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Ghost Kaisar
Fatal Absolution Negative-Feedback
9897
|
Posted - 2015.02.24 23:49:00 -
[1] - Quote
OKAY, first things first. Yes, this should belong in Feedback and Discussions. However, the user volume here is 10x higher, and I'm of the opinion that an idea like this input from all walks of Dust Life, not just the people who frequent F&D.
Ah, the Dust514 Commando. For those who are unfamiliar, its a heavy frame that trades its Heavy Weapon slot for two light weapons, giving it formidable versatility on the battlefield.
Due to its use of Light Weapons, and skills that increase the damage of those racial weapons, it would be safe to assume that the Commando should be a form of "Heavy Assault", with less overall mobility and regen, but instead having the ability to put lots of pain downfield, with high damage and reload.
However, the current commandos are LACKING several attributes that enable that kind of behavior. This post will go over these problems.
Advantages and Disadvantages between Assault and Commando: NOTE: I'm using the Caldari versions as the baseline.
Disadvantages:
The Commando has a hitbox a size frame larger.
The Commando is 19% slower in strafe and sprint speed. Also has lower Stamina and regen. Big loss of mobility
The Commando has less overall regen in shield stats, but more in armor stats.
The Commando loses 50% of slots
The Commando has 28% less CPU and 22% less PG.
The Commando Loses the Grenade slot.
The Commando loses Precision and Dampening
Advantages
10% Increased Damage with Rail weaponry
25% Increased Reload Speed (For every commando but the Caldari, since the Assault shares that bonus)
The Commando has ~50% more health at base.
But what does this mean?
The Commando is very terribly dwarfed by the Assault, even though the data doesn't make it seem so. 50% extra health right? 10% extra damage?!? You have 1/2 the slots and only 25% less fitting power?
Surely you would have just as much health as an assault, with everything proto'd out right? WRONG.
Take my Assault CK.0. 4x Shields, 1x Energizer, 2x Regulator and 1x Ferro.
This monster has 613 shields, 276 armor and 52 hp/s shield regen, with 2.05s delay. Speed remains unchanged. Now, it deals 10% less damage, but that's about it. It reloads just as fast, is harder to hit, and still has access to a grenade. No 2nd LW though, which is actually a huge selling point to the commando.
Now, lets look at my Commando. 2x Shields, 1x Energizer, 1x Regulator.
Deals 10% extra damage, which is better than a complex damage mod. However, even with that "free" slot, you will notice some large problems with the suit.
It only has 615 shields, 312 armor and 35 hp/s shield regen. 3.69s delay. For a shield based suit, this is pretty pitiful. The extra 50 HP armor buffer is almost useless, and you lose lots of regen out of the suit. The only things you gain is the extra weapon slot and damage buff.
Is 10% really enough of a bonus to fix this? Right now, the suits aren't "Heavy Assaults". They're more akin to a horribly fit Assault suit with damage mods slapped on.
How do we fix this?
Easiest way is simple. Slots and Fitting. The damage bonus is a shining point for the class, and the reload speed can help make specialist weapons like the PLC and MD more viable. The main problem with the class is the severe lack of HP gained when compared to properly fit Assault suits.
Med frames all have the same slot count: 8.
Sentinels have 5 slots at proto. Why shouldn't the Commando be the same? It is a heavy suit after all!
Also: Why does a heavy assault suit not have grenades? Is equipment that important to a suit designed to breach and destroy? This is largely the reason why the commandos are treated as long range camping suits, because they can carry their own hives. Switch the Equip for a Grenade.
Okay, but what slots go where?
Following racial fashion, they would mimic the Sentinel Slot layout (Since the Assault/Logi layout is also the same, mostly)
Caldari: 4H, 1L Gallente: 2H, 3L Amarr: 1H, 4L Minmatar: 3H, 2L
All get grenades, lose equip slot. Fitting adjusted as needed.
