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Adipem Nothi
Nos Nothi
6886
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Posted - 2015.02.24 18:55:00 -
[3] - Quote
+1 Slot + PG/CPU + Speed (just a little)
Shoot scout with yes.
- Ripley Riley
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Talos Vagheitan
Ancient Exiles.
1024
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Posted - 2015.02.24 18:58:00 -
[4] - Quote
Here's some brainstorm ideas.
- Make Commando the only heavy frame that can hold light weapons. - Give Commando's a huge passive scan bonus. Make them into somewhat EWAR platforms. - Give them a grenade slot (or 2) - Experimental bonuses that supplement the squad: Squad gets 10% more ammo, - Turn commando's into a mobile damage mod: When near a squadded commando gain +3% damage or RoF
Who cares what some sniper has to say.
CCP, let's push for the license of Dust/Legion on both current Gen consoles!
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Nocturnal Soul
Primordial Threat
5513
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Posted - 2015.02.24 19:05:00 -
[5] - Quote
Make it a light frame
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Atiim
Heaven's Lost Property Negative-Feedback
15762
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Posted - 2015.02.24 19:09:00 -
[6] - Quote
I'm almost done with mine, if you want to take a look.
The 1st Matari Commando
-HAND
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DRT 99
OUTCAST MERCS RISE of LEGION
134
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Posted - 2015.02.24 19:26:00 -
[7] - Quote
if commandos get a buff to ehp they need to lose the damage bonuses |
Atiim
Heaven's Lost Property Negative-Feedback
15763
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Posted - 2015.02.24 19:31:00 -
[8] - Quote
DRT 99 wrote:if commandos get a buff to ehp they need to lose the damage bonuses That's a solid argument you have there.
The 1st Matari Commando
-HAND
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
881
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Posted - 2015.02.24 19:33:00 -
[9] - Quote
your slot progression is a bit much. i think the slots are fine if you buff the base stats like you suggest and increase the damage bonus to 3%
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Alex-ZX
Valor Coalition Red Whines.
277
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Posted - 2015.02.24 19:58:00 -
[10] - Quote
Balamob wrote:I only have seen minmando on PC because it uses the most versatile weapon on dmg (highest RPM) and the swarm launcher, besides that all the rest are not very useful, being the caldari and amarr the worst, gallente is meh. Maybe reducing the time it takes for the shields to start recharging, let them have the time it takes to start to regen like sentinels.
They need a pretty good rework, they are suxy as hell. The cal and min sux doing shield tanking, horrible regeneration, horrible timers And gal amarr, are really slow. And tanking is like being the worst heavy, I prefer using assaults or heavies instead commandos.
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1778
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Posted - 2015.02.24 20:06:00 -
[11] - Quote
As much as I would like to agree with you, we would have to take away swarm launcher bonus from commandos that to happen. Not only are swarms on min commandos ridiculous now, they would be even more in the future if you give them a 5% extra passive bonus on top of a extra high slot for damage mod.
Acquire Currency, Disregard Female Canis lupus familiaris
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Killer's Coys
Prima Gallicus
250
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Posted - 2015.02.24 20:43:00 -
[12] - Quote
Adipem Nothi wrote:+1 Slot + PG/CPU + Speed (just a little)
Adding the 3 will break the commando and make it OP
Just do 1 (or even 2) of the changes. I'm for +speed and +PG/CPU
I'm sorry for my bad English writting and comprehension.
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Mad Syringe
ReDust Inc.
458
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Posted - 2015.02.24 20:47:00 -
[13] - Quote
+1 slot, better regen, and a slight increase in cpu pg (+ the compensation for the additional slot).
Done |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5048
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Posted - 2015.02.24 20:47:00 -
[14] - Quote
Sir Dukey wrote:As much as I would like to agree with you, we would have to take away swarm launcher bonus from commandos that to happen. Not only are swarms on min commandos ridiculous now, they would be even more in the future if you give them a 5% extra passive bonus on top of a extra high slot for damage mod. Regeneration on Caldari Commando needs to be buffed. I would like identical regen as the Caldari heavy. 4s/1s (dlay/depleted) delay 30hp/s. I disagree with the Minmatar delays, it should be 4 sec delay and 6 second depleted delay at 20hp/s. I agree with the regen stats need to be upped. I believe that the Commandos should have the highest base passive armor reps. Gallante at 5, Minmatar at 3, Amarr at 2 (maybe one) and Caldari at 2. No HP buffs needed if we are going to Add slots. The damage to 3% I can agree with because Assaults can literally get the same/more damage because they have more slots. I would also like a CPU/PG buff. Using two proto weapons take up a lot of CPU and PG to a point where a lot of your modules have to be ADV and equipment has to be like a Compact Nanohive. I would like a speed increase- not much but just a little like 4-5% A stamina bonus would also be very much appreciated. Even with max skills ect. my Caldari Commando can barley run from one end of the bride to the other on bridge map.
