Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.03 16:17:00 -
[1] - Quote
Part 1
Been a topic of interest for the better part of a year now and I feel there is still some room to discuss ways to add some variety between Assaults and Commandos. Largely the design flaw comes from their current roles: They are both geared for offensive purposes with different approaches. However, as we know, homogenization and overlap between roles can wind up with both of them wondering what their real role is. This makes feedback on either somewhat difficult as they are both intended to be powerful in the offense department.
Assaults and Commandos are also threatened by the potential for 'Slayer Logis' and 'Slayer Scouts', but this is because we've been trying to reduce the capability of those roles -becoming- slayers rather than hallmarking Assaults and Commandos -AS- slayers with proper Slayer bonuses.
A little backstory, by the way: The Commando came into the game as a bone thrown to the heavy community but wound up being arguably one of the most under-utilized classes/roles in the game due to that same aforementioned homogenization. As we know, the proposal to 'Legion-ify' the two roles (removing commandos and giving Assaults two light weapons) isn't an option, so we need to get creative on how these roles differ rather than trying to make them both about frontline combat. This proposal would, in theory, drastically change the two roles, focusing and narrowing them down in two very different ways. Assaults would become the true Frontline Offensive role, and Commandos would return to their Suppression role.
Assaults
We've made the mistake of focusing on Assault suits' versatility to do everything, generally speaking. This has caused some problems (complaints about mobility + EHP + damage capability, not to mention equipment capability, etc; basically they can do everything) and trying to balance them has been problematic. Arguably, they're slated as to be "too good at slaying" (which I find amusing because that is their entire job ).
So, to start with, the bonuses are good or bad, depending on the person. Amarr and Minmatar Assault users say that the bonuses are worth keeping and enjoy them, while Gallente and Caldari Assault users are mixed. There have been a -lot- of proposals on how to make them effective, but nothing has really stuck.
I'd like to propose that we move away from thinking of Assaults as the versatile, general infantry, and think of them more as the frontline damage dealers. They need to be able to constantly push and harass the frontline. Of which they are much better suited for this role than Commandos due to their mobility. I think a good way to do that is with two universally applied bonuses:
1) A damage bonus to respective racial weaponry. (Thinking 10%) -Gallente Assault: 2% bonus to Hybrid - Blaster weapon damage per level -Caldari Assault: 2% bonus to Hybrid - Rail weapon damage per level -Amarr Assault: 2% bonus to Laser weapon damage per level -Minmatar Assault: 2% bonus to Projectile weapon damage per level
2) A respective bonus toward racial combat philosophy. -Gallente Assault: Increased Armor Repair rate from Repairers/Reactives -Caldari Assault: Increased Shield HP from Extenders -Amarr Assault: Increased Armor HP from plates -Minmatar Assault: Increased Shield Regen Rate from Rechargers/Energizers (or potentially mobility module buffs, but we know this to be problematic)
With these changes, Assault Dropsuits become incredibly efficient at dealing damage with their respective weapons and their combat philosophy is hallmarked by the suit they are wearing. The removal of weapon fitting bonuses reduces their versatility in favor of more consistent fittings. Dual-tanking is possible with the compliment toward their defensive combat philosophy, but less likely as they have to work with the increased CPU/PG costs of their weaponry. Further more, the bonuses are applied actively toward modules and not passively toward the suit itself - they only get bonuses toward the modules in question.
I'm sure a lot of Amarr and Minmatar Assaults are mixed on these bonuses, what with the removal of their already good bonuses. There is a reason for this, as will be explained in the Commandos section. Either way, these are bonuses that I think a lot of Assaults could nod their head to.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.03 16:18:00 -
[2] - Quote
Part 2
Commandos
By now a lot of Commandos are freaking out over the damage bonus being given toward Assaults. Commandos were originally designed, and to a degree still are, as Suppression units. They're sluggish, high EHP nature makes them more resilient to incoming fire and their universal reload speed makes them excellent at putting the hurt on the enemy faster, but I think we can do better at making them suppressive units in a more unique way while reducing the homogenization with Assaults.
A reload speed bonus accomplishes one goal: Putting more rounds down-range, faster. There is literally no other purpose to reload speed besides this. The same goal can be accomplished by a Magazine Increase bonus. A substantial one. We're talking 20% increased magazine capacity per level.
"Whoooa, Aeon, 100% increased magazine capacity is insane! That is entirely OP!"
Not really, you see, all it is doing is taking the occasional two seconds of reload speed out of the equation. More rounds in the magazine doesn't constitute more ammunition, either, it just means that more of the maximum ammo is in the magazine and the weapon can be fired for longer. A Gallente Commando with an Assault Rifle would have the same amount of rounds as a Gallente Assault with an Assault Rifle. It also balances itself in a rudimentary way because the longer you hold the trigger the higher the recoil is. Eventually, unless you want to try your hand at duck hunt, you'll have to lay off the trigger and let the weapon settle.
There is some consideration toward specific weapons that become broken with this, however. Swarm Launchers and Mass Drivers, in particular. The Minmatar Commando's weaponry bonus would have to shift to Projectile Weaponry instead of Explosive Weaponry. But, considering how many complaints there are about Swarm Launchers from vehicle users, I can only imagine they'd unanimously support this change
The only remaining weapon that becomes broken, IMO, is the Plasma Cannon - but considering that Gallente Commando would -have- to be at least level three to get the second round in the 'magazine', assuming rounding, and would not obtain any benefit from it therein afterward, I don't see this as a particularly game breaking thing. The Plasma Cannon by itself is difficult to use and opportunistic as is and there aren't many Myro Commandos running around with which to make it a problem for infantry.
To put it simply, the Commando's bonuses under this proposal would be as such:
-Gallente Commando: 20% bonus to Hybrid - Blaster weapon magazine capacity per level. -Caldari Commando: 20% bonus to Hybrid - Rail weapon magazine capacity per level. -Amarr Commando: 20% bonus to Laser weapon magazine capacity per level. -Minmatar Commando: 20% bonus to Projectile weapon magazine capacity per level.
So that is one bonus down. What about the other? If reload speed is being replaced by magazine capacity and the damage bonus is going to assaults, what unique benefits could we give to Commandos that separates them from Assaults while also hallmarking on their role as suppression?
A good bonus toward the Amarr, I feel, that compliments their suppression is either a cool-down bonus or a heat build reduction. With more rounds in the magazine and the constant threat of heat build, either of these benefits would compliment the playstyle well. A Laser Rifle with reduced heat build and a larger magazine capacity would -ABSOLUTELY- be a force to be reckoned with and I think it would define the meaning of suppression. As soon as you see that laser beam, you'd be diving for cover.
Minmatar Commandos would be a little less about suppression a bit more about cover busting, but this isn't a justification to break them. As such, a good way to go about this, I feel, is to give them an increase in Splash Radius rather than outright explosive damage. This would mean they could force players out of cover more reliably, with better ease of use, and they would genuinely be a threat that needed to be dealt with. (The Assault Mass Driver might need to be balanced in accordance with this, but the Breach Mass Driver might actually get some use as a result)
Caldari commandos are pretty easy. With an increase in magazine capacity and a focus on ranged combat, the best bet for them would be a recoil reduction in ADS, specifically. Hipfire would be, without a doubt, broken.