Results:
That Ck.0 is now much tougher, with a healthy 717 shields and 30 HP/s shield regen (Used a Recharger). Regen isn't exactly pivotal on Commando's, as high regen should never coincide with high health, but this is a healthy amount for a commando.
It now has access to grenades. Imagine a CK.0 breaching a room with dual assault rail rifles after throwing a flux into the room, unleashing havoc as he progresses.
How about that Gk.0? With 700 armor and a double damage modded AR + reload and skills? Backing it up with a shotgun or PLC?
That AK.0 at range? With 1k Armor and a damage modded ScR and Laser rifle?
The Mk.0 sprinting along with the pack, running with 557 shields and a CR that almost ignores your shield resistance? Or possibly running 2x Damage mods and breaching a room with dual Six Kin ACR's?
I believe that changes such as these will go a long way toward improving the commando on the battlefield, making it the tough, gruff heavy assault suit that would be the weapon of choice in tightly enclosed combat areas, where HP and Damage dealing is more important than the extra mobility that the assault can provide.
Thoughts? Suggestions? Am I a complete idiot? Feedback is appreciated.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Archduke Ferd1nand
Nos Nothi
87
|
Posted - 2015.02.24 23:53:00 -
[2] - Quote
Commandos NEED equipment slot for hives.
They need to be self supporting, or else what good are they?
Give grenade as well as 1 extra slot, and perhaps more shield regen for the min and cal, and I think we can call it a day.
Killed by Gavr1lo Pr1nc1p on June 28 1914.
Last words: "Nova Knives and a Flaylock Pistol? I might just die laughing!"
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1781
|
Posted - 2015.02.25 00:01:00 -
[3] - Quote
Archduke Ferd1nand wrote:Commandos NEED equipment slot for hives.
They need to be self supporting, or else what good are they?
Give grenade as well as 1 extra slot, and perhaps more shield regen for the min and cal, and I think we can call it a day. Yeah, my Sniper rifle doesn't regenerate ammo by it's self you know.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1781
|
Posted - 2015.02.25 00:04:00 -
[4] - Quote
Ghost Kaisar wrote:OKAY, first things first. Yes, this should belong in Feedback and Discussions. However, the user volume here is 10x higher, and I'm of the opinion that an idea like this input from all walks of Dust Life, not just the people who frequent F&D.
Ah, the Dust514 Commando. For those who are unfamiliar, its a heavy frame that trades its Heavy Weapon slot for two light weapons, giving it formidable versatility on the battlefield.
Due to its use of Light Weapons, and skills that increase the damage of those racial weapons, it would be safe to assume that the Commando should be a form of "Heavy Assault", with less overall mobility and regen, but instead having the ability to put lots of pain downfield, with high damage and reload.
However, the current commandos are LACKING several attributes that enable that kind of behavior. This post will go over these problems.
Advantages and Disadvantages between Assault and Commando: NOTE: I'm using the Caldari versions as the baseline.
Disadvantages:
The Commando has a hitbox a size frame larger.
The Commando is 19% slower in strafe and sprint speed. Also has lower Stamina and regen. Big loss of mobility
The Commando has less overall regen in shield stats, but more in armor stats.
The Commando loses 50% of slots
The Commando has 28% less CPU and 22% less PG.
The Commando Loses the Grenade slot.
The Commando loses Precision and Dampening
Advantages
10% Increased Damage with Rail weaponry
25% Increased Reload Speed (For every commando but the Caldari, since the Assault shares that bonus)
The Commando has ~50% more health at base.
But what does this mean?
The Commando is very terribly dwarfed by the Assault, even though the data doesn't make it seem so. 50% extra health right? 10% extra damage?!? You have 1/2 the slots and only 25% less fitting power?
Surely you would have just as much health as an assault, with everything proto'd out right? WRONG.
Take my Assault CK.0. 4x Shields, 1x Energizer, 2x Regulator and 1x Ferro.
This monster has 613 shields, 276 armor and 52 hp/s shield regen, with 2.05s delay. Speed remains unchanged. Now, it deals 10% less damage, but that's about it. It reloads just as fast, is harder to hit, and still has access to a grenade. No 2nd LW though, which is actually a huge selling point to the commando.