Agreed mostly. Shield Regen on the Caldari and Minmatar is a bit low, the Minmatar in particular (18HP/s is terribad)
Indeed Commandos have the highest base armor regen, I think where thats at is pretty good right now.
If Commandos get the same slot count as Sentinels, no more additional base HP is needed.
Probably don't think the damage needs to be increased. Commando isn't so much about alpha damage but more sustained DPS, as the role bonus is reload speed. This makes them typically better suited for AV than Assaults are, whereas Assaults are more about fast hitting alpha damage, but don't do much in terms of sustained, making them better at fighting infantry. I think with perhaps some tweaking, this dichotomy is actually pretty good.
Tweaking resources would nice as well, they're not quite right.
A bit more speed, or hell more stamina would be nice. Just something to help them get around a little better. They should be slower than Assault, but its a nightmare moving anywhere on foot as a Commando aside from tromping around inside a small building.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Adipem Nothi
Nos Nothi
6903
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Posted - 2015.02.24 21:04:00 -
[15] - Quote
Killer's Coys wrote:Adipem Nothi wrote:+1 Slot + PG/CPU + Speed (just a little) Adding the 3 will break the commando and make it OP Just do 1 (or even 2) of the changes. I'm for +speed and +PG/CPU
+PG/CPU kinda goes with the +1 Slot. Isn't needed otherwise. I'm all for incremental improvements though. Could try +1 Slot one update; if still UP, add the + Speed (or Regen) in the following.
Shoot scout with yes.
- Ripley Riley
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TooMany Names AlreadyTaken
Going for the gold
799
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Posted - 2015.02.24 21:17:00 -
[16] - Quote
Higher damage bonus, close to HMG's DPS.
Found my favorite DJ - ATB
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
460
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Posted - 2015.02.24 21:24:00 -
[17] - Quote
killertojo42 wrote:They have the least module slots in the game and assaults can just out tank a commando while still moving faster, honestly I'd say just commandos a CPU and PG buff then give them the same module set up as their respective scouts, their issue is no versatility and an increase in module slots would fix that
They can already fit almost all proto, unless you mean a CPU/PG buff in proportion to the extra slot gain.
As far as Im concerned I think a good start would be reducing the delay of caldari commando significantly (possibly as far as bringing it in line with the cal sentinel) would make it workable... maybe. |
DeadlyAztec11
Ostrakon Agency
7628
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Posted - 2015.02.24 21:42:00 -
[18] - Quote
I actually think Commandos are good and practically perfect. The only issue is EWAR, and that's because Commandos have worse Ewar than Sentinels.
You could also say Grenade slot, but I wouldn't really complain too loudly for it.
The Gallente Commando is currently tied for my second favorite suit.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
836
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Posted - 2015.02.24 22:06:00 -
[19] - Quote
DeadlyAztec11 wrote:I actually think Commandos are good and practically perfect. The only issue is EWAR, and that's because Commandos have worse Ewar than Sentinels.
You could also say Grenade slot, but I wouldn't really complain too loudly for it.
The Gallente Commando is currently tied for my second favorite suit.
Only real thing I see Commandos lacking of is a second equipment slot, pull it off of the light frames and add it to the Mandos. Equlibrium, achieved.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Xocoyol Zaraoul
Superior Genetics
3370
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Posted - 2015.02.24 22:15:00 -
[20] - Quote
Give them all five grenade slots.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
79
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Posted - 2015.02.24 22:24:00 -
[21] - Quote
Part of the problem, is folks don't know which weapons to use to gain the damage bonus.
Amarr - get +2 per level for laser light Caldari - get +2 per level for hybrid - rail light Gallente - get +2 per level for hybrid - blaster light Minmatar - get +2 for level projectile and explosive light
I mean seriously, with just skills someone could have a +25% (+10 suit bonus and +15% proficiency bonus) damage on a basic commando suit with the right weapon.
People don't know which goes for which. Some are more obvious RR to Caldari and LR to Amarr.
But where do CR's and AR's match up to?
Explosive light - MD's go to Minmatar
I think Scramblers are laser - but maybe they are blasters? But AR's and CR's are projectiles right? plasma cannons are explosives right? Maybe they are lasers? Swarms - are projectiles and explosives right?