Finally there is the Gallente Commando, which I genuinely don't have a clue as to what sort of unique bonus they could receive that would compliment the playstyle. Given that Gallente are geared for CQC and a magazine increase would be a big benefit toward that, I have no idea what could be offered in place to make them unique.
-Gallente Commando: ????? -Caldari Commando: 5% reduction to Hybrid - Rail weapon ADS recoil per level. -Amarr Commando: 5% reduction to Laser heat-build per level /OR/ 5% bonus to Laser cool-down per level. -Minmatar Commando: 5% bonus to Explosive weapon splash damage per level.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.03 17:43:00 -
[3] - Quote
Commandos on the gallente side suffer from not being able to get close enough, fast enough to capitalize on their firepower in my experience
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.03 17:49:00 -
[4] - Quote
Breakin Stuff wrote:Commandos on the gallente side suffer from not being able to get close enough, fast enough to capitalize on their firepower in my experience
Right right. Dunno what we could give them that would contribute to that a bit more.
The root question: What do we give a CQC suppression unit to make it unique and viable?
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Thokk Nightshade
Montana Militia
981
|
Posted - 2015.07.03 18:27:00 -
[5] - Quote
God D@mn it Aeon. You've really upset with me with post. The reason I'm mad is because, in essense, you are right. The ideas you put forth in this are clear, consise, and would in fact make a CLEAR distinction between Assaults and Commandos. I can't believe I am agreeing to this but it MAKES SENSE.
Now let me explain my first couple sentences. I run Calmando on a regular basis. I LOVE my damage per level bonus I get. Stack that with 3 complex damage mods, the Warbarge upgrades, and a Kal. rail rifle and I melt people. I never thought losing the damage bonus would be something I would be O.K. with. That is one of the reasons I love the Commando so much; that bonus and the double light weapons.
Here's the problem with my own logic using your bonus system. If I lose the damage bonus, I will still be able to melt people. It will just take a touch longer. If I have 84 rounds in my Kal-Rail Rifle vs. 42 and still have the triple complex damage mods, I'm still at, what a 15% - 18% damage bonus (don't remember stacking penalties)? So I'm taking a slight reduction in Damage per round but in turn I will be able to engage for longer times and just pump rounds into groups of enemies for an extended timeframe, weakening the group and knocking a couple off in the process. If they are not grouped and I can 1 v. 1, I can take out 2, 3, 4 enemies in a single magazine without reloading. I can engage multiple targets 1 after the other and while THEY are reloading, I am still pumping rounds out.
I'm trying to think of something for that 2nd Gallente bonus but I have never used them. With that, I'm going to leave it up to the experts.
For the assaults, when I do run them, I agree the damage bonus is more fitting to them (since giving damage bonus to BOTH takes away the flavor/versatility of each). They are the ones trying to get in and take the objectives as the primary front line attackers. They should have the highest possibility at DPS of anyone on the battlefield. Giving each race a bonus fitting their playstyle makes them more specialized and allows for them to be a bit more survivable. You want to be hit and run, use Caldari. You want to tank it up, go Amarr. .
As for the Min Assault, I'm just going to be clear on the speed bonus. Not no, but HELL no. The last couple days have been a Godsend without OP Min Assaults running roughshod over the whole battlefield. :)
Great job Aeon. You've convinced at least me (I know my opinion doesn't mean much around here).
Thokk Kill. Thokk Crush. Thokk Smash.
|
Thokk Nightshade
Montana Militia
981
|
Posted - 2015.07.03 18:32:00 -
[6] - Quote
Breakin Stuff wrote:Commandos on the gallente side suffer from not being able to get close enough, fast enough to capitalize on their firepower in my experience
Could we build something in to give them a bonus sprint speed? 50% bonus to sprint speed for 5-7 seconds at the cost of stamina?
This would allow them to get close fast so they can use their weapons to finish off the enemy, but they aren't going to be running across the battlefield like scouts are. Just a quick burst to get in close.
Thokk Kill. Thokk Crush. Thokk Smash.
|
Veg Hegirin
DUST University Ivy League
27
|
Posted - 2015.07.03 23:19:00 -
[7] - Quote
Assault bonuses are tied to the primary drawback of weapons, and have both grenades and equipment. You're stuck with the engagement profile of your weapon, but you function better when you're in your element. You can assault any location by getting to your optimal engagement positions, which you just win at. It befits the name.
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
You're proposing to just switch the two roles. I don't see why you need to bother. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.03 23:23:00 -
[8] - Quote
Veg Hegirin wrote:Assault bonuses are tied to the primary drawback of weapons, and have both grenades and equipment. You're stuck with the engagement profile of your weapon, but you function better when you're in your element. You can assault any location by getting to your optimal engagement positions, which you just win at. It befits the name.
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
You're proposing to just switch the two roles. I don't see why you need to bother.
Did you read the entire thread or did you just stop where it said that Assaults would get a damage bonus?
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Mikel Arias
Challengers 506
136
|
Posted - 2015.07.03 23:42:00 -
[9] - Quote
Aeon Amadi wrote:Breakin Stuff wrote:Commandos on the gallente side suffer from not being able to get close enough, fast enough to capitalize on their firepower in my experience
Right right. Dunno what we could give them that would contribute to that a bit more. The root question: What do we give a CQC suppression unit to make it unique and viable?
Damage I think. If you need to get close to deal damage, it should be worth the risk, so, the closer you are, higher the damage. Take for example the shotgun; far away? no need to worry, kill the guy; the guy with the shotgun is next to you? you should die, really. |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.03 23:42:00 -
[10] - Quote
Aeon Amadi wrote:Breakin Stuff wrote:Commandos on the gallente side suffer from not being able to get close enough, fast enough to capitalize on their firepower in my experience
Right right. Dunno what we could give them that would contribute to that a bit more. The root question: What do we give a CQC suppression unit to make it unique and viable?
more sprint speed |
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.04 00:05:00 -
[11] - Quote
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. |
Vesta Opalus
Ostrakon Agency Gallente Federation
848
|
Posted - 2015.07.04 00:14:00 -
[12] - 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 -
[13] - 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 -
[14] - 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. |
Miles O'Rourke
Ready to Play
21
|
Posted - 2015.07.04 00:29:00 -
[15] - Quote
As a GalManndo, I like the idea of the clip size bonus to plasma weapons, although I'm also terrified at the prospect of 4 shot Kubo's Plasma Cannons and Breach shotguns.
On the other end of things, I don't have any suggestions for the second bonus. RoF would be, obviously, OP as hell and a range bonus goes against the CQC style of the Gallente, so those two are out of the question.
I used to be a Squad Lead like you, but then I took a Thale's to the knee.
|
Veg Hegirin
DUST University Ivy League
27
|
Posted - 2015.07.04 01:51:00 -
[16] - Quote
Quote:Did you read the entire thread or did you just stop where it said that Assaults would get a damage bonus?
Full disclosure did skim a bit.
Vesta Opalus wrote: 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
This is a great argument for more EHP or slots on commandos. You do need to take module penalties into account though. 4 plates means jack is not a jumping lad.
