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Krias Thracian
Villore Sec Ops Gallente Federation
48
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Posted - 2015.07.05 15:32:00 -
[1] - Quote
DeathwindRising wrote:OP is OP is OP
you cant justify it by skill levels or perceived "difficulty" of use. a gal with 2 shots in the PLC is OP. what about the officer variant?
shotguns with double clip sizes?
the 140 round AR? the 200 round krin sin 11? lol how can you sit there and propose this with a straight face?
youre trolling hard man. hardest ive seen in awhile.
two bonuses is too limiting. we need 4 bonuses on every role including commandos. 2 offensive and two defensive bonuses.
if you really want a clip size bonus, then go with 40%. it wont break weapon like the PLC.
Easily resolved. Increase the reload time by 50-100%. They get two shots with double the downtime. Make it even longer if you want.
I love these suggestions. I think splitting the two off into defined roles is inspired. I think it would need some tweaking as per the quoted comment, even if it was a knee-jerk reaction with no real thought put in beyond "NO! BECAUSE NO". |
Krias Thracian
Villore Sec Ops Gallente Federation
49
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Posted - 2015.07.05 17:37:00 -
[2] - Quote
Pokey Dravon wrote:Aeon Amadi wrote: The numbers aren't necessarily true though, at least from a DPS stand-point. The GalMando would be losing it's reload speed bonus so the DPS would be more along the lines of 671, but I'll give you that the potential for a 2,700 burst of damage is somewhat powerful.
Ok, lets explore it without the reload bonus then. Alright, so Non-Mando with PLC Damage: 1300 Charge Time: .45 Reload Time 2.975 Effective Fire Rate: .45+2.975=3.425 DPS: 1300/3.425 = 379 Galmmando Damage: 1300 (x2) Charge Time: .45 Reload Time: 2.975 Effective Fire Rate: .45+.45+2.975=3.875 DPS: (1300+1300)/3.425 = 671 Difference Between Gallmando and Nonmmando: [(671-379)/379*100%=77% Increase So are you really OK with the Gallente Commando providing a 77% increase to DPS to the PLC? Because I personally feel that any bonus that increases DPS that much essentially impossible to balance. Either the the Galmmando PLC will end up being OP, or the Nonmmando PLC will be UP. In some ways its similar to the old ADS bonus, where Small Turrets on their own were not a problem, but on an ADS they very much were due to the large increase in DPS from the ships bonus.
Again, this can be balanced by increasing the reload speed of the PLC, it should be a specialist weapon anyway. |
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:18:00 -
[3] - Quote
Pokey Dravon wrote:Rattati has already state he is not interested in increasing the reload speed as it would make it more effective against infantry. Additionally a larger magazine would also have the same effect, and thus I don't see him going for it. As I've said Breakin and I have done a significant amount of work on the numbers behind AV (though I'll admit it was mostly Breakin' with me doing sanity checks) and have talked to some extent with Rattati about it as well.
So unless Rattati has had a change of heart recently, I just don't see it happening.
Perhaps, and tweaking would certainly be on the cards, but on the whole, I think the OP really had something, haggling over that specific bonus aside, that would actually differentiate the two types of suits. I think it's worth exploring the concepts anyway. |
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:35:00 -
[4] - Quote
Aeon Amadi wrote:Oh that's cool. An entire proposal completely destroyed, dismantled, and rendered moot not because of the dropsuits it entailed, but because of one weapon.
Where was this sort of feedback when we were all saying the PLC was underpowered for a year and a half?
Do we have any other comments that could potentially make it work? No?
Than Galmando Bonus: 20% increase to magazine capacity per level of Assault Rifles.
As I've said previously, I think the original idea has huge potential and is definitely worth exploring. As Pokey has pointed out, it relies on the willingness of the development team to engage.
