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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Megaman Trigger
Ready to Play
383
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Posted - 2015.07.05 21:33:00 -
[661] - Quote
Sadly, the base FG is inferior to the AFG. AFG deals more damage per shot and has the quicker charge. The only advantage the base has is holding the shot, and if you practice with the AFG, you don't even need that.
Purifier. First Class.
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Fristname Family name
Opus Arcana Covert Intervention
313
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Posted - 2015.07.06 00:17:00 -
[662] - Quote
Megaman Trigger wrote:Sadly, the base FG is inferior to the AFG. AFG deals more damage per shot and has the quicker charge. The only advantage the base has is holding the shot, and if you practice with the AFG, you don't even need that. I know that i could never defend my breach forge gun and say its better than any others. because i know all the stats ect but i still love it... recently ive been using officer tho :P
BUILD MORE FARMS!
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Fristname Family name
Opus Arcana Covert Intervention
313
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Posted - 2015.07.06 00:18:00 -
[663] - Quote
Breakin Stuff wrote:Shadowed Cola wrote:Out of curiosity since i haven't number crunched FG in forever, which has the best DPS between 2 clips used? Assault, hands down. reload speeds are identical. Current DPS breakdowns can be found in my spreadsheet here.First tab is current, second tab is proposed stats. Third tab shows kill timeline breakdowns for a specific proposal I cobbled together. check the forge gun reload speed in game.... ITS NO THERE :O magic XD
BUILD MORE FARMS!
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Fristname Family name
Opus Arcana Covert Intervention
313
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Posted - 2015.07.06 00:39:00 -
[664] - Quote
Breakin Stuff wrote:Shadowed Cola wrote:Out of curiosity since i haven't number crunched FG in forever, which has the best DPS between 2 clips used? Assault, hands down. reload speeds are identical. Current DPS breakdowns can be found in my spreadsheet here.First tab is current, second tab is proposed stats. Third tab shows kill timeline breakdowns for a specific proposal I cobbled together. I feel they are in a good spot.. would like to see a slight reload speed buff on breach and basic and make up for lack in DPS and maybe a slight buff to the breach to its old damage.. (its stupid but maybe just a little buff) and the basic forge up to somewhere around 1800 @proto as 2k + is way too much and would by far out perform the breach making it useless pretty much. also i recommend including experimental and officer forge guns in the spread sheet and the assault forge doesn't need a buff. I feel that it is already at a nice state and a buff to charge up with out even tweaking the breach would be pure crap.... the breach is not the worst forge but it isnt the best. Maybe increase basic forge damage by about 300ish across the board. Along with that reduce the breach charge time to 4secs, basic to 2.50 or 2.75 and the assault to 2secs (these are all based on level 5 skills and proto weapons sorry if that's inconvenient D: )
I haven't done up any spreadsheets or charts as I don't do that but maybe it could make them a bit better. And I forge using every forge every day and yeah I know the gist of it but the assault doesn't really need a large buff as shown by the spread sheet.
Lots of tweaks and testing/charts ect would have to be done up most likely before we could really settle that they need a buff, but recently the only tanks that escape are ones with their hardener on which is what its meant to do.. stop it from blowing up. i feel holding your fire or getting av nades and something such as a few PLCs for a shield hardener or forge guns for armor can manage to take them down if they can hit enough shots in time. Only tweaks really need to be made to av in my opinion. remember the old swarms and forge guns? (swarms were worse I did 1shot alot of tanks tho)
BUILD MORE FARMS!
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.06 12:12:00 -
[665] - Quote
Anyone else looking forward to this event being over, so we can return to our regularly scheduled program? Getting real tired of the frenzied rush to take out installations.
Purifier. First Class.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.06 12:21:00 -
[666] - Quote
Megaman Trigger wrote: The Gal really should have native reps to match what the Amarr can have once both start stacking Reps, or at least a bonus to Rep modules. As it is, Gal only have the edge at Advanced level since slot count is equal.
I would like to see the numbers on this proposal if you have them on hand. I was running Gal Sent all weekend on Random Solder 99 and that has gotten me interested.
What is the current native rep for Gal Sent? What is the rep rate for Std/Adv/Proto rep modules? What is the low slot count for Gal and Amarr Sents at Std/Adv/Proto? What should the Gal Sent native rep rate be?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.06 13:42:00 -
[667] - Quote
With suit tiers all having the same slot count and the tiers differentiated now by power grid & CPU, standard suit fits become more versatile.
