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Kallas Hallytyr
Skullbreakers
1459
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Posted - 2015.04.13 18:11:00 -
[1] - Quote
So, I've come to some conclusions about Commandos recently, and I think there are some ways we can I prove them to be comparably effective when put beside other roles. I'll outline why I think my conclusions are sound and then I'll provide several potential solutions that could improve the quality of life for Commandos, bringing them into the game in a more productive fashion.
Too Long; Didn't Read Commandos suffer from too many deficiencies and need either additional fitting slots and resources, or improved base speed, stamina and HP.
Current Issues: There are several big issues with Commandos at the moment the I feel are negatively impacting upon their ability to fully contribute in battles: 1) Speed and mobility Commandos are slow, almost as slow as Sentinels, and as a result have limited ability to navigate the battlefield, which in turn makes them sluggish to respond to changing circumstances. Currently they have a speed that roughly equates to having 5% more speed than a Sentinel and 20% less speed than an Assault. Sentinels have roughly 24% less speed than an Assault.
These speed deficiencies are supposed to be accounted for in other ways (Sentinels have the highest HP, resistance bonuses and powerful weaponry; Commandos have damage bonuses and the advantage of carrying two Light weapons.) One of the issues, however, is the current state of the game making speed a very important factor and one of the biggest reasons for this is the strafing capability of a suit. We've all seen the wiggle strafing that happens, where a suit will move in a circle, or other erratic movement, very rapidly to throw off another player's aim.
Why is strafing important? Because it reduces your incoming damage and allows you time to try and apply yours to the enemy, the stumbling block for Commandos is twofold: firstly, they are slower, meaning that their strafing capacity is far reduced (20%, compared to the Assault suit) which in turn means that they are hit far more often than a similarly equipped Assault suit; secondly, they have a larger hitbox, being a heavy frame suit, which further compounds their slower strafing ability and results in the majority of damage being applied even when attempting to evade fire.
An additional factor in mobility is stamina: Commandos have the second lowest stamina/stamina regeneration of all roles, understandable since they are the second heavy frame. This does, however, mean that they are far less capable of reacting and responding as circumstances change on the battlefield. One of the greater, if low key, benefits of the Minmatar Assault, Minmatar Scout and even the Amarr Scout is the high stamina regeneration meaning that they can almost always move how they need to. Low stamina and regeneration is a significant deficit compared to an Assault suit.
A final factor in speed and mobility is simple evasion: a slow suit has a far harder time getting out of the line of fire, which is understandable. This means that a Commando has far less opportunity to break between points of cover, because they are exposed for longer and are easier to hit.
2) Fitting Commandos have a low amount of modules slots: 2 at standard, 3 at advanced and four at prototype. Sentinels have slightly more: 3, 4 and 5, respectively. Assaults have a high amount of slots: 4, 6 and 8, respectively. Scouts have a medium amount: 4, 5 and 6. Logistics have a high amount, though their slots are not fully progressive and need touching up, they're roughly 3, 5/6 and 8.
Commandos, then, have the overall lowest slot amounts across all infantry roles. As far as fitting space is concerned, Commandos are actually reasonably well off, since they have similar fitting to the other heavy frame and have fewer modules to fill. That said, a Commando has far less flexibility in how they outfit their suit - as far as modules are concerned - which ties in with the above point about speed and mobility. However, at the higher tiers the Commando fitting resources actually suffer, compared to that of the Assault - they have less slots, certainly, but have a relatively low increase of resources.
With fewer slots and significant downsides (low speed, large hitbox) a Commando has to either magnify their strengths (high damage) or shore up their weaknesses. Having only four slots at prototype, a Commando is incapable of emulating an Assault's speed, while many Assaults are plenty capable of emulating the additional damage that the Commandos receive as a role bonus (Gallente and Amarr Assaults notably, that can fit three damage mods without sacrificing their primary tank and affords them the same damage increase as a Gal/AmCom bonus with a single damage mod.)