Now, lets look at my Commando. 2x Shields, 1x Energizer, 1x Regulator.
Deals 10% extra damage, which is better than a complex damage mod. However, even with that "free" slot, you will notice some large problems with the suit.
It only has 615 shields, 312 armor and 35 hp/s shield regen. 3.69s delay. For a shield based suit, this is pretty pitiful. The extra 50 HP armor buffer is almost useless, and you lose lots of regen out of the suit. The only things you gain is the extra weapon slot and damage buff.
Is 10% really enough of a bonus to fix this? Right now, the suits aren't "Heavy Assaults". They're more akin to a horribly fit Assault suit with damage mods slapped on.
How do we fix this?
Easiest way is simple. Slots and Fitting. The damage bonus is a shining point for the class, and the reload speed can help make specialist weapons like the PLC and MD more viable. The main problem with the class is the severe lack of HP gained when compared to properly fit Assault suits.
Med frames all have the same slot count: 8.
Sentinels have 5 slots at proto. Why shouldn't the Commando be the same? It is a heavy suit after all!
Also: Why does a heavy assault suit not have grenades? Is equipment that important to a suit designed to breach and destroy? This is largely the reason why the commandos are treated as long range camping suits, because they can carry their own hives. Switch the Equip for a Grenade.
Okay, but what slots go where?
Following racial fashion, they would mimic the Sentinel Slot layout (Since the Assault/Logi layout is also the same, mostly)
Caldari: 4H, 1L Gallente: 2H, 3L Amarr: 1H, 4L Minmatar: 3H, 2L
All get grenades, lose equip slot. Fitting adjusted as needed.
Results:
That Ck.0 is now much tougher, with a healthy 717 shields and 30 HP/s shield regen (Used a Recharger). Regen isn't exactly pivotal on Commando's, as high regen should never coincide with high health, but this is a healthy amount for a commando.
It now has access to grenades. Imagine a CK.0 breaching a room with dual assault rail rifles after throwing a flux into the room, unleashing havoc as he progresses.
How about that Gk.0? With 700 armor and a double damage modded AR + reload and skills? Backing it up with a shotgun or PLC?
That AK.0 at range? With 1k Armor and a damage modded ScR and Laser rifle?
The Mk.0 sprinting along with the pack, running with 557 shields and a CR that almost ignores your shield resistance? Or possibly running 2x Damage mods and breaching a room with dual Six Kin ACR's?
I believe that changes such as these will go a long way toward improving the commando on the battlefield, making it the tough, gruff heavy assault suit that would be the weapon of choice in tightly enclosed combat areas, where HP and Damage dealing is more important than the extra mobility that the assault can provide.
Thoughts? Suggestions? Am I a complete idiot? Feedback is appreciated.
Damage bonus is negated by the fact that assaults have more high slots. Amarr Assault has 3 high slots compared to the 1 on the Commando. Also, the heat buildup reduction given to Assault is a much better bonus than the 10% damage mostly due to the fact that overheating is the major issue in Amarr weaponry.
An extra high slot would make Minmando OP with Swarms.
Also, no go on the grenade. I'm happy with less core locus spam.
Acquire Currency, Disregard Female Canis lupus familiaris
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Assert Dominance
R34L T4LK SUCK5
886
|
Posted - 2015.02.25 00:06:00 -
[5] - Quote
too lazy to read, commandos are fine.
matchmaking working as intended.
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Genral69 death
GG DOUCH BAG
78
|
Posted - 2015.02.25 00:07:00 -
[6] - Quote
Ghost Kaisar wrote:OKAY, first things first. Yes, this should belong in Feedback and Discussions. However, the user volume here is 10x higher, and I'm of the opinion that an idea like this input from all walks of Dust Life, not just the people who frequent F&D.
Ah, the Dust514 Commando. For those who are unfamiliar, its a heavy frame that trades its Heavy Weapon slot for two light weapons, giving it formidable versatility on the battlefield.