Gall Sent only had 2 lows at STD, but now you leave the High slots empty and use 3 Lows at STD for Brick, Regen or Speed. Or you can make a damage fit and leave some lows empty.
Min Sent gets access to those two low slots at STD, so you can leave the highs empty and rock the fastest Sentinel at a reasonable price.
It will not change anything at Proto, but it will allow a lot more fitting flexibility at STD. It should make it more fun for the new players playing with fits too.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.06 15:16:00 -
[668] - Quote
Fox Gaden wrote:Megaman Trigger wrote: The Gal really should have native reps to match what the Amarr can have once both start stacking Reps, or at least a bonus to Rep modules. As it is, Gal only have the edge at Advanced level since slot count is equal.
I would like to see the numbers on this proposal if you have them on hand. I was running Gal Sent all weekend on Random Solder 99 and that has gotten me interested. What is the current native rep for Gal Sent? What is the rep rate for Std/Adv/Proto rep modules? What is the low slot count for Gal and Amarr Sents at Std/Adv/Proto? Gal 3 and Amarr 4 for all tiers with WL1.2 What should the Gal Sent native rep rate be?
I believe that the current native reps for Gal Sent is 3hp/s.
I'll check numbers and post when I get off work later.
Purifier. First Class.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.06 15:26:00 -
[669] - Quote
I found it here.
Gallente (Current Gal Value) - Armor Rep kings Sentinel 3.0 (1.00)
Minmatar - Hit and run, hybrid armor and regen Sentinel 2.5
Amarr - slowly returning to high base ehp Sentinel 2.0
Caldari - shield tankers ("gain" a low slot) Sentinel 1.5
That is even lower than I thought. I originally thought the Gal Sent rep rate was 4 PH/Sec.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.06 16:24:00 -
[670] - Quote
So, assuming my data is right:
Gal Sent (3 low slots): 3x7.5 = 22.5 + 3 native rep = 25.5 HP/Sec max.
Amarr Sent (4 low slots): 4x7.5 = 30 + 2 native rep = 32 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 28.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 10.5 HP/Sec) (Proposed = 13.5 HP/Sec)
Amarr Sent with 1 Rep module: 9.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 17 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Shadowed Cola
Tal-Romon Legion Amarr Empire
317
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Posted - 2015.07.06 17:35:00 -
[671] - Quote
Fox Gaden wrote:So, assuming my data is right:
Gal Sent (3 low slots): 3x7.5 = 22.5 + 3 native rep = 25.5 HP/Sec max.
Amarr Sent (4 low slots): 4x7.5 = 30 + 2 native rep = 32 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 28.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 10.5 HP/Sec) (Proposed = 13.5 HP/Sec)
Amarr Sent with 1 Rep module: 9.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 17 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits. Honestly, they should just switch back Amarr and Gal slots - that gives Gal the best reps again, and speed, and Amarr keeps best armor and can pack a lil more punch for less high slot.
it also helps Minmatar out, as they'll be the best for speed again, as gal with 4 slots is useless with that low stamina. |
Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.06 18:32:00 -
[672] - Quote
Shadowed Cola wrote: Honestly, they should just switch back Amarr and Gal slots - that gives Gal the best reps again, and speed, and Amarr keeps best armor and can pack a lil more punch for less high slot.
it also helps Minmatar out, as they'll be the best for speed again, as gal with 4 slots is useless with that low stamina.
The Sentinel with the most low slots will be the best for Armor. If the slot layout was switched back the Gal Sent would be best for Armor and best for Reps. I think we are in a better balance position with the current slot layouts and giving the Gal Sent a larger native rep bonus.
The Min Sent already has a speed advantage over the Amarr Sent, as Kin Cats have a stacking penalty. Currently a Min Sent with 1 Kin Cat has the exact same speed as an Amarr Sent with 2 Kin Cats. (Because of the difference in base speed.) Due to stacking penalties the Amarr Sent can never compete for speed with a 2 Kin Cat Min Sent. (I often run a 2 Kin Cat min Sent, I know.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.06 19:25:00 -
[673] - Quote
Fox Gaden wrote:So, assuming my data is right:
Gal Sent (3 low slots): 3x7.5 = 22.5 + 3 native rep = 25.5 HP/Sec max.
Amarr Sent (4 low slots): 4x7.5 = 30 + 2 native rep = 32 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 28.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 10.5 HP/Sec) (Proposed = 13.5 HP/Sec)
Amarr Sent with 1 Rep module: 9.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 17 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits.