Furthermore, an Assault with sufficient slots can reasonably equip enough tanking modules to more than account for the differences in base EHP. For example, a Caldari Commando has roughly 51% more HP base (+220) but this is at the cost of two high slots/two low slots at prototype: a single armour plate and two shield extenders amply make up the difference, and still leave the Assault with an additional low slot over the Commando overall. With Gallente and Amarr, especially, they can account for the difference in HP very effectively while retaining overall better flexibility with their remaining slots and substantial advantages in speed, mobility and a smaller hitbox, even after fitting more modules.
Essentially, the low slot count of the Commandos is not sufficiently accounted for in the base stats of the suit, be that HP, speed or other (such as scanning.)
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Essentially, the Commando pays very heavily for its advantages, and as a result is significantly less effective in direct combat situations than an Assault suit, considering that the flexibility of the Assault allows it to emulate and, in some cases, outperform in the same or similar role as a Commando.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1459
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Posted - 2015.04.13 18:11:00 -
[2] - Quote
So what can be done, if you accept the above notion?
Proposals I feel there are several solutions to making the Commando a more readily accessible suit: 1) Increased Fitting Since a lot of the Commando's flaws stem from a lack of flexibility (ie, being unable to push their advantage or reduce their weakness) a simple solution would be to introduce additional slots and the relevant, requisite fitting resources needed to fully utilise them.
A conservative suggestion would be to add a single additional slot to each suit, but I feel that bringing Commandos up to having equal slots to a Scout would be far more appropriate. This would still leave them with less available slots than an Assault, but would afford them some flexibility in how to fit, giving them the ability to better maximise their advantages (higher damage, better base HP) or more room to plug weakness.
2) Increase Base Stats Some of the weaknesses of the Commando are based in their insufficiently placed stats. Commandos can be matched and/or beaten in every way by an Assault suit, often multiple or all stats at once too. To counter this, it could introduced that the Commando suits receive certain buffs to key stats.
My suggestions for the stats to increase would be:
Movement Speed: From the previous situation of 20% less speed than an Assault, buff the Commando to 12.5% less speed. This would give it a substantial advantage in speed over the Sentinel (which has a greater resilience) and make the greater flexibility of the Assault less enormous.
Speeds After Buff: (Move/Sprint) G/C: 4.38/6.13 Am: 4.2/5.88 Min: 4.64/5.97
Stamina and Regeneration: Low stamina and regeneration negatively impact the ability to move around on an already slow platform, even after the proposed movement speed changes. Simply, increase Commando stamina stats up to the same as the Logistics role: this is because Logistics are somewhat better, stamina-wise, but are still behind the Assaults and this would afford them slightly more mobility to double down on the movement speed increases.
Pre and Post Buff Numbers: (Stamina/Regen) G/C: 125/15 -> 150/15 A: 200/20 -> 225/25 M: 150/40 -> 175/4
Shields and Armour: Commandos have roughly 50% more HP over their Assault counterparts. Considering the ability to fit far more modules essentially negates the base HP advantages of the Commando, I feel that the following changes should be made to the suits to compensate. The process below directly accounts for the HP differences between Sentinel/Assault (roughly 112.9% increase from Assault to Sentinel, on average) and places the Commando at a firm +60% from Assault to Commando.
Gallente/Caldari: Assault HP: 155/275; +60% = 690 total. Proportionally distributed as 37% off tank (255) and 63% primary tank (435) respective of race. 690 is a direct +60.5% increase from the Assault base of 430 (60.5% to maintain a good, round number) and is a total increase of +6.2% (40) HP from the previous iteration of Gallente/Caldari Commando HP.
Amarr: Assault HP: 145/325; +60% = 740 total. Proportional distribution is 29% off tank for 215 shields/525 armour. 740 is a direct +61% increase from the Assault base of 460 (61% maintains round figures) and is a +8.8% (60) HP from the previous iteration of Amarr Commando HP.
Minmatar: Assault HP: 210/190; +60% = 640 total. Proportional distribution is 46% off tank for 345 shields/295 armour. 640 is a direct +60% increase from the Assault base of 400 and is a +3.2% (20) HP from the previous iteration of Minmatar Commando HP.