Due to its use of Light Weapons, and skills that increase the damage of those racial weapons, it would be safe to assume that the Commando should be a form of "Heavy Assault", with less overall mobility and regen, but instead having the ability to put lots of pain downfield, with high damage and reload.
However, the current commandos are LACKING several attributes that enable that kind of behavior. This post will go over these problems.
Advantages and Disadvantages between Assault and Commando: NOTE: I'm using the Caldari versions as the baseline.
Disadvantages:
The Commando has a hitbox a size frame larger.
The Commando is 19% slower in strafe and sprint speed. Also has lower Stamina and regen. Big loss of mobility
The Commando has less overall regen in shield stats, but more in armor stats.
The Commando loses 50% of slots
The Commando has 28% less CPU and 22% less PG.
The Commando Loses the Grenade slot.
The Commando loses Precision and Dampening
Advantages
10% Increased Damage with Rail weaponry
25% Increased Reload Speed (For every commando but the Caldari, since the Assault shares that bonus)
The Commando has ~50% more health at base.
But what does this mean?
The Commando is very terribly dwarfed by the Assault, even though the data doesn't make it seem so. 50% extra health right? 10% extra damage?!? You have 1/2 the slots and only 25% less fitting power?
Surely you would have just as much health as an assault, with everything proto'd out right? WRONG.
Take my Assault CK.0. 4x Shields, 1x Energizer, 2x Regulator and 1x Ferro.
This monster has 613 shields, 276 armor and 52 hp/s shield regen, with 2.05s delay. Speed remains unchanged. Now, it deals 10% less damage, but that's about it. It reloads just as fast, is harder to hit, and still has access to a grenade. No 2nd LW though, which is actually a huge selling point to the commando.
Now, lets look at my Commando. 2x Shields, 1x Energizer, 1x Regulator.
Deals 10% extra damage, which is better than a complex damage mod. However, even with that "free" slot, you will notice some large problems with the suit.
It only has 615 shields, 312 armor and 35 hp/s shield regen. 3.69s delay. For a shield based suit, this is pretty pitiful. The extra 50 HP armor buffer is almost useless, and you lose lots of regen out of the suit. The only things you gain is the extra weapon slot and damage buff.
Is 10% really enough of a bonus to fix this? Right now, the suits aren't "Heavy Assaults". They're more akin to a horribly fit Assault suit with damage mods slapped on.
How do we fix this?
Easiest way is simple. Slots and Fitting. The damage bonus is a shining point for the class, and the reload speed can help make specialist weapons like the PLC and MD more viable. The main problem with the class is the severe lack of HP gained when compared to properly fit Assault suits.
Med frames all have the same slot count: 8.
Sentinels have 5 slots at proto. Why shouldn't the Commando be the same? It is a heavy suit after all!
Also: Why does a heavy assault suit not have grenades? Is equipment that important to a suit designed to breach and destroy? This is largely the reason why the commandos are treated as long range camping suits, because they can carry their own hives. Switch the Equip for a Grenade.
Okay, but what slots go where?
Following racial fashion, they would mimic the Sentinel Slot layout (Since the Assault/Logi layout is also the same, mostly)
Caldari: 4H, 1L Gallente: 2H, 3L Amarr: 1H, 4L Minmatar: 3H, 2L
All get grenades, lose equip slot. Fitting adjusted as needed.
Results:
That Ck.0 is now much tougher, with a healthy 717 shields and 30 HP/s shield regen (Used a Recharger). Regen isn't exactly pivotal on Commando's, as high regen should never coincide with high health, but this is a healthy amount for a commando.
It now has access to grenades. Imagine a CK.0 breaching a room with dual assault rail rifles after throwing a flux into the room, unleashing havoc as he progresses.
How about that Gk.0? With 700 armor and a double damage modded AR + reload and skills? Backing it up with a shotgun or PLC?
That AK.0 at range? With 1k Armor and a damage modded ScR and Laser rifle?