Fox, you forgot the rep module skill bonus.
Purifier. First Class.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.06 20:43:00 -
[674] - Quote
Megaman Trigger wrote:Fox Gaden wrote:So, assuming my data is right:
Gal Sent (3 low slots): 3x9.5 = 22.5 + 3 native rep = 31.5 HP/Sec max.
Amarr Sent (4 low slots): 4x9.5 = 30 + 2 native rep = 40 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 28.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 12.5 HP/Sec) (Proposed = 13.5 HP/Sec)
Amarr Sent with 1 Rep module: 11.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 21 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits. Fox, you forgot the rep module skill bonus.
Fox, please check the bold/underlined edits for the correct numbers you're looking for.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.06 22:19:00 -
[675] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:Fox Gaden wrote:So, assuming my data is right:
Gal Sent (3 low slots): 3x9.5 = 22.5 + 3 native rep = 31.5 HP/Sec max.
Amarr Sent (4 low slots): 4x9.5 = 30 + 2 native rep = 40 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 31.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 12.5 HP/Sec) (Proposed = 16.5 HP/Sec)
Amarr Sent with 1 Rep module: 11.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 21 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits. Fox, you forgot the rep module skill bonus. Fox, please check the bold/underlined edits for the correct numbers you're looking for.
Corrected one that Breakin missed
Purifier. First Class.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.07 14:40:00 -
[676] - Quote
Megaman Trigger wrote:Fox, you forgot the rep module skill bonus. Ok, now that I have updated the numbers, what do you guys think of my proposal? Too much? Too little?
Quote: Gal Sent (3 low slots): 3x9.5 = 28.5 + 3 native rep = 31.5 HP/Sec max.
Amarr Sent (4 low slots): 4x9.5 = 38 + 2 native rep = 40 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 34.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 12.5 HP/Sec) (Proposed = 16.5 HP/Sec)
Amarr Sent with 1 Rep module: 11.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 21 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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jerrmy12 kahoalii
G0DS AM0NG MEN New Eden's Heros
1
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Posted - 2015.07.07 17:17:00 -
[677] - Quote
I run; cal sent 2x shield extenders 2x shield energizers boundless heavy machinegun Bolt pistol core nades complex shield regulator(s)
This bastion is hallow
Closed beta vet.
Master troll.
No lifer. Master lurker.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.07 17:43:00 -
[678] - Quote
jerrmy12 kahoalii wrote:I run; cal sent 2x shield extenders 2x shield energizers boundless heavy machinegun Bolt pistol core nades complex shield regulator(s)
That is a solid fit.
- I tend to use the Breach HMG, but the Boundless is better for tracking a moving target and multi opponent engagements.
- I tend to avoid single shot weapons such as the Bolt Pistols, but that is due to my own tendon issues.
- I tend to use Flux Grenades to take out Uplinks on the floor above me by cooking the grenade just right, but Core nades are definitely a safer choice on a Caldari suit.
So although I fit my Cal Sent differently, I agree with all of your fitting decisions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.07 22:51:00 -
[679] - Quote
Mark this day, july 7th, 2025.
Today is the day that commandos have ceased being a sh*tshow.
Yes even the amarr commandos.
They feel equal (though different) to assaults.
I henceforth and evermore shall be adding commandos (all of them) to my level 5 list over the next two months.
I also proclaim and demand that our tubby commando cousins be given equal rights and privilege in the bastion.
Except for the honey hams.
We won't tell them about that.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.07 23:23:00 -
[680] - Quote
Cal Sent slows just went from 4H/1L to 3H/2L, same as Min. Was that part of the plan or did CCP screw up?
Purifier. First Class.
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chill penguin
Tal-Romon Legion
12
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Posted - 2015.07.07 23:30:00 -
[681] - Quote
Megaman Trigger wrote:Cal Sent slows just went from 4H/1L to 3H/2L, same as Min. Was that part of the plan or did CCP screw up?
Perhaps Ratty saw that as a means to a slight buff. I hope that is not true, because he could've merely just added another low. I believe he said something about messing with the CalSent, but I don't remember.
Also, MMX is the best
EDIT: You can add me to the list if you so like. I am everything Amarr, so Amarr Sent.
