|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vesta Opalus
Ostrakon Agency Gallente Federation
639
|
Posted - 2015.04.27 18:03:00 -
[1] - Quote
Templar XIII wrote:Hejj all...
Been thinking about the sniper rifle. It is so general a weapon group and so varied in its handling:
How about making the regular sniper rifle the Minmatar one [SixKin], making the tactical sniper rifle Gallente [Allotek], and having the Charge Sniper Rifle for Amarr [Carthum] ? Since I find it a bit hard to think of massively new ways the sniper rifle could work for other races than the ones we have already, this seemed to be the easiest way to have almost every Commando profit from it. The Caldari Commando would have none, but be able to partially compensate with his high fitting slot he has over the other Commandos.
What's your opinion on this? In case you have completely new takes on sniper rifles for other races, please feel free to post away, Iam very eager to read those...
Adding parity by re-purposing existing weapons doesnt appeal to me very much.
Also the Cal Commando is already useless at anything besides redline sniping, so Im not sure why you would want to take away the only thing that makes them worth it. Its easily the worst suit in the game, it doesnt need to get screwed out of yet another role it can do, I mean they already got screwed out of the swarm launcher, which is a caldari weapon, and they are screwed out of any kind of fighting that doesnt involve being behind cover 70-80 meters away from the enemy because their regen, health, slot layout, stamina, and speed, which are all crap, combined with the rail rifle nerf which disproportionately ****** over the Cal Commando's short range capabilities.
I guess what Im saying is: buff cal commando (and all commandos, but cal commando is particularly bad) |
Vesta Opalus
Ostrakon Agency Gallente Federation
639
|
Posted - 2015.04.27 20:34:00 -
[2] - Quote
Templar XIII wrote:Vesta Opalus wrote:Adding parity by re-purposing existing weapons doesnt appeal to me very much. Also the Cal Commando is already useless at anything besides redline sniping, so Im not sure why you would want to take away the only thing that makes them worth it. Its easily the worst suit in the game, it doesnt need to get screwed out of yet another role it can do, I mean they already got screwed out of the swarm launcher, which is a caldari weapon, and they are screwed out of any kind of fighting that doesnt involve being behind cover 70-80 meters away from the enemy because their regen, health, slot layout, stamina, and speed, which are all crap, combined with the rail rifle nerf which disproportionately ****** over the Cal Commando's short range capabilities. I guess what Im saying is: buff cal commando (and all commandos, but cal commando is particularly bad) Me personally, I do not have enough experience with the Caldari Commando to really qualify as judge, but the suit looks kinda gimped to me even on quick-look. Might as well be wrong, as some people posted already they knew how to make it work and viable. Please don't ask me how...
Its mostly the base suit and the reliance on rail rifles that kills them.
All the commandos are a little crappy, but the Cal Commando is just exceptionally bad. It needs either more health and/or alot more base shield regen stats, and (although I know this is a little abnormal) it needs some kind of bonus to rail rifles that lets them fire it without them jumping all over the place, otherwise they just cant do anything in close quarters compared to someone with an AR/CR/SCR.
And the swarm launcher thing isnt a huge deal, mostly because the biggest bonus commandos get to it is the reload speed, not the 10% damage bonus. |
Vesta Opalus
Ostrakon Agency Gallente Federation
639
|
Posted - 2015.04.27 20:52:00 -
[3] - Quote
Templar XIII wrote:Vesta Opalus wrote: And the swarm launcher thing isnt a huge deal, mostly because the biggest bonus commandos get to it is the reload speed, not the 10% damage bonus.
You mean: Commandos in general? Since Swarm Launchers deal explosive damage, doesn't the Minmatar commando benefit from it? I never read the Minmatar Commando to be crappy. The other ones: ok, we can discuss this, but the Minmatar with bonus to MassDriver, CombatRifle& SwarmLauncher damage PLUS its native suit speed? This is difficult for me to believe.
Yes the Min commando gets a 10% bonus from the swarm launcher, I was posting from the Cal Commando perspective (though I have both of them anyway). From the cal's perspective, the 10% damage loss on the swarm launcher isnt a super big deal, thats the point.
Min Comm (probably the best commando) is alot less crappy than the Cal Comm, but still I think its not nearly as good as assault/scout/heavy/logi. I dont have direct experience with the gal comm/amarr comm, but I think, compared to Cal Comm, are much more competitive in close quarters (but its worth noting the Amarr Comm's damage bonus is completely 100% outclassed by the Amar Assault's bonus, Amarr Assault bonus provides more dps increase due to the heat mechanics affect on dps). |
Vesta Opalus
Ostrakon Agency Gallente Federation
639
|
Posted - 2015.04.27 21:16:00 -
[4] - Quote
Templar XIII wrote:Vesta Opalus wrote:Templar XIII wrote:Vesta Opalus wrote: And the swarm launcher thing isnt a huge deal, mostly because the biggest bonus commandos get to it is the reload speed, not the 10% damage bonus.
You mean: Commandos in general? Since Swarm Launchers deal explosive damage, doesn't the Minmatar commando benefit from it? I never read the Minmatar Commando to be crappy. The other ones: ok, we can discuss this, but the Minmatar with bonus to MassDriver, CombatRifle& SwarmLauncher damage PLUS its native suit speed? This is difficult for me to believe. Yes the Min commando gets a 10% bonus from the swarm launcher, I was posting from the Cal Commando perspective (though I have both of them anyway). From the cal's perspective, the 10% damage loss on the swarm launcher isnt a super big deal, thats the point. Min Comm (probably the best commando) is alot less crappy than the Cal Comm, but still I think its not nearly as good as assault/scout/heavy/logi. I dont have direct experience with the gal comm/amarr comm, but I think, compared to Cal Comm, are much more competitive in close quarters (but its worth noting the Amarr Comm's damage bonus is completely 100% outclassed by the Amar Assault's bonus, Amarr Assault bonus provides more dps increase due to the heat mechanics affect on dps). Ah, ok, CalComm perspective, makes sense this way. Concerning Ammandos: some people like True Ada are of the opinion it is viable as a suppressor role, but: I never had this experience with it myself. My AmSent and Am Assault perform way better for me, but maybe Iam just noob. Most Ammandos I see nowadays seem to run AR, TacAR or AssRR paired with MassDriver: strange, strange indeed.
Cal Comm is good at a long range suppression role as well, the problem is the suit has zero ability to defend itself in CQC, meaning the team they are on needs to create a pocket for them to operate in. This is not a realistic expectation given how fast and stealthy scouts and assaults can be, and how easy it is to murder a cal commando, so the cal commando ends up being useless. This kind of dynamic may be less of a problem for the AmComms (I sure hope so because it sucks having a proto suit that is **** at everything except redline sniping). |
|
|
|