Vesta Opalus wrote:The amarr assault gets a huge bonus to burst damage since they can avoid overheat much better
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)
Think of the laser rifle. Compared to amarr assaults, Ammandos have a shorter "wind up" time, they effectively have already been holding down the button for a few moments whenever they begin to fire. More burst. The tradeoff is that they can't fire for as long, and they don't have the same damage output as an assault who took to the time to preheat. More damage over a longer period. TL;DR Assault wins if they have the time, through positioning/cover/etc. Commando wins if they don't.
Also the reload speed on commandos is because you have twice as many weapons to reload. If you're not doing that, you're better off in an assault.
|
Ralden Caster
Random Gunz Rise Of Legion.
244
|
Posted - 2015.07.04 02:10:00 -
[17] - Quote
Give the Assault Rifle the bullet slowdown effect that you proposed way back and let the Galmando get a bonus to its potency.
Just spitballing ideas.
Have you ever looked up at the stars and realize that somewhere, out there, there is always something ON FIRE?
|
Nocturnal Soul
Primordial Threat
7
|
Posted - 2015.07.04 02:22:00 -
[18] - Quote
As long as the Scr gets a heat build up reduction to accommodate for the change I'm fine with this.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
|
DRT 99
RAT PATROL INC.
400
|
Posted - 2015.07.04 02:30:00 -
[19] - Quote
a well reasoned, thought out post? WHAT IS THIS!
In all seriousness, i like these ideas. the cal ass bonus we used to have in the past before it got changed, i remember that much.
some issues i see are obviously MD / SL clip size and the calmando bonus is alittle underwhelming.
other things to consider in addition to recoil are charge time and sway reduction - sway being obvious as the sniper is a supression weapon, but charge time because with the current charge up, the RR is pretty bad at supressing as people can get to cover, once the RR stops shooting they can leave cover and have almost half a second before shots start flying again. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.04 04:49:00 -
[20] - 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.
Yeah, lemme tell you, a 140 round AR is game-breaking but the 1.9 second reload time in between two 70 round magazines isn't.
Why? Because he can hold down the trigger? You ever held down the trigger for the entire magazine? You know how much recoil and dispersion that thing gets? Dude would have to take 1.9 seconds to wait for his gun to settle in the first place. The key difference here is that he isn't -forced- into a reload and can keep firing whereas the other guy has to reload the weapon, which is the very definition of suppression.
You're going to have to think about ammo disparity when engaging a Commando. Do I have enough ammo? Can I kill him before he kills me? Can I break away from combat long enough that I can reload my weapon while he's still shooting? These are the questions players -need- to ask before engaging a Commando, not: "Is it a Minmatar Commando with a Swarm Launcher / Caldari Commando with a Sniper Rifle? No? Then there is no threat."
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.04 07:33:00 -
[21] - Quote
Aeon Amadi wrote: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. Yeah, lemme tell you, a 140 round AR is game-breaking but the 1.9 second reload time in between two 70 round magazines isn't. Why? Because he can hold down the trigger? You ever held down the trigger for the entire magazine? You know how much recoil and dispersion that thing gets? Dude would have to take 1.9 seconds to wait for his gun to settle in the first place. The key difference here is that he isn't -forced- into a reload and can keep firing whereas the other guy has to reload the weapon, which is the very definition of suppression. You're going to have to think about ammo disparity when engaging a Commando. Do I have enough ammo? Can I kill him before he kills me? Can I break away from combat long enough that I can reload my weapon while he's still shooting? These are the questions players -need- to ask before engaging a Commando, not: "Is it a Minmatar Commando with a Swarm Launcher / Caldari Commando with a Sniper Rifle? No? Then there is no threat."
yes, there's utility in shooting your gun forever without needing to reload, but youre creating major problems that we dont know if they can be solved.
you cant simply give a blanket plasma weapon clips size increase because it affects alot of other weapons that were balanced on small clips sizes. breach shotgun, plasma cannons, tactical ARs all wre balanced to have small clip sizes and a bonus that applies to plasma weapons affects the whole category.
the other issue is that because of how severe recoil gets with weapons, no one would be able to make any use of a increased clip size unless theyre at in cqc range. RRs with double clip size are useless. a 1.9 sec reload time is fine. its more than TTK for some suits, so reloading would get you killed. 700+ dps ScR? he gets 1.9 seconds of free DPS to apply to you while youre reloading. so youre forced to seek cover.
speaking of ScR, what good is double the clip size there? youll overheat before its of any real use.
suppression isnt about spamming bullets. spamming bbs isnt suppression is it? no its not. suppression is when there is an overwhelming threat of getting instantly killed the second you leave cover, like when a laser rifle has been heated up and directed at you. Its raw damage and stopping power, not quantity. people dont run for cover when there's a sniper shooting at them because they he has a 12 round clip lol... they run because he'll kill them in one or two shots. tanks dont run for cover because... "omg the forge has such a big clip i cant believe he's still shooting!" they run because he'll kill them in a couple shot if their hardener runs out. I run from ScR because im caldari and itll **** me if im not in cover. those are all instances of being suppressed.
|
Jenni Welsh
Reincarnation Incorporated
10
|
Posted - 2015.07.04 07:37:00 -
[22] - Quote
Breakin Stuff wrote:Commandos on the gallente side suffer from not being able to get close enough, fast enough to capitalize on their firepower in my experience
I personally really like my Gallente assaults when they had their increased reload speed... but I realize that the Caldari already have this... maybe an increase to fire rate (no one has that yet)??? :) |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.04 07:55:00 -
[23] - Quote
the biggest problem with suppression is that it requires you to shoot at NOTHING most of the time.
youre simply shooting at rocks or corners for the majority of your time. theres no reward in not killing anyone. no one wants to shoot their gun so other people can get kills lol.
|
Vesta Opalus
Ostrakon Agency Gallente Federation
850
|
Posted - 2015.07.04 09:24:00 -
[24] - 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. |
Veg Hegirin
DUST University Ivy League
27
|
Posted - 2015.07.04 09:45:00 -
[25] - Quote
An Ammando and Amarr Assault shoot each other with ScR at the same rate. Ammando overheats first, but his damage in that period is higher, 'burstier' if you will. Amarr assault continues shooting for a couple more seconds. He shoos for a bit longer, but does more damage over that longer period, his damage is more sustained.
This is not to be confused with weapon *types*. Certainly the ScR is a burst weapon, but i'm not talking about weapons, I'm talking about the different ways each suit uses weapons in general. |
Kierkegaard Soren
Eridani Light Horse Battalion
827
|
Posted - 2015.07.04 09:57:00 -
[26] - Quote
Regarding galmandos, I would recommend the second bonus being a hefty regen rate, perhaps 2hp/s per level, so at rank five they count as having a complex rep for free. They need that survivability if we want them to be CQC suppression specialists.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.04 10:13:00 -
[27] - 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) .
Burst damageis a term used in MMOS to describe limited duration, high-impact damage. An example of burst damage would be the forge gun, because it is not doing its cataclysmic damage at a steady constant. It hammers, then stops then hammers. It is a limited-duration application of high damage.