Greatness is a transitory experience. It is never consistent
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.07 23:34:00 -
[682] - Quote
chill penguin wrote:Megaman Trigger wrote:Cal Sent slows just went from 4H/1L to 3H/2L, same as Min. Was that part of the plan or did CCP screw up? Perhaps Ratty saw that as a means to a slight buff. I hope that is not true, because he could've merely just added another low. I believe he said something about messing with the CalSent, but I don't remember. Also, MMX is the best EDIT: You can add me to the list if you so like. I am everything Amarr, so Amarr Sent.
All Sentinels have max 5 module slots, so adding a low but keeping 4 highs breaks that trend/balance.
I'd agree, except for X5-X7.
Purifier. First Class.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.07 23:43:00 -
[683] - Quote
The calsent things are a bug.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.07 23:46:00 -
[684] - Quote
I figured, but it's useful.
Edit: Okay, I just realised the full extent of the bug. I like it.
Purifier. First Class.
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Georgia Xavier
Incorruptibles
814
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Posted - 2015.07.08 01:47:00 -
[685] - Quote
I finally hit a jumper in mid air with a forge!! God ******* damn was it a blissful experience!! its so satisfying seeing his body ragdoll!
CLICK ME!!
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Fristname Family name
Opus Arcana Covert Intervention
338
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Posted - 2015.07.08 07:27:00 -
[686] - Quote
Georgia Xavier wrote:I finally hit a jumper in mid air with a forge!! God ******* damn was it a blissful experience!! its so satisfying seeing his body ragdoll! I hit a cloaker with my forge gun... and i never knew he was there O.O
also the other day someone came to knife me i turned around as they knifed i got hurt then KABOOM!! almost killed myself tho..
BUILD MORE FARMS!
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.08 10:04:00 -
[687] - Quote
Georgia Xavier wrote:I finally hit a jumper in mid air with a forge!! God ******* damn was it a blissful experience!! its so satisfying seeing his body ragdoll!
Congrats. First time I did that, I nearly passed out laughing.
Purifier. First Class.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.08 10:07:00 -
[688] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Fox, you forgot the rep module skill bonus. Ok, now that I have updated the numbers, what do you guys think of my proposal? Too much? Too little? Quote: Gal Sent (3 low slots): 3x9.5 = 28.5 + 3 native rep = 31.5 HP/Sec max.
Amarr Sent (4 low slots): 4x9.5 = 38 + 2 native rep = 40 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 34.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 12.5 HP/Sec) (Proposed = 15.5 HP/Sec)
Amarr Sent with 1 Rep module: 11.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 21 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits.
With my original numbers I was on the fence as to weather +6 HP per second was two high. I considered whether it should be +5 instead. But now that we have calculated the effect of skills to make the Rep Modules even more powerful, thus increasing the value of a low slot, I think 6 is a much more solid number. Even if we decide that the Gal Sent would need more than +6 HP/sec native rep to be balanced against Amarr, I would not want to go above 6 on the first pass, as there would be a risk of it suddenly becoming OP. In that situations it is better to buff it to 6 and then see how that plays out before deciding weather to go any higher. That way if it becomes OP after the second buff, it can get nerfed back to 6 rather than getting nerfed back to 3.
6 looks like a good number. IMO, it'd make sense for the Sentinel to have a native rep equal or better than the Commando
Purifier. First Class.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.08 10:18:00 -
[689] - Quote
I'm on the fence about commando's, I'm excited for my alts amarr commando. I think the gal & amarr will be in pretty happy places. I'm kind of upset by the min commando because lul dmg mods... and the cal commando just has stats that are too bad to really work with, it's also probably about 100 points shorter on cpu than it should be because shield mods are hilariously overcosted.
Weapon selection really determines the viability of a commando Gal = PLC. AR. Shotgun. is fine Min = CR. MD. Swarm. Swarm really IMHO pushes this into the realm of being ****ing wildly op. Amarr = Scr & Lr. Kind of hilariously up. Cal = RR & sniper. Snipers are bad enough that they could almost be considered subtracting a weapon. (that said tac sniper can be pretty awesome at times).
Amusingly though, I have enjoyed having 2 low slots on my cal sent for the day, because dear sweet christ almost nothing can kill me unless I willfully run into a wall of bullets.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Megaman Trigger
Ready to Play
383
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Posted - 2015.07.08 10:41:00 -
[690] - Quote
Mina Longstrike wrote:
Amusingly though, I have enjoyed having 2 low slots on my cal sent for the day, because dear sweet christ almost nothing can kill me unless I willfully run into a wall of bullets.
Having a depleted delay of 0.41 thanks to a pair of complex regulators is too much fun.
Purifier. First Class.
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