Note, even though the Amarr Commando technically gets a larger bonus from these changes, but since the changes are directly proportional to the Assault suit base, then they are getting only a small, literal buff while maintaining the same proportional increases.
---
Conclusion Well, thanks for reading all of that and I hope you'll understand where I'm coming from with these proposals. I would, of course, like comments and criticisms, although I would much prefer that they came with recommended changes instead of simple dismissals.
Cheers.
Alt of Halla Murr. Sentinel.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5811
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Posted - 2015.04.13 18:34:00 -
[3] - Quote
A very well thought out and presented analysis and set of suggestions. Well done!
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Kallas Hallytyr
Skullbreakers
1463
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Posted - 2015.04.13 18:38:00 -
[4] - Quote
Pokey Dravon wrote:A very well thought out and presented analysis and set of suggestions. Well done! Aww, thanks Pokey!
Alt of Halla Murr. Sentinel.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5814
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Posted - 2015.04.13 18:46:00 -
[5] - Quote
So effectively you're trying to normalize most of the stats of the Commando to be between Assaults and Sentinels. I might actually take your proposal and put it into an easier to read spreadsheet if you dont mind. Rattati loves spreadsheets.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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MINA Longstrike
Kirjuun Heiian
2559
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Posted - 2015.04.13 18:57:00 -
[6] - Quote
I agree that it's well thought out and presented. I do have some serious concerns over just flat increases to commando base HP though as I feel it might push the suit into being too cost efficient for its slot numbers, instead I'd give more slots (probably matching the sentinel slot totals).
I would like to see some serious tweaking to commando shield delays and recharge values as with their low slot totals, low recharge and high delays there's next to *nothing* that can be done to modify the suit other than "fit more hp/dmg". If complex armor repairers weren't consistently one of the (if not the) best module(s) in the game, a lot more people would likely be quite vocal about how upsetting their low slot totals and poor base stats are. In essence commando's are largely pidgeon-holed into fitting AS MUCH DAMAGE as possible & complex armor reps, this is fairly universal across commando suits.
I'd like to point out that in the last patch commando's actually got something of an ewar nerf and this is problematic - essentially commandos can *only* scan sentinels and can be scanned by everything else when previously they had a chance to pick up assaults on passive scans.
Also, min needs to lose that swarm 'bonus', god I hate that thing.
In summary - Increasing hp won't fix the issues with shield recharge and recovery, I'd favor more slots in addition to much needed shield tweaks. Commando's didn't deserve the ewar nerf they got handed and it should be undone. Minmando 'swarm bonus' is still pushing it into undeserved popularity as an 'av suit' where people get into high places and cannot be dislodged, part of problem with swarm launcher, part of problem with suit.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Kierkegaard Soren
Corrosive Synergy Rise Of Legion.
748
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Posted - 2015.04.13 19:07:00 -
[7] - Quote
Thank you for this. Excellent analysis, good ideas to fix the problems. I'd also like to bring up the issue of insufficient EWAR capability; being blind to medium frames, too slow to avoid them and big enough themselves to be seen by every other passive scan in the game is a major issue for a suit that can only win engagements by being the first to dictate the range of the fight.
I'd also like to see the return of the old defense bonuses to help deal with survivability issues the suit has, and to encourage players to be more diverse with their fits (and not just filling up on hp and rep mods), without falling into the trap of increasing the slot count.
They really, really need another look at, CCP. They are sometimes, and have the potential to be, amazingly fun and interesting suits to play with, but at the moment they're just not worth the sp investment.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Kallas Hallytyr
Skullbreakers
1464
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Posted - 2015.04.13 19:07:00 -
[8] - Quote
Pokey Dravon wrote:So effectively you're trying to normalize most of the stats of the Commando to be between Assaults and Sentinels. I might actually take your proposal and put it into an easier to read spreadsheet if you dont mind. Rattati loves spreadsheets. Be my guest! I would've spreadsheet'd it myself, but I'm a bit of a derp with them at the moment...