The Mk.0 sprinting along with the pack, running with 557 shields and a CR that almost ignores your shield resistance? Or possibly running 2x Damage mods and breaching a room with dual Six Kin ACR's?
I believe that changes such as these will go a long way toward improving the commando on the battlefield, making it the tough, gruff heavy assault suit that would be the weapon of choice in tightly enclosed combat areas, where HP and Damage dealing is more important than the extra mobility that the assault can provide.
Thoughts? Suggestions? Am I a complete idiot? Feedback is appreciated.
Make tho a thing ccp
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
460
|
Posted - 2015.02.25 00:32:00 -
[7] - Quote
Ghost Kaisar wrote: Switch the Equip for a Grenade.
This is not a fun idea. Lack of a nanohive neuters you if you want to use: mass driver, PLC, swarm launcher, laser rifle, and pretty much any stand off approach to fighting with any rifle.
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Eruditus 920
Nemo Malus Felix
1334
|
Posted - 2015.02.25 00:33:00 -
[8] - Quote
I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
I will make a suggestion that I haven't seen postulated yet to improve them.
It's easy for inept CCP to implement and maybe it makes them quickly and easily desirable.
Make one of the light weapon slots a heavy weapon slot, allowing them to field one light weapon and either a HMG or Forge Gun if they so choose.
So two light weapons or one heavy and one light. Keep the slot layout, speed, regen, hitbox, Ewar, HP, and no grenade the same.
Whadaya think?
"Stay gold, Ponyboy..."
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P14GU3
TeamPlayers
1257
|
Posted - 2015.02.25 01:16:00 -
[9] - Quote
Sounds good except the grenade. Commandos will be a little OP with a grenade slot. Mass drivers with flux, swarmers with AV, ect. Keep the EQ, and the rest is fine.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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LUGMOS
Corrosive Synergy RISE of LEGION
2311
|
Posted - 2015.02.25 01:18:00 -
[10] - Quote
Eruditus 920 wrote:I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
I will make a suggestion that I haven't seen postulated yet to improve them.
It's easy for inept CCP to implement and maybe it makes them quickly and easily desirable.
Make one of the light weapon slots a heavy weapon slot, allowing them to field one light weapon and either a HMG or Forge Gun if they so choose.
So two light weapons or one heavy and one light. Keep the slot layout, speed, regen, hitbox, Ewar, HP, and no grenade the same.
Whadaya think?
Edit: Maybe disable the commando reload and dam bonus for the heavy weapon slot. I was thinking that and concluded it would set GD on fire...
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Chimichanga66605
Capital Acquisitions LLC Bad Intention
337
|
Posted - 2015.02.25 01:27:00 -
[11] - Quote
Buff the MinCommando? Sure, sounds good. In fact, I dare you to buff it. ****, I double dare ya.
Mk.0 Specialist, Republic Loyalist
"Badassery is not born, but often thrust upon you." -Franklin Delano Roosevelt
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Proto Annihilator
16 Vandals
353
|
Posted - 2015.02.25 01:35:00 -
[12] - Quote
Change the 2nd light slot to a side arm. Take equip and grenade. Make it deadly with e war Stats but make its bonus apply to team mates. It would be more of a commando Recon, but still dependant on squad or logi like a heavy. |
Chimichanga66605
Capital Acquisitions LLC Bad Intention
337
|
Posted - 2015.02.25 01:38:00 -
[13] - Quote
Eruditus 920 wrote:I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
The SP investment is actually what makes the Commando shine. The less SP invested into literally everything involving your Commando the worse the suit performs. It is by far the most SP intensive suit. I would never recommend somebody to skill into a Commando unless they already have at least 3 other roles maxed out. Just my .02 ISK.