Now let's use the previous example of the ammando and the amssault.
The ammando overheats significantly faster. The ammando has lower potential DPS.
A triple-damage-mod amarr assault has a 1%-ish DPS advantage over the ammando because the ammando has one slot for damage mods, capping st +17% damage. The amssault can stack 3, achieving 18% plus some decimel change.
This means the amarr assault has a higher burst damage capability because of the overheat. It also can sustain a single-magazine firing a lot longer.
The ammando has a reload bonus... but it's heat dissipation doesn't keep up. It can still be cooling after it's fully reloaded.
It's little variables like this that make or break a balance between two suits.
Unfortunately the commandos were given a universal bonus rather than being bonused for racial role. The lack of racial diversity in bonusing has done as much to damage efficacy of the suits as much as the bad base stats have done.
Each of the the commandos has a quirk that makes their assault counterpart a better choice in almost all situations.
Example: the caldari commando has ghe hands-down WORST equivalent shield stats in the game.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.04 15:59:00 -
[28] - Quote
DeathwindRising wrote:Aeon Amadi wrote: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. Yeah, lemme tell you, a 140 round AR is game-breaking but the 1.9 second reload time in between two 70 round magazines isn't. Why? Because he can hold down the trigger? You ever held down the trigger for the entire magazine? You know how much recoil and dispersion that thing gets? Dude would have to take 1.9 seconds to wait for his gun to settle in the first place. The key difference here is that he isn't -forced- into a reload and can keep firing whereas the other guy has to reload the weapon, which is the very definition of suppression. You're going to have to think about ammo disparity when engaging a Commando. Do I have enough ammo? Can I kill him before he kills me? Can I break away from combat long enough that I can reload my weapon while he's still shooting? These are the questions players -need- to ask before engaging a Commando, not: "Is it a Minmatar Commando with a Swarm Launcher / Caldari Commando with a Sniper Rifle? No? Then there is no threat." yes, there's utility in shooting your gun forever without needing to reload, but youre creating major problems that we dont know if they can be solved. you cant simply give a blanket plasma weapon clips size increase because it affects alot of other weapons that were balanced on small clips sizes. breach shotgun, plasma cannons, tactical ARs all wre balanced to have small clip sizes and a bonus that applies to plasma weapons affects the whole category. the other issue is that because of how severe recoil gets with weapons, no one would be able to make any use of a increased clip size unless theyre at in cqc range. RRs with double clip size are useless. a 1.9 sec reload time is fine. its more than TTK for some suits, so reloading would get you killed. 700+ dps ScR? he gets 1.9 seconds of free DPS to apply to you while youre reloading. so youre forced to seek cover. speaking of ScR, what good is double the clip size there? youll overheat before its of any real use. suppression isnt about spamming bullets. spamming bbs isnt suppression is it? no its not. suppression is when there is an overwhelming threat of getting instantly killed the second you leave cover, like when a laser rifle has been heated up and directed at you. Its raw damage and stopping power, not quantity. people dont run for cover when there's a sniper shooting at them because they he has a 12 round clip lol... they run because he'll kill them in one or two shots. tanks dont run for cover because... "omg the forge has such a big clip i cant believe he's still shooting!" they run because he'll kill them in a couple shot if their hardener runs out. I run from ScR because im caldari and itll **** me if im not in cover. those are all instances of being suppressed.
The bonus has diminishing returns toward small clip size weaponry. A Breach goes from 2 rounds to 4 rounds... Okay, that is fine and dandy but on a Galmando you're probably going to have to fit biotics - sacrificing EHP - to make it viable at all. Plasma Cannon is a different story but I don't see a two shot plasma cannon as that big of a deal, honestly, because it isn't -that- big of a threat to infantry unless you're using myros and any vehicle user will tell you that the most problematic weapon is the Swarm Launcher. If anything, the Galmando with these changes would probably be a good justification for boosting Vehicles' viability in the eventuality that it -did- become a problem, because we're still trying to nerf swarm launchers as it is due to that.
Suppression is subjective to different contexts. You say "Spamming BBS isn't suppression is it?" but which would you say is more suppressive: An M16A4 Assault Rifle or an M249 SAW?
EDIT: Also, you're flipping back and forth on your argument here. Your first post, I'm trolling for proposing a 100% increase in magazine capacity because it is OP. In this post, somehow that isn't viable suppression? Which is it?
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.04 16:09:00 -
[29] - Quote
Aeon Amadi wrote: EDIT: Also, you're flipping back and forth on your argument here. Your first post, I'm trolling for proposing a 100% increase in magazine capacity because it is OP. In this post, somehow that isn't viable suppression? Which is it?
Schizophrenia.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Sgt Kirk
Fatal Absolution Negative-Feedback
11
|
Posted - 2015.07.04 16:19:00 -
[30] - Quote
Aeon Amadi wrote:Part 2 Commandos By now a lot of Commandos are freaking out over the damage bonus being given toward Assaults. Commandos were originally designed, and to a degree still are, as Suppression units. They're sluggish, high EHP nature makes them more resilient to incoming fire and their universal reload speed makes them excellent at putting the hurt on the enemy faster, but I think we can do better at making them suppressive units in a more unique way while reducing the homogenization with Assaults. A reload speed bonus accomplishes one goal: Putting more rounds down-range, faster. There is literally no other purpose to reload speed besides this. The same goal can be accomplished by a Magazine Increase bonus. A substantial one. We're talking 20% increased magazine capacity per level. "Whoooa, Aeon, 100% increased magazine capacity is insane! That is entirely OP!" Not really, you see, all it is doing is taking the occasional two seconds of reload speed out of the equation. More rounds in the magazine doesn't constitute more ammunition, either, it just means that more of the maximum ammo is in the magazine and the weapon can be fired for longer. A Gallente Commando with an Assault Rifle would have the same amount of rounds as a Gallente Assault with an Assault Rifle. It also balances itself in a rudimentary way because the longer you hold the trigger the higher the recoil is. Eventually, unless you want to try your hand at duck hunt, you'll have to lay off the trigger and let the weapon settle. There is some consideration toward specific weapons that become broken with this, however. Swarm Launchers and Mass Drivers, in particular. The Minmatar Commando's weaponry bonus would have to shift to Projectile Weaponry instead of Explosive Weaponry. But, considering how many complaints there are about Swarm Launchers from vehicle users, I can only imagine they'd unanimously support this change The only remaining weapon that becomes broken, IMO, is the Plasma Cannon - but considering that Gallente Commando would -have- to be at least level three to get the second round in the 'magazine', assuming rounding, and would not obtain any benefit from it therein afterward, I don't see this as a particularly game breaking thing. The Plasma Cannon by itself is difficult to use and opportunistic as is and there aren't many Myro Commandos running around with which to make it a problem for infantry. To put it simply, the Commando's bonuses under this proposal would be as such: -Gallente Commando: 20% bonus to Hybrid - Blaster weapon magazine capacity per level. -Caldari Commando: 20% bonus to Hybrid - Rail weapon magazine capacity per level. -Amarr Commando: 20% bonus to Laser weapon magazine capacity per level. -Minmatar Commando: 20% bonus to Projectile weapon magazine capacity per level. So that is one bonus down. What about the other? If reload speed is being replaced by magazine capacity and the damage bonus is going to assaults, what unique benefits could we give to Commandos that separates them from Assaults while also hallmarking on their role as suppression? A good bonus toward the Amarr, I feel, that compliments their suppression is either a cool-down bonus or a heat build reduction. With more rounds in the magazine and the constant threat of heat build, either of these benefits would compliment the playstyle well. A Laser Rifle with reduced heat build and a larger magazine capacity would -ABSOLUTELY- be a force to be reckoned with and I think it would define the meaning of suppression. As soon as you see that laser beam, you'd be diving for cover. Minmatar Commandos would be a little less about suppression a bit more about cover busting, but this isn't a justification to break them. As such, a good way to go about this, I feel, is to give them an increase in Splash Radius rather than outright explosive damage. This would mean they could force players out of cover more reliably, with better ease of use, and they would genuinely be a threat that needed to be dealt with. (The Assault Mass Driver might need to be balanced in accordance with this, but the Breach Mass Driver might actually get some use as a result) Caldari commandos are pretty easy. With an increase in magazine capacity and a focus on ranged combat, the best bet for them would be a recoil reduction in ADS, specifically. Hipfire would be, without a doubt, broken. Finally there is the Gallente Commando, which I genuinely don't have a clue as to what sort of unique bonus they could receive that would compliment the playstyle. Given that Gallente are geared for CQC and a magazine increase would be a big benefit toward that, I have no idea what could be offered in place to make them unique. -Gallente Commando: ????? -Caldari Commando: 5% reduction to Hybrid - Rail weapon ADS recoil per level. -Amarr Commando: 5% reduction to Laser heat-build per level /OR/ 5% bonus to Laser cool-down per level. -Minmatar Commando: 5% bonus to Explosive weapon splash damage per level.