MINA Longstrike wrote:Also, min needs to lose that swarm 'bonus', god I hate that thing. Definitely. Though each race does need a light AV weapon, and Swarms should still be receiving a bonus on Cal suits. The only real issue is that it's only Min that have a bonus for AV.
MINA Longstrike wrote:In summary - Increasing hp won't fix the issues with shield recharge and recovery, I'd favor more slots in addition to much needed shield tweaks. Commando's didn't deserve the ewar nerf they got handed and it should be undone. Minmando 'swarm bonus' is still pushing it into undeserved popularity as an 'av suit' where people get into high places and cannot be dislodged, part of problem with swarm launcher, part of problem with suit. I do agree, to an extent. While flat increasing HP may be dangerous, the overall suggested increase is fairly limited and is still plenty less than a Sentinel, while the Assault retains a far greater diversity of fit.
I do agree about the recharge/recovery issues, though increased base HP somewhat helps by making HP modules less needed.
Still, I do feel that a slot increase would serve Commandos very well, hence the first potential solution
Alt of Halla Murr. Sentinel.
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Kierkegaard Soren
Corrosive Synergy Rise Of Legion.
749
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Posted - 2015.04.13 19:10:00 -
[9] - Quote
Pokey, didn't we, and by that I mean you, roll up some spreadsheets the last time this kind of thread came about? Might be worth dredging up and seeing if anything still looks palatable to the player base.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Kallas Hallytyr
Skullbreakers
1464
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Posted - 2015.04.13 19:10:00 -
[10] - Quote
Kierkegaard Soren wrote: I'd also like to bring up the issue of insufficient EWAR capability; being blind to medium frames, too slow to avoid them and big enough themselves to be seen by every other passive scan in the game is a major issue for a suit that can only win engagements by being the first to dictate the range of the fight.
EWar is a big issue, though I feel it needs an overhaul on a bigger level than just Commandos - range needs looked at, precision for several roles and so on.
Commandos do need better EWar, I agree.
Alt of Halla Murr. Sentinel.
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Kierkegaard Soren
Corrosive Synergy Rise Of Legion.
749
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Posted - 2015.04.13 19:18:00 -
[11] - Quote
The thing about increasing the slot count is that it makes hp stacking a real issue on a frame that has decent base EHP to begin with. I'd be happy with the current layout if the base stats got a massive buff, with speed, stamina and Ewar bein the major priorities. A lot of people claim that the minna do is the most popular because of its weapon load outs being incredibly strong, and whilst this is certainly true to a point I think a lot people down play just how good it is to be able to pack that kind of punch and still be fast about the map. The minmando is just so much quicker compared to the other three suits, with which I have to run complex cardiacs just so I can haul ass to get from one engagement to other in good time. It makes a huge difference to overall effectiveness of the suit and the playstyle it encourages, because let's face it you're one suit trying to fit for two potentially very different types of fight, and it's not often that both of those fights will be happening at the same place at the same time. Flexability is worthless if you can't project it properly.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5815
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Posted - 2015.04.13 19:38:00 -
[12] - Quote
MINA Longstrike wrote:I agree that it's well thought out and presented. I do have some serious concerns over just flat increases to commando base HP though as I feel it might push the suit into being too cost efficient for its slot numbers, instead I'd give more slots (probably matching the sentinel slot totals).
I would like to see some serious tweaking to commando shield delays and recharge values as with their low slot totals, low recharge and high delays there's next to *nothing* that can be done to modify the suit other than "fit more hp/dmg". If complex armor repairers weren't consistently one of the (if not the) best module(s) in the game, a lot more people would likely be quite vocal about how upsetting their low slot totals and poor base stats are. In essence commando's are largely pidgeon-holed into fitting AS MUCH DAMAGE as possible & complex armor reps, this is fairly universal across commando suits.
I'd like to point out that in the last patch commando's actually got something of an ewar nerf and this is problematic - essentially commandos can *only* scan sentinels and can be scanned by everything else when previously they had a chance to pick up assaults on passive scans.