Mk.0 Specialist, Republic Loyalist
"Badassery is not born, but often thrust upon you." -Franklin Delano Roosevelt
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Eruditus 920
Nemo Malus Felix
1334
|
Posted - 2015.02.25 01:51:00 -
[14] - Quote
Chimichanga66605 wrote:Eruditus 920 wrote:I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
The SP investment is actually what makes the Commando shine. The less SP invested into literally everything involving your Commando the worse the suit performs. It is by far the most SP intensive suit. I would never recommend somebody to skill into a Commando unless they already have at least 3 other roles maxed out. Just my .02 ISK.
I believe everyone here understands that less SP=worse performance. Not sure where you were going with that.
And the scout suit is by far the most SP intensive suit for the myriad reasons I don't feel inclined to list bc it is so obvious and accepted as a universal fact.
So. Heavy and light weapon commandos...carry on.
"Stay gold, Ponyboy..."
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Proto Annihilator
16 Vandals
353
|
Posted - 2015.02.25 01:54:00 -
[15] - Quote
Eruditus 920 wrote:Chimichanga66605 wrote:Eruditus 920 wrote:I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
The SP investment is actually what makes the Commando shine. The less SP invested into literally everything involving your Commando the worse the suit performs. It is by far the most SP intensive suit. I would never recommend somebody to skill into a Commando unless they already have at least 3 other roles maxed out. Just my .02 ISK. I believe everyone here understands that less SP=worse performance. Not sure where you were going with that. And the scout suit is by far the most SP intensive suit for the myriad reasons I don't feel inclined to list bc it is so obvious and accepted as a universal fact. So. Heavy and light weapon commandos...carry on. Logi is easily the most sp intensive. I will fund logis. They are worth every penny. |
The Eristic
Dust 90210
816
|
Posted - 2015.02.25 01:57:00 -
[16] - Quote
I have proto Amarr and Calmando, advanced Gal and Min.
They need, imo:
massively improved scan range and precision much better stamina and regen better native HP regen bit more CPU/PG possibly a touch more speed (though the stamina buff might be enough to compensate) possibly +1 slot possibly +1 equip
Not hot on the idea of a grenade or more raw HP (which is why I'm not completely sold on +1 slot).
Reality is the original Rorschach.
Verily! So much for all that.
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Eruditus 920
Nemo Malus Felix
1334
|
Posted - 2015.02.25 02:48:00 -
[17] - Quote
Proto Annihilator wrote:Eruditus 920 wrote:Chimichanga66605 wrote:Eruditus 920 wrote:I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
The SP investment is actually what makes the Commando shine. The less SP invested into literally everything involving your Commando the worse the suit performs. It is by far the most SP intensive suit. I would never recommend somebody to skill into a Commando unless they already have at least 3 other roles maxed out. Just my .02 ISK. I believe everyone here understands that less SP=worse performance. Not sure where you were going with that. And the scout suit is by far the most SP intensive suit for the myriad reasons I don't feel inclined to list bc it is so obvious and accepted as a universal fact. So. Heavy and light weapon commandos...carry on. Logi is easily the most sp intensive. I will fund logis. They are worth every penny.
If you are referring to equipment that is extemporaneous. But let's examine.
Proto logi=3-4 eq slots to proto to be at best.
Scout=2 eq slots to be at best, especially cloak.
Scout will want all 3 ewar skills to be at 5. Logi doesn't.
Scout is most SP intensive suit and everyone already knows this but you evidently.
Edit: Apologies to OP. So Commandos with heavy weapon. Brilliant huh?
"Stay gold, Ponyboy..."
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Adipem Nothi
Nos Nothi
6912
|
Posted - 2015.02.25 02:59:00 -
[18] - Quote
+1
(+1Slot, +PG/CPU ... if still bad, then +Speed and/or +Regen)
Shoot scout with yes.
- Ripley Riley
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Proto Annihilator
16 Vandals
353
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Posted - 2015.02.25 03:04:00 -
[19] - Quote
Eruditus 920 wrote:Proto Annihilator wrote:Eruditus 920 wrote:Chimichanga66605 wrote:Eruditus 920 wrote:I don't run a Commando because, well, they just aren't worth the SP investment at the moment.
