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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 | 
      
      
        |  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!" | 
      
      
        |  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 | 
      
      
        |  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 | 
      
      
        |  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. | 
      
      
        |  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
 
 
 
 
 | 
      
      
        |  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.
 
 
 | 
      
      
        |  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..." | 
      
      
        |  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. | 
      
      
        |  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 AdvocateAnti-FoTM Prof. V Forum Scavenger Prof. V | 
      
      
        |  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 | 
      
      
        |  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 | 
      
      
        |  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..." | 
      
      
        |  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. | 
      
      
        |  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..." | 
      
      
        |  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 | 
      
      
        |  Proto Annihilator
 16 Vandals
 
 353
 
 
      | 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. | 
      
      
        |  Alex-ZX
 Valor Coalition
 Red Whines.
 
 278
 
 
      | 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 | 
      
      
        |  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. | 
      
      
        |  Harry Bawlss
 Fatal Absolution
 
 79
 
 
      | 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. | 
      
      
        |  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 | 
      
      
        |  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 | 
      
      
        |  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 | 
      
      
        |  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 | 
      
      
        |  KILL3R H3LLH0UND
 Nos Nothi
 
 251
 
 
      | 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 | 
      
      
        |  Adipem Nothi
 Nos Nothi
 
 6917
 
 
      | Posted - 2015.02.25 14:33:00 -
          [31] - Quote 
 
 KILL3R H3LLH0UND wrote: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 
 Lucky for you, amigo, there aren't many of 'em:
 http://dust.thang.dk/market_historycategory.php
 
 Shoot scout with yes.
- Ripley Riley | 
      
      
        |  ROMULUS H3X
 research lab
 
 329
 
 
      | Posted - 2015.02.25 14:42:00 -
          [32] - Quote 
 Commandos Punch harder, which is always their selling point for me..
 
 That extra High on the Minmando will be just great
    
 FORGE/FLAYLOCK/FISTS PLASMA/PISTOL/PUNCH ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH! | 
      
      
        |  Nirwanda Vaughns
 
 1458
 
 
      | Posted - 2015.02.25 14:48:00 -
          [33] - Quote 
 tbh i'd prefer more uniformity to commandos. they're not supposed to really excell at anything but be a jack of all trades sorta suit so i'd prefer if they had slot layouts based on tier
 
 Hi/Lo
 STD - 1/1
 ADV - 2/2
 PRO - 3/3
 
 adjust hipoints and pg/cpu accordingly to having extra slots but that way each suit can have the same kinda damage so the amarr and gallente become more inline with the minmatar and caldari and they become more versatile in the long run but nothing too overpowered
 
 Never argue with an idiot. they bring you down to their level and beat you through experience proud C-II bpo owner | 
      
      
        |  Slave of MORTE
 
 329
 
 
      | Posted - 2015.02.25 15:00:00 -
          [34] - Quote 
 
 Vesta Opalus wrote: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. I agree the equipment needs to stay ..and adding slots on certain suits makes them really op..why not just increase the base HP and be done with it
 
 Yet another slave of Mortedeamor | 
      
      
        |  Derpty Derp
 Dead Man's Game
 
 847
 
 
      | Posted - 2015.02.25 15:30:00 -
          [35] - Quote 
 I'd rather keep my needle than have a grenade... Thanks, but no.
 | 
      
      
        |  Varoth Drac
 State of Purgatory
 General Tso's Alliance
 
 595
 
 
      | Posted - 2015.02.25 16:08:00 -
          [36] - Quote 
 I think we should embrace commandos as weapon specialists rather than heavy assaults. The combination of two light weapons are what makes them special.
 
 I agree they need an extra slot to alow more versitility, but other improvements should be focused on the weapons. There's nothing wrong with them being good at long range combat.
 
 Amarr commandos need a second high slot, otherwise the damage bonus is kind of pointless. They could also do with a bonus to AV, maybe the plasma cannon, or can we have an AV laser rifle? Perhaps they should get the assault suit's heat reduction in addition to the damage?
 