This is all some really good stuff here and I'm 100% behind it.
What I'm about to say is blasphemy, I know. When I mention it Rattati dies a little bit inside but even in EVE the Assault ships aren't the general purpose do all ships. They are the most used in solo pvp but that's it.
Assaults should not be the same way for this game.
With the Gallente Commando what about a range increase? Would make the Gallente Commando with a tactical the Go to suit for defense purposes. Also, since I identify the commando the most with battlecruiser the idea of brute strength and destruction gets me hard.
Lucent Echelon Chat Channel is fixed
|
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.04 16:19:00 -
[31] - Quote
Aeon Amadi wrote: Finally there is the Gallente Commando, which I genuinely don't have a clue as to what sort of unique bonus they could receive that would compliment the playstyle. Given that Gallente are geared for CQC and a magazine increase would be a big benefit toward that, I have no idea what could be offered in place to make them unique.
Honestly this would still be completely broken considering how much damage a Plasma Cannon does...you could pop a Sica without reloading (So less than 1 second from the time the first shot fires to the time the second shot fires), and pop a proper Gunnlogi with a 1-2 reloads or less reloads if you carry 2 PLCs. Not to mention a Kubo PLC would then carry 4 shots before reloading which would just be ******** in an AV situation.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.07.04 17:14:00 -
[32] - Quote
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.
Over thinking, over analyzing separates the body from the mind.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.04 17:28:00 -
[33] - Quote
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?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.04 17:49:00 -
[34] - Quote
Aeon Amadi wrote:DeathwindRising wrote:Aeon Amadi wrote: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. Yeah, lemme tell you, a 140 round AR is game-breaking but the 1.9 second reload time in between two 70 round magazines isn't. Why? Because he can hold down the trigger? You ever held down the trigger for the entire magazine? You know how much recoil and dispersion that thing gets? Dude would have to take 1.9 seconds to wait for his gun to settle in the first place. The key difference here is that he isn't -forced- into a reload and can keep firing whereas the other guy has to reload the weapon, which is the very definition of suppression. You're going to have to think about ammo disparity when engaging a Commando. Do I have enough ammo? Can I kill him before he kills me? Can I break away from combat long enough that I can reload my weapon while he's still shooting? These are the questions players -need- to ask before engaging a Commando, not: "Is it a Minmatar Commando with a Swarm Launcher / Caldari Commando with a Sniper Rifle? No? Then there is no threat." yes, there's utility in shooting your gun forever without needing to reload, but youre creating major problems that we dont know if they can be solved. you cant simply give a blanket plasma weapon clips size increase because it affects alot of other weapons that were balanced on small clips sizes. breach shotgun, plasma cannons, tactical ARs all wre balanced to have small clip sizes and a bonus that applies to plasma weapons affects the whole category. the other issue is that because of how severe recoil gets with weapons, no one would be able to make any use of a increased clip size unless theyre at in cqc range. RRs with double clip size are useless. a 1.9 sec reload time is fine. its more than TTK for some suits, so reloading would get you killed. 700+ dps ScR? he gets 1.9 seconds of free DPS to apply to you while youre reloading. so youre forced to seek cover. speaking of ScR, what good is double the clip size there? youll overheat before its of any real use. suppression isnt about spamming bullets. spamming bbs isnt suppression is it? no its not. suppression is when there is an overwhelming threat of getting instantly killed the second you leave cover, like when a laser rifle has been heated up and directed at you. Its raw damage and stopping power, not quantity. people dont run for cover when there's a sniper shooting at them because they he has a 12 round clip lol... they run because he'll kill them in one or two shots. tanks dont run for cover because... "omg the forge has such a big clip i cant believe he's still shooting!" they run because he'll kill them in a couple shot if their hardener runs out. I run from ScR because im caldari and itll **** me if im not in cover. those are all instances of being suppressed. The bonus has diminishing returns toward small clip size weaponry. A Breach goes from 2 rounds to 4 rounds... Okay, that is fine and dandy but on a Galmando you're probably going to have to fit biotics - sacrificing EHP - to make it viable at all. Plasma Cannon is a different story but I don't see a two shot plasma cannon as that big of a deal, honestly, because it isn't -that- big of a threat to infantry unless you're using myros and any vehicle user will tell you that the most problematic weapon is the Swarm Launcher. If anything, the Galmando with these changes would probably be a good justification for boosting Vehicles' viability in the eventuality that it -did- become a problem, because we're still trying to nerf swarm launchers as it is due to that. Suppression is subjective to different contexts. You say "Spamming BBS isn't suppression is it?" but which would you say is more suppressive: An M16A4 Assault Rifle or an M249 SAW? EDIT: Also, you're flipping back and forth on your argument here. Your first post, I'm trolling for proposing a 100% increase in magazine capacity because it is OP. In this post, somehow that isn't viable suppression? Which is it?
one shot from a plasma cannon on a gal commando at level 5 skills and a damage mod is 2516. youre saying that he wont run two of these, with two shots each? which gunnlogi is capable of surviving 10k in burst damage?