The SP investment is actually what makes the Commando shine. The less SP invested into literally everything involving your Commando the worse the suit performs. It is by far the most SP intensive suit. I would never recommend somebody to skill into a Commando unless they already have at least 3 other roles maxed out. Just my .02 ISK. I believe everyone here understands that less SP=worse performance. Not sure where you were going with that. And the scout suit is by far the most SP intensive suit for the myriad reasons I don't feel inclined to list bc it is so obvious and accepted as a universal fact. So. Heavy and light weapon commandos...carry on. Logi is easily the most sp intensive. I will fund logis. They are worth every penny. If you are referring to equipment that is extemporaneous. But let's examine. Proto logi=3-4 eq slots to proto to be at best. Scout=2 eq slots to be at best, especially cloak. Scout will want all 3 ewar skills to be at 5. Logi doesn't. Scout is most SP intensive suit and everyone already knows this but you evidently. Edit: Apologies to OP. So Commandos with heavy weapon. Brilliant huh?
I already had cores maxed before I became a logi or scout. I could say I need one of every module too, but don't need to. I'll let you pick the mods I don't need. |
One Eyed King
Nos Nothi
8027
|
Posted - 2015.02.25 03:09:00 -
[20] - Quote
I agree for the most part.
I do think that removing the EQ slot would be a problem though.
I think if you keep the EQ slot, plus your additions, that it would be better without causing problems. Assaults are still faster, have better EWAR etc and Sentinels will always have the HMG and super high damage weaponry.
If they are still problems, I think the EWAR should slightly be adjusted. I don't think Commandos should have the EWAR of a Sentinal (nor a Medium frame).
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Alex-ZX
Valor Coalition Red Whines.
278
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Posted - 2015.02.25 03:14:00 -
[21] - Quote
The idea of ghost is good, but I would like to give them:
1.- like 50 + to hp
2.- there was a post that looked so good about some bonuses that commandos should have, like 3% bonus efficacy in all modules, or specific ones, like gal and amarr in armor modules and cal, min in shield modules.
3.- slightly more cpu and PG. The % depends in the amount of modules, some says that it should have 2 more modules, or 1. I agree with one if ccp increase also a little bit more of hp, (1.-)
Fix shield tankers like minmatar and caldari, they should have by far better timers in their delays, not necessarily in regeneration but delays have to be worked. For example. 4 delay and 3 depleted for caldari and minmatar maybe 3 in both because its delays sux for the amount of hp that it regenerate and also because shields are going to be its main tank. (note that its shields aren't as strong as caldarians.)
Those are my thoughts about it.
*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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DeadlyAztec11
Ostrakon Agency
7643
|
Posted - 2015.02.25 03:35:00 -
[22] - Quote
Commandos don't need more mobility, regen, health or even damage...
Commandos need better EWAR. They have worse EWAR than Sentinels and the lack of slots does not give them good flexibility to counter this effectively without making huge sacrifices.
I'm not sure you are emphasizing the huge benefit that a second light slot gives you.
On the Gallente Commando and Minmatar Commando they offer you huge benefits to AV. You now don't have to rely on a sidearm for protection against Infantry while fighting vehicles: you can pull out an AR or CR and destroy.
The Amarr Commando is similarly useful. With the Amarr Commando you can dominate mid distance with the Laser Rifle and also use either the Scrambler Rifle as a designated marksman rifle or the Assault Scrambler Rifle as a sort of high precision LMG for suppression.
The Caldari Commando is possibly the only Commando that doesn't benefit greatly from damage mods in practice with a preference to recharge modules. Since Caldari Weaponry is long range you don't have to worry about mobility as much because enemies will have to approach you to get in range to fight you, while you can fight them comfortably from a distance. This frees up you low slot from applying Kinetic Catalyzers or a cardiac regulator like the Gallente and Amarr Commandos, respectively.
All these commandos have different ways of being played and "heavy assault" is not how they should be used because applying Assault tactics to them is no effective. They are slower and more cumbersome which means you have to apply strategy greatly and you have to choose your battles and never stray from teammates because you will be easily out maneuvered by faster units and units with better EWAR than you.