 Caldari commandos need the swarm launcher bonus like the minmatar.
 
 If commandos can tactically make use of specialist weapons and AV, better than assaults by trading mobility, they will have a good role.
 | 
      
      
        |  Ghost Kaisar
 Fatal Absolution
 Negative-Feedback
 
 9921
 
 
      | Posted - 2015.02.25 19:29:00 -
          [37] - Quote 
 
 Varoth Drac wrote:I think we should embrace commandos as weapon specialists rather than heavy assaults. The combination of two light weapons are what makes them special.
 I agree they need an extra slot to alow more versitility, but other improvements should be focused on the weapons. There's nothing wrong with them being good at long range combat.
 
 Amarr commandos need a second high slot, otherwise the damage bonus is kind of pointless. They could also do with a bonus to AV, maybe the plasma cannon, or can we have an AV laser rifle? Perhaps they should get the assault suit's heat reduction in addition to the damage?
 
 Caldari commandos need the swarm launcher bonus like the minmatar.
 
 If commandos can tactically make use of specialist weapons and AV, better than assaults by trading mobility, they will have a good role.
 
 I would love to see more racial versions of the Plasma Cannon personally.
 
 Heavy Rail Cannon or Swarm Changes for the Caldari. Single shot projectile with Rail Profile that deals impressive direct damage, but little or no splash. Longest range out of them all. Instant travel time. Requires a charge up time and doesn't hold charge.
 
 If its a swarm change, make them dumbfire with less direct damage and splash to compensate. They can lock onto vehicles after firing, but you must hold and maintain lock. They would fire 3 missiles in a shot, with the 3 shots totalling to damage similar to a PLC shot in direct damage, but less in splash. Change to rail profile so that Minmatar don't get that bonus anymore.
 
 Some form of charged Amarr Laser, much like the Spartan Laser from Halo. No splash, higher direct. Laser Profile. Instant travel time. Requires a charge up time and doesn't hold charge. This is to prevent people from abusing this to "Snipe" with the direct damage.
 
 Plasma Cannon, obviously.
 
 Minmatar RPG or possibly Heavy Artillery shell. RPG would just be a version that dealt less direct damage, more splash. Heavy Arty would be the opposite, with lots of direct and very little splash. Explosive Profile. Has travel time and has drop.
 
 
 
 After playing with the Gal Mando, I really came to like the PLC and wished that a similar weapon existed on other suits. It felt like the Engineer from BF3. I wasn't going to be solo'ing tanks easily, but it was possible with skill. The main advantage was being able to fend off tanks / LAV's easily, while at the same time having enough flexibility for the weapon to be used for anti-infantry applications.
 
 
 
 Born Deteis Caldari. Rejected by my Kinsman. Found a new family in the Vherokior Tribe.  Nobody messes with my family | 
      
      
        |  Slave of MORTE
 
 331
 
 
      | Posted - 2015.02.25 19:40:00 -
          [38] - Quote 
 How about a speed buff across the board to be almost as fast as assaults ..they should anyway they have less hp
 
 Yet another slave of Mortedeamor | 
      
      
        |  Tyjus Vacca
 Crux Special Tasks Group
 Gallente Federation
 
 321
 
 
      | Posted - 2015.02.25 19:48:00 -
          [39] - Quote 
 Changes needed by Commando
 
 1. Dmg Bonus from 2% to 3% per lvl
 2. Increase to CPU and PG
 3. Grenade Slot
 4. Better Native Shield Regen/Delay and Armour Repair Stats
 5. "Optional" Increased Movement/Sprint Speed and Stamina (Definately Stamina)
 
 sniper changes !!? O_o | 
      
      
        |  One Eyed King
 Nos Nothi
 
 8036
 
 
      | Posted - 2015.02.25 20:08:00 -
          [40] - Quote 
 
 Ghost Kaisar wrote:I agreed with everything you said, but simply added a bit of EWAR. It might not matter much, but its more the principle of it. Why should a suit with much less HP than a Sentinal and no ability to carry a Heavy Weapon have super crappy EWAR?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....
 