Maybe list, in the description, which weapons get the bonus. Or clearly state in the weapon description - This is a hybrid - blaster.
Right now the AR description in the skill chart says -
"Skill at handling assault rifles
5% reduction to AR kick per level."
Then, if you go look in the Market Place and read the description of AR and CR, they never use the terms hybrid blaster or projectile.
Just changing the descriptions could increase their usage.
Maybe change the skill chart page to have laser and scrambler next to each other, AR's, and plasma cannons, next to each other, CR's and MD's etc. Right now it's alphabetical, switch it to weapon class.
Thanks for reading this. |
el OPERATOR
Capital Acquisitions LLC Bad Intention
836
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Posted - 2015.02.24 22:27:00 -
[22] - Quote
TIMMY DAVIS wrote:Part of the problem, is folks don't know which weapons to use to gain the damage bonus.
Amarr - get +2 per level for laser light Caldari - get +2 per level for hybrid - rail light Gallente - get +2 per level for hybrid - blaster light Minmatar - get +2 for level projectile and explosive light
I mean seriously, with just skills someone could have a +25% (+10 suit bonus and +15% proficiency bonus) damage on a basic commando suit with the right weapon.
People don't know which goes for which. Some are more obvious RR to Caldari and LR to Amarr.
But where do CR's and AR's match up to?
Explosive light - MD's go to Minmatar
I think Scramblers are laser - but maybe they are blasters? But AR's and CR's are projectiles right? plasma cannons are explosives right? Maybe they are lasers? Swarms - are projectiles and explosives right?
Maybe list, in the description, which weapons get the bonus. Or clearly state in the weapon description - This is a hybrid - blaster.
Right now the AR description in the skill chart says -
"Skill at handling assault rifles
5% reduction to AR kick per level."
Then, if you go look in the Market Place and read the description of AR and CR, they never use the terms hybrid blaster or projectile.
Just changing the descriptions could increase their usage.
Maybe change the skill chart page to have laser and scrambler next to each other, AR's, and plasma cannons, next to each other, CR's and MD's etc. Right now it's alphabetical, switch it to weapon class.
Thanks for reading this.
10/10 would recommend
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
185
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Posted - 2015.02.24 23:20:00 -
[23] - Quote
Give all of them increased speed, repair rate, and 1 slot more. 1h/2low amarr/gal. 2-1 cal/min. Then work from there
48th Special Operations Force.
Twitter- @48SOF
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Balamob
Amarr Templars Amarr Empire
46
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Posted - 2015.02.25 03:40:00 -
[24] - Quote
Mad Syringe wrote:+1 slot, better regen, and a slight increase in cpu pg (+ the compensation for the additional slot).
Done
I want this plus dlay/depleted shield recharge of heavies.
exMAG vet.
Sver faction
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Atiim
Heaven's Lost Property Negative-Feedback
15777
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Posted - 2015.02.25 14:45:00 -
[25] - Quote
DeathwindRising wrote:your slot progression is a bit much. i think the slots are fine if you buff the base stats like you suggest and increase the damage bonus to 3% buffing HP and increasing slots is the same thing, and neither are necessary. instead look at buffing regen. increase stamina and stamina regen instead of a base speed increase as well. those two help with being more mobile and increasing survivability without buffing HP Increasing slots can be an increase/decrease to anything, be it Speed, Regen, Profile, Damage, Stamina, etc. To claim that it's the same thing is highly misleading.
However, without the Slot changes they'll still be broken:
Max Damage (Gal/AmCom): +22% Max Damage (Gal/AmAsslt): +17%
While it's better than what it used to be, it still means that the bonus on the Gal/AmComs are only 5% better than their Assault Counterparts. Given how 5% doesn't change the TTK of any weapon by more than 0.1s, that still makes their bonus useless.
While we could just increase their bonus to 20%, that would make them broken when compared to the Cal/MinComs, as they would need to gimp their suits if they wanted to compete with the Gal/AmCom's bonus
Then there's the fact that the current layouts don't properly reward progression, with the only reason to run PRO over ADV being the higher CPU/PG. As for being "more mobile", you seem to forget that Commandos are still a Heavy and as such shouldn't be "mobile" when compared to non-Sentinel dropsuits.
I don't remember asking for a speed buff, but I guess I could squeeze a stamina buff in
The 1st Matari Commando
-HAND
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Stormblade Green
KnightKiller's inc.
13
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Posted - 2015.02.25 15:20:00 -
[26] - Quote
Adipem Nothi wrote:+1 Slot + PG/CPU + Speed (just a little)
This is the bare minimum to make them viable.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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