Suppression is effectively controlling enemy actions. you can do it with a rifle or a squad support weapon. the difference is the amount of wasted ammo used to do it. im not excited about wasting ammo to do a job.
double PLC ammo is OP. and 140 round ARs is viable, but RR and ScR arent really. AScR sure, but that thing is weird anyways right now. its an ARR with higher rof and none of the recoil issues and with better range than AR.
here's another thing, this idea doesnt fit with the game's current design. if we can effectively control areas of the map for extended periods of time, where do we go? the maps arent big enough to allow proper movement to counter suppression tactics. how mant exits are there from a redline? how many entry points are there to gain access to an objective.
we have suppression weapons already. we have the mass driver for use indoors, and the laser rifle for outdoor use. why do we need to urn every other weapon into something it was not designed for? how do you balance the odd variants? |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.04 19:40:00 -
[35] - Quote
Kinda responding to everyone at once here without quotes so, bear with me.
1) Giving GalMandos range. I'm against this because it sort of pigeonholes a lot of design factors. A lot of weapons are centralized around their short range and I think that by screwing with that it makes them hard to balance individually. An AR might not be very viable right now but there is some consideration toward buffing it to make it viable - if we then gave the GalMando a range bonus than the AR suddenly starts to overshadow other weapons uniquely with the GalMando and it might lead to some flavor of the month stuff.
2) Giving GalMandos Speed/Mobility. Also against this because then it starts to overlap with the proposal for assaults. Also, because of my next reason:
3) GalMandos with double-shot Plasma Cannons Plasma Cannons are hard to use in any context. Sure, it has splash damage so it makes it -sort of- an infantry tool but it really is designed around it's direct hit damage. So, does a double-shot PLC make it more powerful? Sure, but only in the context that you're sparing 2.975 seconds with Plasma Cannon Rapid Reload 5 (because the GalMando would be losing it's reload speed bonus, which would have put it at 2.3 seconds).
From an anti-infantry standpoint you're thinking two shots with which to miss as opposed to one. Does that give the GalMando an advantage? Sure, but he'd still have to land a direct hit in either case. If he missed both times he would have given the enemy plenty of time to down him and because he's losing the reload speed bonus of the current GalMando, he'd take even longer (0.7 seconds) to reload. It provides an additional opportunity to get it right, but the consequences for not doing so are more drastic. It is both a simultaneous buff and nerf in the same instance.
From an anti-vehicle standpoint: I think it is a little unfair to consider a Prototype AV weapon against a Militia Tank, especially if we're considering an anti-shield AV weapon against a shield tank (that many say is underwhelming compared to the armor tanks anyway). There are a lot more variables to consider than just "Oh it is unfair because Proto vs Militia is powerful" - hell yes it is skewed, it is meant to be, that is the entire point of the power leveled design and if you want to argue that you really need to be in favor of Tieracide, lol.
If a GalMando ran two PLCs, he's at a disadvantage against Infantry. He's slow, sluggish, and loses a lot in favor of that single extra round in the magazine - namely, the 10% damage bonus and the reload speed. Both of which put him at a loss in certain situations. All for the sake of another round that he very well might miss.
Even still the GalMando cannot wield grenades. So an Assault with a Plasma Cannon - even with a single round - and two AV Grenades would be doing similar, if not more damage, while also being faster and increasing his likeliness of keeping up with a tank. The PLC is by all rights a short range weapon. The projectile doesn't fly fast enough to warrant it's use at long range unless you're ambushing the target and they don't see it coming, which is a tactical disadvantage, not a mechanical one.
EDIT: Which, another thing, if you're in a Gunnlogi and you're within range of a PLC and sticking around for all four shots with no infantry support - that's your bad, IMO. This isn't even taking into account that a dual-shield hardened Gunnlogi Cv.0 drop the per-shot damage (to my knowledge) to about 500 per shot. With which, the Gunnlogi could tank all four rounds from a double PLC wielding GalMando just with the stock 2,200 shields.
A Kubo's with 4 shots? It's an officer weapon. It -SHOULD- be powerful. Further more, being an officer weapon means it isn't going to be something that you see on the regular.
IMO, there are way too many factors to just make the blanket statement that a two-shot PLC would indefinitely be OP. There are far too many considerations. I stand by my assertions here and I feel that a two-shot PLC -MAY- be problematic but not to the extent that it would indefinitely and certainly cause the FotM to be GalMandos running around with double plasma cannons.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 07:04:00 -
[36] - Quote
Let me offer you this. There is a reason the Kubo's PLC is so beastly, and it has little to do with the amount of damage it does. It's almost entirely due to the fact that it can drop 2 shots
I have a pretty extensive field record with the PLC and I've also dont quite a bit of numbers work with Breakin' in terms of AV.
Let's take a look at this from a mathmatical perspective We'll go with a Gallente Commando, max skills, no damage mods, and a Standard PLC. (I dont have access to my PS3 atm so fogive me if my values are off)
Direct Damage: 1300 Charge Time: 0.45 Seconds Reload Time: 2.23 seconds Effective Fire Rate: 0.45+2.23=2.68 seconds DPS: 1300/2.68= 485 DPS
Now lets look at it with 2 shots in the magazine
Direct Damage: 1300 Charge Time: 0.45 Seconds Reload Time 2.23 Seconds Effective Fire Rate: 0.45+0.45+2.23=3.13 seconds DPS (1300+1300)/3.13 seconds= 831 DPS
Starting to see my concern here? Mind you that's not taking profinciency into account or the Galmmando damage bonus, yet you're still dropping 2600 damage in 0.9 seconds before reloading, an a massive 70% increase to PLC DPS simply from the magazine bonus alone.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.05 07:57:00 -
[37] - Quote
Pokey Dravon wrote:Let me offer you this. There is a reason the Kubo's PLC is so beastly, and it has little to do with the amount of damage it does. It's almost entirely due to the fact that it can drop 2 shots
I have a pretty extensive field record with the PLC and I've also dont quite a bit of numbers work with Breakin' in terms of AV.
Let's take a look at this from a mathmatical perspective We'll go with a Gallente Commando, max skills, no damage mods, and a Standard PLC. (I dont have access to my PS3 atm so fogive me if my values are off)
Direct Damage: 1300 Charge Time: 0.45 Seconds Reload Time: 2.23 seconds Effective Fire Rate: 0.45+2.23=2.68 seconds DPS: 1300/2.68= 485 DPS
Now lets look at it with 2 shots in the magazine
Direct Damage: 1300 Charge Time: 0.45 Seconds Reload Time 2.23 Seconds Effective Fire Rate: 0.45+0.45+2.23=3.13 seconds DPS (1300+1300)/3.13 seconds= 831 DPS
Starting to see my concern here? Mind you that's not taking profinciency into account or the Galmmando damage bonus, yet you're still dropping 2600 damage in 0.9 seconds before reloading, an a massive 70% increase to PLC DPS simply from the magazine bonus alone.
save us pokey! Amadi is a madman! |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 08:06:00 -
[38] - Quote
DeathwindRising wrote: save us pokey! Amadi is a madman!
Don't get me wrong, the idea of increased magazine is an interesting one, and one I'm willing to explore. But there are some fatal flaws in it, the PLC being the biggest ones. Swarm Launchers are also another weapon which could experience problems (though not to the extent that you would see in the Plasma Cannon).
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.05 08:59:00 -
[39] - Quote
I find your premise to be flawed aeon and I disagree with the entirety of your proposal.