 
 As for grenades, there was a whole FID thread about how silly it is that Commandos don't carry them, so you certainly aren't the only one.
 
 Former CEO of the Land of the BIind. Any double entendre is unintended I assure you. | 
      
      
        |  Francois Sanchez
 Prima Gallicus
 
 269
 
 
      | Posted - 2015.02.25 20:12:00 -
          [41] - Quote 
 The problem of the commando at the moment is the lack of survivability.
 There are two forms of survivability :
 - Escape when you're in trouble
 - Avoid trouble
 
 And commando is the worst suit for both as it's too slow to escape (or doesn't have enough HP), and with its catastrophic ewar (easy to spot and completely blind) the suit is very exposed to flanking (even by sentinels) or runs into a pack of enemies without knowing it.
 Also the terrible HP regen abilities make you easy to kill as soon as you've taken damage 20/25 seconds ago.
 That's why it's so easy to die in a commando when soloing while the suit is great in a squad (thx to shared scan).
 
 So in the end I think they need a significant ewar buff accompagnied by an extra module. With that people should be able to have decent survivability using the extra slot to have an excellent ewar (avoid problems) or to have more HP/speed/regen (get out of trouble)
 | 
      
      
        |  Archduke Ferd1nand
 Nos Nothi
 
 94
 
 
      | Posted - 2015.02.26 04:54:00 -
          [42] - 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. Nope. Scout is the most skill intensive role in the game, as its balanced 100% around min-maxed fits.
 
 Killed by Gavr1lo Pr1nc1p on June 28 1914.  Last words: "Nova Knives and a Flaylock Pistol? I might just die laughing!" | 
      
      
        |  Imp Smash
 Molon Labe.
 General Tso's Alliance
 
 692
 
 
      | Posted - 2015.02.26 07:02:00 -
          [43] - Quote 
 I think if commandos were faster and had some decent scan precision they would be good. You see them coming sure, but they see you there as well.
 | 
      
      
        |  Breakin Stuff
 Goonfeet
 Special Planetary Emergency Response Group
 
 7367
 
 
      | Posted - 2015.02.26 08:55:00 -
          [44] - Quote 
 Good post Kaisar.
 
 The only change I would make to your assessment would be swapping the reload bonus to regen. This tones down the AV dominance of the minmando while allowing a buff to the PLC that won't be instantly broken in the hands of the galmando.
 
 Since it is the reload bonus giving the minmando around 15% in sustained DPS over assaults.
 
 
 
 AV | 
      
      
        |  Ghost Kaisar
 Fatal Absolution
 Negative-Feedback
 
 9941
 
 
      | Posted - 2015.02.26 14:10:00 -
          [45] - Quote 
 
 Breakin Stuff wrote:Good post Kaisar.
 The only change I would make to your assessment would be swapping the reload bonus to regen. This tones down the AV dominance of the minmando while allowing a buff to the PLC that won't be instantly broken in the hands of the galmando.
 
 Since it is the reload bonus giving the minmando around 15% in sustained DPS over assaults.
 
 
 
 Dat reload bonus tho
  
 I can live with it. Although regen would be odd. How would it be implemented? Module Efficacy to armor reps/regulators? Affecting base stats?
 
 Born Deteis Caldari. Rejected by my Kinsman. Found a new family in the Vherokior Tribe.  Nobody messes with my family | 
      
      
        |  Oceltot Mortalis
 
 73
 
 
      | Posted - 2015.03.15 19:27:00 -
          [46] - Quote 
 You're supposed to check to see if there isn't already a thread on a topic before you make your own.
 Since you didn't bother, here you go.
 https://forums.dust514.com/default.aspx?g=posts&m=2679500#post2679500
 
 Aspiring Forum Warrior. Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate | 
      
      
        |  One Eyed King
 Nos Nothi
 
 8529
 
 
      | Posted - 2015.03.15 19:53:00 -
          [47] - Quote 
 
 He likes to double post.
 
 Its ok.
 
 Former CEO of the Land of the BIind. Any double entendre is unintended I assure you. | 
      
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