Personally I hope they will as diversity between the suits would be great and your ideas give them some great individual roles to perform and the biggest thing this game has going for it is the ability to build your own suit/role in the game for me. |
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:45:00 -
[5] - Quote
DeathwindRising wrote:Every time I mention the name Aeon Amadi, someone laughs hysterically... and then we move on to a more serious topic.
so even if we double AR clip size on commandos, and increased reload time to balance them... we still can cheat by carrying 2 ARs and switching to the second instead of reloading.
so instead of one AR with 140 rounds, its 2 for a total 280 rounds without the need to reload. and thats just one guy.
how about 16 of them all taking turns so that there's never any reasonable break in fire?
oh god the krin sin 11 lol. 200 round clips and dual wield them lol. yea.... nobody can abuse that lol
I must admit I haven't timed how long it takes to switch weapons, but I'd be willing to wager it's not all that far off the reload time when the reload skills are maxed. I think you're overestimating the effect this could have.
You're also engaging in reductio ad absurdem as the idea of seeing 16 commando's in one match is a patently ludicrous proposition.
Thirdly, you use the word "cheat" when it clearly wouldn't be cheating. Aeon's post was reasoned and well thought out and you've resorted to ad hom and reductio ad absurdem which it doesn't deserve. |
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:49:00 -
[6] - Quote
Aeon Amadi wrote:Krias Thracian wrote:DeathwindRising wrote:Every time I mention the name Aeon Amadi, someone laughs hysterically... and then we move on to a more serious topic.
so even if we double AR clip size on commandos, and increased reload time to balance them... we still can cheat by carrying 2 ARs and switching to the second instead of reloading.
so instead of one AR with 140 rounds, its 2 for a total 280 rounds without the need to reload. and thats just one guy.
how about 16 of them all taking turns so that there's never any reasonable break in fire?
oh god the krin sin 11 lol. 200 round clips and dual wield them lol. yea.... nobody can abuse that lol I must admit I haven't timed how long it takes to switch weapons, but I'd be willing to wager it's not all that far off the reload time when the reload skills are maxed. I think you're overestimating the effect this could have. If you haven't gathered by now, he's just here to troll.
Fair point, I got too engaged in trying to have a reasonable discussion that I failed to notice. |
Krias Thracian
Villore Sec Ops Gallente Federation
51
|
Posted - 2015.07.06 10:07:00 -
[7] - Quote
Pokey Dravon wrote:Alena Ventrallis wrote:I agree with you mostly, but if commandos are supposed to be suppression, shouldn't they also get more max ammo too? Remember, suppression fire isn't trying to kill someone, it's trying to keep them pinned for other suits (the assault suits) to flank them. So what's the point of a larger magazine if you're going to run dry in the same amount of time as an assault would?
20% bonus to racial light weapon magazine size and max ammo.
In addition, I would think about giving the defense bonus to the commandos, since they have to be exposed in order to deliver that suppression fire. Can't suppress from behind a wall. In exchange, give assaults bonuses to movement, in order to make them better flankers since they can get into position quicker. Just some things to consider. You also have to consider though....does a larger magazine really make a weapon a suppression weapon? I mean if I have an AR and the enemy has a Rail Rifle....even if I have double the magazine size, how effective am I going to be at suppressing someone who has more range than me? I just dont feel like an increased magazine will make an assault weapon into a suppression weapon, at least in all cases. I mean just personally, if I really wanted a suppression role, I'd want something like increase splash radius to Mass Drivers since the Mass Driver is by its nature, more focused on suppression.
You see, I view a mass driver as pretty much the opposite of a suppression weapon. The splash damage and arc mean that you are using it to force people OUT of cover, not keep them in it. Personally I think splash weapons are far too prevalent in this game, but that's just my opinion and no doubt the avid users of such weaponry will massively disagree with me.
If range is a concern, then could a bonus not be to halve the magazine bonus and give a 2-10% (I don't know what the actual figures for range are, so I'm not sure what would be most appropriate) bonus to range or recoil (though I'm hesitant on decreasing recoil with a bigger mag) so you can actually get your shots on target better. |
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