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Vesta Opalus
Ostrakon Agency Gallente Federation
848
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Posted - 2015.07.04 00:14:00 -
[1] - Quote
Aeon Amadi wrote:Stuff and things
I like these changes in general. Three suggestions though...
1. Caldari Assault bonus that you give (+extender health) I dont like too much, it doesnt really help them apply pressure and it doesnt really fit with their racial combat philosophy of ranged combat. However, now that we have a shield regen threshold, perhaps their defensive bonus could apply to that, making the shield threshold larger. This would encourage and reward caldari assaults who maintain range and pick away at long distances, rewarding them by allowing their regen to continue through more of the return fire than any other suit.
2. Gallente Commando bonus: my idea (Ive suggested this for Gal Assault as well at other times, but would work for Gal Comm too) is to give Gallente Commando's a damage bonus the closer they are to the enemy with plasma weapons. e.g. at 5m or less you would get a (for example) 20% damage bonus, 10% at 30m, falls off to no bonus at all at around 40 meters, etc.
3. Amarr Commando bonus: Heat Buildup reduction is a really bad stat to play with for bonuses. Its pretty clear that the amarr assault bonus is absurdly powerful with the ascr and scr and laser rifles. It allows the damage buildup in the laser to get pretty crazy, allows the amarr assault to fire off a full clip and a half of the ascr without even considering the possibility of heat buildup, and allows them to pump out a ton more damage from the scr without having the same chance of overheat anyone else has. This both makes the amarr assault incredibly powerful, and makes these 3 weapons very difficult to balance, since if they are balanced in the hands of an amarr assault, they suck for everyone else, if its balanced for everyone else, its stupendously overpowered for the amarr assault. I would go with the cooldown speed increase for the Amarr Commando, if given a choice, for the above reasons. Recovering from overheat leaves the essential balance of the weapons intact and still gives you a meaningful bonus. |
Vesta Opalus
Ostrakon Agency Gallente Federation
848
|
Posted - 2015.07.04 00:16:00 -
[2] - 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.
100% increased clipsize seems overpowered, but honestly given how **** commando dropsuits are I think it might be just what they need. I do think 100% increased clip ammo for plasma cannons/mass drivers/swarm launchers are a thing to worry about, and maybe should be avoided, but increased rifle clip ammo would be right up the commandos' alleys and I think would be a great way to make them fun and viable (particularly since this kind of buff will help them with their NO SIDEARM syndrome). |
Vesta Opalus
Ostrakon Agency Gallente Federation
848
|
Posted - 2015.07.04 00:22:00 -
[3] - Quote
Veg Hegirin wrote:Commandos get more burst damage and EHP, and can bring a weapon for every occasion. Not as useful in a slugfest, but should be ready to win any 1v1 off to the side, also befitting their name
This isnt how the current bonuses work in practice. Commandos generally have crap EHP which is comparable or worse than what assaults can achieve, since assaults have more modules, and the assaults end up with more fitting variation, being able to use utility modules like precision modules, dampeners, and kincats etc without having to worry about it too much. Meanwhile as far as "burst" damage, not sure thats the right term. Sustained damage is 10% higher for commandos, thats not really "burst", and in fact is completely contradicted by the current amarr assault v. amarr commando bonuses, where the commando gives +10% sustained damage, but the amarr assault gets a huge bonus to burst damage since they can avoid overheat much better, this also equates to a long term sustained damage boost to the amarr assault, but theirs is the only bonus that really gives meaningful burst damage. |
Vesta Opalus
Ostrakon Agency Gallente Federation
850
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Posted - 2015.07.04 09:24:00 -
[4] - Quote
Veg Hegirin wrote: You've got it backwards Burst: Damage in a very short amount of time. Winner: Commandos (Flat damage bonus) Sustained: Damage over a longer period of time Winner: Assaults (heat, clip size etc)
Again I dont think you understand what burst damage means if you think a flat 10% damage boost makes someone better at burst damage compared to the heat bonus on the amarr assault + scrambler rifle or laser rifle mechanics.
This is really common for people in this game, I frequently hear people misuse terms like alpha damage or burst damage for something that has consistent damage delivery with no real limiter aside from reload.
The scrambler rifle is an alpha damage/burst damage weapon, where the output is massively frontloaded and then mechanics kick in to prevent its sustained dps from being insanely high.
I dont really care to argue about this stuff though, especially since the application of these terms is pretty limited in this game vs. a game like City of Heroes or something, so carry on. |
Vesta Opalus
Ostrakon Agency Gallente Federation
852
|
Posted - 2015.07.05 20:43:00 -
[5] - Quote
DeathwindRising wrote:Breakin Stuff wrote:Alena Ventrallis wrote:Give Gallente commandos 3% sprint speed per level. A free kincats at 5. Let's them get their plasma rifles into range quicker, which is in line with Gallente combat philosophy. Errr... making it faster than the galassault seems... Bad? The gal need that bonus built into their racial stats. At least for assaults and commandos. A built in dampener would be great as well
Kind of like this if it wouldnt infringe too much on scouts, minmatar might need this as well, it is very difficult to perform CQC or flanking/skirmish style play when permascanned |
Vesta Opalus
Ostrakon Agency Gallente Federation
852
|
Posted - 2015.07.05 20:47:00 -
[6] - 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
Why would you bother dual wielding? 1. you can murder a couple of people with such large clips already, 2. dual wielding rifles would reduce your situational effectiveness by depriving you of a mass driver/swarm launcher/sniper rifle/whatever.
Your complaint is like WHY WOULDNT A COMMANDO USE 2 SWARM LAUNCHERS IT WOULD BE SO OP VS VEHICLES. They dont because it isnt OP and it sucks against everything else. |
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