Assaults are the front line fighters by virtue of their weapon performance buffs - all of which are currently *very good* and their combination of hp, recovery, mobility, utility in slots and just general well rounded-ness.
While commandos were initially proposed as 'suppression' units, the role that the community has attached to them is often unparalleled versatility in its weapon options and primarily anti-vehicle gameplay. Commandos hit considerably harder than assaults and can completely sweep rooms, but they lack the recovery aspects and mobility (which makes them worse at rapidly assaulting than assaults).
Both of these roles fill their own niches and are currently in pretty happy spots (barring the Amarrs lack of weaponry options & general playing second fiddle to the assault due to how it's bonus & 3 highs overshadows and outdamages it, some suits questionably overperforming and some suits needing tweaks to their base stats).
Please start on a premise that isn't flawed.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 11:08:00 -
[40] - Quote
Pokey Dravon wrote:DeathwindRising wrote: save us pokey! Amadi is a madman!
Don't get me wrong, the idea of increased magazine is an interesting one, and one I'm willing to explore. But there are some fatal flaws in it, the PLC being the biggest ones. Swarm Launchers are also another weapon which could experience problems (though not to the extent that you would see in the Plasma Cannon).
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. I'm on the fence as to whether or not it would be 'OP' powerful though as the weapon is somewhat difficult to use and requires a stupid amount of skill for long range hits and a certain amount of mobility for short range hits. Bearing in mind that most vehicles, if not all of them, are generally faster than a Gallente Commando - or at least should be - it makes it a situational sort of deal. But like I said, I am on the fence about it because there are too many factors to consider.
As far as Swarm Launchers, I mentioned this in the original proposal - there wouldn't be a Commando suit that gets a magazine bonus to Swarm Launchers (and likewise Mass Drivers) because the Minmatar Commando loses it's explosive favor in place of a Projectile favor. So it's magazine bonus would go to Combat Rifles and SMGs as opposed to Swarm Launchers and Mass Drivers. So that concern is misguided.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
|
Krias Thracian
Villore Sec Ops Gallente Federation
48
|
Posted - 2015.07.05 15:32:00 -
[41] - 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". |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 15:34:00 -
[42] - Quote
Krias Thracian wrote: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".
..... Huh. That's actually a pretty simplistic solution, actually. Would make the rewards for landing the shot(s) a lot higher but the consequences for not landing them somewhat punishing. I kind of like it, actually.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.05 16:04:00 -
[43] - Quote
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 |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 16:06:00 -
[44] - 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
So they'd have decent/good speed, damage application, profile, and armor repair rate...
As someone who has run Gallente since closed beta, I'm going to say no.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 17:07:00 -
[45] - Quote
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 will end up being OP, or the Nonmmando will be UP.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
Krias Thracian
Villore Sec Ops Gallente Federation
49
|
Posted - 2015.07.05 17:37:00 -
[46] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 18:58:00 -
[47] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:18:00 -
[48] - 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. |
benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
247
|
Posted - 2015.07.05 19:18:00 -
[49] - 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.
...and everybody's favorite dream smasher make his triumphant return thankyou for reason here.
ONE UNIVERSE//ONE WAR
Support Dust/EvE cross content
We need live events discussion
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 19:27:00 -
[50] - Quote
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.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
|
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:35:00 -
[51] - 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. |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.05 19:43:00 -
[52] - Quote
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 |
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:45:00 -
[53] - 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. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 19:48:00 -
[54] - Quote
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.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Krias Thracian
Villore Sec Ops Gallente Federation
50
|
Posted - 2015.07.05 19:49:00 -
[55] - 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. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 19:53:00 -
[56] - Quote
Krias Thracian wrote: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.
Well, think about it like this, the argument isn't that you can have a light weapon with double the mag capacity anymore it's that you can dual wield them. Which, is interesting, because you can do that -right now- and have the higher damage and faster reload speed
So the argument that "No, 140 rounds would be OP" insinuates that our current game mechanics (Galmando with two ARs, let alone a Rattati Gal Assault with two ARs) would be OP as well. But I don't hear many complaints about Galmandos with two ARs being OP.
.... then again I also don't hear many complaints about Galmandos with two Plasma Cannons being OP either...
EDIT: Which, I mean, knock out their two light weapons and suddenly balance has been restored - by that logic.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Vesta Opalus
Ostrakon Agency Gallente Federation
852
|
Posted - 2015.07.05 20:43:00 -
[57] - 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 |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 20:46:00 -
[58] - Quote
Vesta Opalus wrote: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
Easier solution would be to introduce a variant of cloaking devices that has a better profile reduction. An 'Active Profile Dampener'.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Vesta Opalus
Ostrakon Agency Gallente Federation
852
|
Posted - 2015.07.05 20:47:00 -
[59] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 21:04:00 -
[60] - Quote
benandjerrys wrote:...and everybody's favorite dream smasher make his triumphant return thankyou for reason here.
Not sure if compliment or criticism....
Krias Thracian wrote: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.
Oh don't get me wrong, as I said earlier I think the idea is worth entertaining. But there would need to be some neccessary tweaks before it would work properly because as is, it would make the PLC horrifically overpowered. That weapon in particular reacts to bonuses significantly differently due to its very extreme magazine/reload/damage ratio so you have to tread carefully when tweaking those values.
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.
Not really, see above. All I'm saying is that it's irresponsible to push a change through if its going to cause a glaring issue with a particular fascet. So as was stated before, the PLC would need a rather significant change as not to make this bonus work. I will say I am reluctant to mess with the PLC currently, as it actually performs pretty damn well as is, so I'm a little worried about fixing something isn't broken, just to add a bonus to the suit.
On another note, something that may be worth discussing...would Laser weapons gain much advantage to a increased magazine since their primary limitation on sustained damage is more so tied to heat buildup and not so much magazine capacity?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.05 21:14:00 -
[61] - Quote
Pokey Dravon wrote:benandjerrys wrote:...and everybody's favorite dream smasher make his triumphant return thankyou for reason here. Not sure if compliment or criticism.... Krias Thracian wrote: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. Oh don't get me wrong, as I said earlier I think the idea is worth entertaining. But there would need to be some neccessary tweaks before it would work properly because as is, it would make the PLC horrifically overpowered. That weapon in particular reacts to bonuses significantly differently due to its very extreme magazine/reload/damage ratio so you have to tread carefully when tweaking those values. 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. Not really, see above. All I'm saying is that it's irresponsible to push a change through if its going to cause a glaring issue with a particular fascet. So as was stated before, the PLC would need a rather significant change as not to make this bonus work. I will say I am reluctant to mess with the PLC currently, as it actually performs pretty damn well as is, so I'm a little worried about fixing something isn't broken, just to add a bonus to the suit. On another note, something that may be worth discussing...would Laser weapons gain much advantage to a increased magazine since their primary limitation on sustained damage is more so tied to heat buildup and not so much magazine capacity?
To refresh you, the Amarr Commando proposal is to take the Amarr Assault's heat build reduction, which would work wonders on a weapon with a larger mag count.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 21:44:00 -
[62] - Quote
Aeon Amadi wrote: To refresh you, the Amarr Commando proposal is to take the Amarr Assault's heat build reduction, which would work wonders on a weapon with a larger mag count.