Also, min needs to lose that swarm 'bonus', god I hate that thing.
In summary - Increasing hp won't fix the issues with shield recharge and recovery, I'd favor more slots in addition to much needed shield tweaks. Commando's didn't deserve the ewar nerf they got handed and it should be undone. Minmando 'swarm bonus' is still pushing it into undeserved popularity as an 'av suit' where people get into high places and cannot be dislodged, part of problem with swarm launcher, part of problem with suit.
I actually have to agree on a few points here. I'm concerned increasing slots on top of increasing slots. I think the slot increase totally needs to happen, but the HP increase....I'd rather do the slots first and see how the suit performs in game and then reevaluate.
As for regen, part of the reason why I love the Gallente commando so much is because I feel like I can actually rep tank fairly well. Shield tanking however is....terrible. The regen for Minmatar Commando in particular is just terrible given it's HP. I think we should take a good look at the Sentinel's regen values and derive a more reasonable set of values for the commandos.
Additionally you are correct in that EWAR needs to be looked at, Commandos are pretty much blind and lack the slots to properly counter that blindness.
Also there is nothing wrong with the Minmatar Commando getting a bonus to swarms. It's a problem with the swarms, not the Commando bonus.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5815
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Posted - 2015.04.13 19:39:00 -
[13] - Quote
Kierkegaard Soren wrote:Pokey, didn't we, and by that I mean you, roll up some spreadsheets the last time this kind of thread came about? Might be worth dredging up and seeing if anything still looks palatable to the player base.
Dude if you've ever seen my stack of Google Sheets, you would know that #ThisIsWhatSicknessLooksLike
I will take a look though
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Kallas Hallytyr
Skullbreakers
1467
|
Posted - 2015.04.13 19:58:00 -
[14] - Quote
Just as a clarification, my proposals above are exclusive, I was not suggesting implementing both.
Alt of Halla Murr. Sentinel.
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Kierkegaard Soren
Corrosive Synergy Rise Of Legion.
753
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Posted - 2015.04.13 20:13:00 -
[15] - Quote
Haha, sorry Pokey. Cheers.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5817
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Posted - 2015.04.13 22:04:00 -
[16] - Quote
Kallas Hallytyr wrote:Just as a clarification, my proposals above are exclusive, I was not suggesting implementing both.
Ahhhh ok, I gotcha. Later tonight I'll put that spreadsheet together (and see if I can necro any of the older stuff I have) and properly show them as two separate proposals.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Adipem Nothi
Nos Nothi
8717
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Posted - 2015.04.14 00:55:00 -
[17] - Quote
o/ Kallas
How to Fix Commandos (imho): +1 Low Slot (all races, all tiers)
Shoot scout with yes.
- Ripley Riley
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5835
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Posted - 2015.04.15 00:43:00 -
[18] - Quote
Sorry, took me a bit of time to get around to actually doing it.
https://docs.google.com/spreadsheets/d/1PSrsxiqZFBOWEHhFmTapZvB5gt6mO9e07zCHPk98bgo/edit?usp=sharing
I figure we can start using this is as a master proposal sheet to compare various proposals that pop up in a fairly easy to understand fashion. There are a few other ideas in this thread so I'll toss those in there when I get a chance (with due credit) and throw in my ideas as well.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Cross Atu
OSG Planetary Operations Covert Intervention
4282
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Posted - 2015.04.15 01:26:00 -
[19] - Quote
Kallas, Pokey, thanks very much o7
I have been trying to find the next step for making Commandos step more fully into their role and this thread plus the spreadsheet fit nicely with where my head was at already, and bring a much needed measure of focus to the table.
I hope to be able to see the next iterative step in Commando balance on the field within a couple cycles.
Thanks again Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5839
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Posted - 2015.04.15 07:41:00 -
[20] - Quote
Added my proposal.
Movement Speed updated based off of Kallas's suggestion, placing Commandos directly between Assaults and Sentinels. His logic is solid on that.