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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Harry Bawlss
Fatal Absolution
79
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Posted - 2015.02.25 03:38:00 -
[23] - Quote
Is there a TL;DR ? |
DeadlyAztec11
Ostrakon Agency
7646
|
Posted - 2015.02.25 04:01:00 -
[24] - Quote
Harry Bawlss wrote:Is there a TL;DR ? You could have read it in the time it took you to type that response. Ironic.
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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Joel II X
Bacon with a bottle of Quafe
6344
|
Posted - 2015.02.25 04:02:00 -
[25] - Quote
They need to have the same ewar as Sentinels at least, and move at faster speeds if they don't get an eHP buff, in my opinion. Also, more stamina across all 4 races. |
Ghost Kaisar
Fatal Absolution Negative-Feedback
9910
|
Posted - 2015.02.25 04:21:00 -
[26] - Quote
I'm so confused.
I'm getting likes but everyone in the comments disagrees with me.
Also: I'm lost as to why you want better eWAR on the suit. Nobody needs eWAR anymore. All you need is a Gal Logi.
I'm aware that my changes will shift the commando from its current role, which is primarily an AV platform that can defend itself, or a long range camper / Area denial camper.
What I want is a Commando that would be a viable slaying suit in environments such as small city complexes, where the objectives aren't too far from each other, but too far for viable sentinel maneuverability.
Interesting idea from a friend: How about making the Commandos slot layout mimic the basic heavy frame slot progression? So the Amarr would have 2H, 3L and so on.
I'll also drop the grenade idea. It seems I'm the only one who wants it....
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Ghost Kaisar
Fatal Absolution Negative-Feedback
9910
|
Posted - 2015.02.25 04:24:00 -
[27] - Quote
Alex-ZX wrote:T\ Fix shield tankers like minmatar and caldari, they should have by far better timers in their delays, not necessarily in regeneration but delays have to be worked. For example. 4 delay and 3 depleted for caldari and minmatar maybe 3 in both because its delays sux for the amount of hp that it regenerate and also because shields are going to be its main tank. (note that its shields aren't as strong as caldarians.)
Oh GOD no.
Remember, High HP High Regen is something that you want to avoid at ALL COSTS.
Sh*ts OP yo.
Right now, the delay is okay on the Min and Cal. It forces you to run a regulator if you want to shield tank, and removes the prospect of you just stacking Armor in your lows.
If my Minmatar Commando had that low delay and depleted, I would run 2x shields, 1x energizer, 1x Complex Plate, and 1x Rep.
Say hello to extremely fast regening shields and a huge armor buffer + Rep.
No thank you.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Ghost Kaisar
Fatal Absolution Negative-Feedback
9910
|
Posted - 2015.02.25 04:28:00 -
[28] - Quote
Chimichanga66605 wrote:Buff the MinCommando? Sure, why the hell not? In fact, I dare you to buff it. ****, I double dare ya.
Swarms are the problem your'e complaining about, not the platform its mounted on.
I have a Minmando too, and a Galmando as well. I love the suits, and they're really fun to run in pubs.
But when things get serious, I switch to my Scout or Assault. Commando's just can't stay competitive at equal skill levels.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Soul Cairn
Fatal Absolution Negative-Feedback
62
|
Posted - 2015.02.25 04:50:00 -
[29] - Quote
I might actually touch my Commando alt if this gets implemented. I forgot I even had one.
Don't be fooled, I'm Caldari
Vehicular Specialist
Grandmaster Bump
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KILL3R H3LLH0UND
Nos Nothi
251
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Posted - 2015.02.25 05:16:00 -
[30] - Quote
I absolutely hate commando users, (kill me way too fast, but whatever). I don't run them either. But I have to say, this would make me love the commando much more and maybe spec it
Ex-Master Scout Trainer, been falling in love with my Minja again.
I <3 my Gû¼+¦GòÉGòÉn¦ñ
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