Ah fair enough, missed that bit.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.07.05 21:47:00 -
[63] - Quote
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.
Over thinking, over analyzing separates the body from the mind.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.05 22:13:00 -
[64] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
248
|
Posted - 2015.07.06 00:11:00 -
[65] - Quote
@ pokey
Compilment
ONE UNIVERSE//ONE WAR
Support Dust/EvE cross content
We need live events discussion
|
Krias Thracian
Villore Sec Ops Gallente Federation
51
|
Posted - 2015.07.06 10:07:00 -
[66] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.06 14:06:00 -
[67] - Quote
That's and interestiny way to look at so I see where you are coming from. I suppose my definition is slightly different in that I consider a suppression weapon to be something that prevents you from accessing certain areas, area denial if you will. May that be preventing the enemy from advancing out from behind cover or forcing them to take cover. I consider the Laser Rifle and arguably the Sniper Rifle to be suppressive weapons as well.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
Jakkal Shoobah
Eternal Beings
143
|
Posted - 2015.07.08 20:51:00 -
[68] - Quote
I like the OP. Even thou guy this is a radical suggestion I like it. I've always thought assaults should get a module bonus. This change would completely alter the way matches are played.
On the bonuses to assaults. I could see the damage and defensive module bonuses working really well. I think it makes sense. Medium hp suits that are masters of their races weapons and modules.
On the commando bonuses. Yes. Although reload speed is useful, having twice the ammo in clip is better. It makes send that high hp fat suits would have two offensive bonuses instead of one. I think that if the right bonuses are given, commandos could really be the Rambos of dust. Always shooting , always a problem, always deadly.
As a galmando , I can tell you that it would be hard to find a good bonus for them without treading into extremely dangerous territory. To be honest, the current gal assault bonus would be godsend with your proposed suit clip bonus.
While slow to anger and occasionally indecisive, they are also capable of harnessing enormous resolve when truly tested.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
|
Posted - 2015.07.08 21:31:00 -
[69] - Quote
As well thought out as it is. I'm not really going to back anything that takes me built in Heatsinks away. I like em too much.
I kind of like the idea that the Amarr are a DoT race when it comes to damage dealing.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.08 21:36:00 -
[70] - Quote
A suppressive weapon is by definition "A weapon with more than sufficient firepower to turn your ass to chutney if you stick your neck out into the open for any extended period of time."
Having more bullets than the competition is strictly optional.
Grenade launchers (mass drivers) are pretty much the definition of suppressive weapons. Laser Rifles are suppression from hell itself and fits the role perfectly.
the assault HMG is STARTING to push that direction.
there's a few others, but those are the stand-outs.
But for a weapon to be suppressive it needs to have the right combo of range and firepower. Mass drivers do it by alpha and AoE, laser rifles do it by range and scaling DPS.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.08 22:04:00 -
[71] - Quote
True Adamance wrote:As well thought out as it is. I'm not really going to back anything that takes me built in Heatsinks away. I like em too much.
I kind of like the idea that the Amarr are a DoT race when it comes to damage dealing.
It'd just be moving to the Amarr Commando where it'd be better off anyway due to the mag increase.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.08 22:07:00 -
[72] - Quote
Breakin Stuff wrote:A suppressive weapon is by definition "A weapon with more than sufficient firepower to turn your ass to chutney if you stick your neck out into the open for any extended period of time."
Having more bullets than the competition is strictly optional.
Grenade launchers (mass drivers) are pretty much the definition of suppressive weapons. Laser Rifles are suppression from hell itself and fits the role perfectly.
the assault HMG is STARTING to push that direction.
there's a few others, but those are the stand-outs.
But for a weapon to be suppressive it needs to have the right combo of range and firepower. Mass drivers do it by alpha and AoE, laser rifles do it by range and scaling DPS.
Suppression is a nebulous term. People think the Mass Driver is a suppression weapon but it's entire design is to force players -OUT- of cover, rather than -INTO- cover.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
|
Posted - 2015.07.08 22:20:00 -
[73] - Quote
Aeon Amadi wrote:True Adamance wrote:As well thought out as it is. I'm not really going to back anything that takes me built in Heatsinks away. I like em too much.
I kind of like the idea that the Amarr are a DoT race when it comes to damage dealing. It'd just be moving to the Amarr Commando where it'd be better off anyway due to the mag increase.
.......You still haven't quite hooked me. In theory it sounds great..... but would I really want to play an Amarr Commando like that> Arguably one of the cooler things about the Amarr Commando is that it AScR functions kind of like an LMG.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.07.08 22:52:00 -
[74] - Quote
True Adamance wrote:Aeon Amadi wrote:True Adamance wrote:As well thought out as it is. I'm not really going to back anything that takes me built in Heatsinks away. I like em too much.
I kind of like the idea that the Amarr are a DoT race when it comes to damage dealing. It'd just be moving to the Amarr Commando where it'd be better off anyway due to the mag increase. .......You still haven't quite hooked me. In theory it sounds great..... but would I really want to play an Amarr Commando like that> Arguably one of the cooler things about the Amarr Commando is that it AScR functions kind of like an LMG.
O.o; well I mean you'd have an ASCR with +100% mag capacity and a 25% reduction to heat build. That would kinda make it a Light... Scrambler... Machine Gun?
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
|
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.07.09 02:26:00 -
[75] - Quote
Suppression as I learned it is forcing the enemy to keep their heads down so that riflemen can move in to flank or envelop them. To that end, we used the SAW (then the IAR, I hate that thing) both of which function like Aeon describes commandos. Lots of bullets (IAR blech) to keep the enemy's head down while our riflemen move ito position. Grenades are used to flush enemies out of entrenched positions, and to clear a room before entering.
Mass drivers aren't supposed to keep you crouched behind cover. They are made to make you want to leave cover. This is area denial, but not suppression. Suppression is intended to keep you pinned behind cover.
Over thinking, over analyzing separates the body from the mind.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
|
Posted - 2015.07.09 02:59:00 -
[76] - Quote
Aeon Amadi wrote:True Adamance wrote:Aeon Amadi wrote:True Adamance wrote:As well thought out as it is. I'm not really going to back anything that takes me built in Heatsinks away. I like em too much.
I kind of like the idea that the Amarr are a DoT race when it comes to damage dealing. It'd just be moving to the Amarr Commando where it'd be better off anyway due to the mag increase. .......You still haven't quite hooked me. In theory it sounds great..... but would I really want to play an Amarr Commando like that> Arguably one of the cooler things about the Amarr Commando is that it AScR functions kind of like an LMG. O.o; well I mean you'd have an ASCR with +100% mag capacity and a 25% reduction to heat build. That would kinda make it a Light... Scrambler... Machine Gun?
True.....but it wouldn't really feel like one. Don't most suppressive fire weapons have such recoil that you need to burst fire/ stand them on a bipod.
Again at this point it's not really and argument.....but I'd really rather not lose the Heat Build up on Assaults.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
|
|
|
|
Pages: 1 2 3 :: [one page] |