Stamina also increased based off of Kalla's suggestion. While I feel the Logistics needs a stamina buff, I feel their current performance is fairly well suited for the Commando. Stamina increase of 25 is modest but useful, and a slight buff of recharge would do the Commando well. Just enough to keep on trucking, but not to the degree of an Assault.
Slot layout normalized to that of the Sentinels. I would very much like to see a system where suits within the same frame have the same slot layout, with secondary stats, attributes, and bonuses setting them apart and defining rolls. I feel this should happen between Assaults and Logistics, and I feel it should happen with Commandos and Sentinels as well.
Shield stats updated for Caldari and Minmatar. Recharge rate set to the same as the Assault, with recharge delays being mostly between Assaults and Sentinels. Commandos are obviously a big bigger, slower, and easier to hit. Having a decent shield regen is important, and slightly better delays than the Assault will help the Commando cope with some of its other disadvantages.
Native armor repairs were left unaltered, these are working pretty well as is.
Base HP left unaltered. I would suggest the above changes be implemented before touching the base HP. Addition of another slot paired with mobility and shield buffs are a good first step. If additional strength is needed, base HP can be evaluated at a later time.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Kallas Hallytyr
Skullbreakers
1482
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Posted - 2015.04.16 16:03:00 -
[21] - Quote
Pokey Dravon wrote:I figure we can start using this is as a master proposal sheet to compare various proposals that pop up in a fairly easy to understand fashion. There are a few other ideas in this thread so I'll toss those in there when I get a chance (with due credit) and throw in my ideas as well. Sounds like a plan. I'm going to link your spreadsheet up in the OP too, so that's it's easily visible.
Pokey Dravon wrote:EDIT: Also Kallas, I'm totally gonna rip off your stamina and speed numbers, I really like them.
Cross Atu wrote:I hope to be able to see the next iterative step in Commando balance on the field within a couple cycles. Woop, thanks Cross!
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8093
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Posted - 2015.04.16 17:10:00 -
[22] - Quote
I just took a look.
Thus far the column marked Pokey Dravon Proposal 1 seems to me best overall. the rest are too cautious in their alterations for the most part to base stats, and I don't see much changing with those implementations.
The Kallas proposal 2 is the one I think was closest in scope, but I think keeping the current slot layout potentially keeps commandos too deeply hamstrung for them to break away from their not-role they have to something useful
this would be a good start that we can iterate off of for some of the commando bonuses that just aren't necessarily working.
Example: the amarr commando simply doesn't perform well with the overheat issues on laser rifles and scramblers. The Assault is far and away superior in every way bonus-wise. I'd like to see less universal homogeneity in the bonuses and more "intended role" once we get the base stats fixed.
AV
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Thokk Nightshade
Montana Militia
793
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Posted - 2015.04.21 01:06:00 -
[23] - Quote
Since this is a Commando discussion, I'm going to throw this out there. It is probably a noob question but I have never heard an answer for it.
Why, if the Commando is a "heavy" suit, is it not able to fit Heavy weapons? If we change one light weapon slot to a heavy weapon slot, this would give them one thing no other suit can match; access to every weapon in the game and a huge assortment of loadouts/fits/combos/etc. There could be a rule put onto the suit if there is a heavy weapon equipped, it slows the suit down by 5-7%. When it is deployed and in use, it slows the suit down by 7-10%. So we give them the option to add it to the suit, but in turn the speed bonuses they were given go bye-bye.
If we give them this bump and add the speed and stamina regen, I would be O.K. without any additional slots or HP. What are the downfalls of this? Do people believe it would make the suit too OP?
I'd be interested to hear any explanations why you all feel this would/wouldn't work. Thanks for your time.
Thokk Kill. Thokk Crush. Thokk Smash.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
3025
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Posted - 2015.04.21 02:10:00 -
[24] - Quote
I disagree with a health buff. Commandos should have lower health. Where I feel they need a buff is health recovery.
Buff their recharge/delays to be better than sentinels. Sentinels are about stacking health but suffer from low recovery, and commandos should be about low health and fast recovery.
Whirly gun make much thunder! - Victor
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