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Thread Statistics | Show CCP posts - 7 post(s) |
Meisterjager Jagermeister
1
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Posted - 2015.07.10 18:08:00 -
[121] - Quote
CCP Rattati wrote:Cat Merc wrote:Rattati, ...... why must you hurt it so? you mean your armor while dmg moding....? If you are a Gallente assault running an AR.....YES!!!
AKA - StarVenger- Horizons' Edge
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Dzago Sevatarion
DUST University Ivy League
65
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Posted - 2015.07.10 18:24:00 -
[122] - Quote
Breakin Stuff wrote:RoF if applied at a 1:1value ups DPS more than straight damage.
10% RoF brings up the DPS more on average than 10% alpha.
Putting RoF on highs would actually ENHANCE armor suit ability to sh*t DPS. Shield suits would not receive the buff intended, as much as one might think. I think RoF should go in the lows, to enhance the slow-fire weapons favored by shield races.
I don't see the proposal as a shield buff so much as a way of "hardcoding" armor tank --> CQC, shield tank --> range into the mechanics of the game.
When I shield tank I tend to hide so this wouldn't really bother me, but I wonder how the Caldari sentinel would fair in this environment. Seems like a waste to make it even more inferior in CQC. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.10 19:00:00 -
[123] - Quote
Dzago Sevatarion wrote:Breakin Stuff wrote:RoF if applied at a 1:1value ups DPS more than straight damage.
10% RoF brings up the DPS more on average than 10% alpha.
Putting RoF on highs would actually ENHANCE armor suit ability to sh*t DPS. Shield suits would not receive the buff intended, as much as one might think. I think RoF should go in the lows, to enhance the slow-fire weapons favored by shield races. I don't see the proposal as a shield buff so much as a way of "hardcoding" armor tank --> CQC, shield tank --> range into the mechanics of the game. When I shield tank I tend to hide so this wouldn't really bother me, but I wonder how the Caldari sentinel would fair in this environment. Seems like a waste to make it even more inferior in CQC.
depends. shield damage threshold is really interesting mechanic to play with.
set it high enough, and you get situations where the cal sent could continue shield regen while taking damage, as long as the damage per shot isnt higher than the threshold.
for example if you set the value to 20, the cal sent could regen while taking hmg fire, but if he get hit with an AR from 20m away his shields stop recharging, because AR damage per shot is higher than 20.
if that same AR fire from 70m though, its damage per shot would like fall under 20m due to being outside its optimal and effective range. meaning the cal sent could regen its shield while taking fire the AR as well.
if weapons shoot faster they can still cause damage faster than the cal can regen its shields. so you'd still eat through them similar to how you can still kill a sentinel being repaired by logis if if can keep you damage on him long enough. |
hails8n
DEATH BY DESTRUCTION
331
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Posted - 2015.07.10 19:07:00 -
[124] - Quote
Demandred Moores wrote:And I'm just sitting here with two damage mods a shield rrecharger X2 complex reactive and proto rr and swarms like what are you talking about? Calmando has always been the best mando though. Starting to think these ppl saying they have max skills actually don't. Get those optimizations ppl. Amarr command is a little harder to fit, but big fit it out well enough, over 20 reps a second two dmg mods and scr and lr. Glad to bear they're getting a buff to fit it better though. Shhhh, let the scrubs keep believing their minmamdos best mando.
Get some life in your hands.
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hails8n
DEATH BY DESTRUCTION
331
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Posted - 2015.07.10 19:11:00 -
[125] - Quote
DeathwindRising wrote:Dzago Sevatarion wrote:Breakin Stuff wrote:RoF if applied at a 1:1value ups DPS more than straight damage.
10% RoF brings up the DPS more on average than 10% alpha.
Putting RoF on highs would actually ENHANCE armor suit ability to sh*t DPS. Shield suits would not receive the buff intended, as much as one might think. I think RoF should go in the lows, to enhance the slow-fire weapons favored by shield races. I don't see the proposal as a shield buff so much as a way of "hardcoding" armor tank --> CQC, shield tank --> range into the mechanics of the game. When I shield tank I tend to hide so this wouldn't really bother me, but I wonder how the Caldari sentinel would fair in this environment. Seems like a waste to make it even more inferior in CQC. depends. shield damage threshold is really interesting mechanic to play with. set it high enough, and you get situations where the cal sent could continue shield regen while taking damage, as long as the damage per shot isnt higher than the threshold. for example if you set the value to 20, the cal sent could regen while taking hmg fire, but if he get hit with an AR from 20m away his shields stop recharging, because AR damage per shot is higher than 20. if that same AR fire from 70m though, its damage per shot would like fall under 20m due to being outside its optimal and effective range. meaning the cal sent could regen its shield while taking fire the AR as well. if weapons shoot faster they can still cause damage faster than the cal can regen its shields. so you'd still eat through them similar to how you can still kill a sentinel being repaired by logis if if can keep you damage on him long enough. I don't think it works like that. It doesn't constantly rep through hmg damage, I think it only reps the 1st shot. See I have all cal suits and when I take down a caldaris shields I just pluck a little shield so he has to wait for the recharge delay again. I do the same to gunlogis and pythons also.
Get some life in your hands.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.10 19:18:00 -
[126] - Quote
hails8n wrote:DeathwindRising wrote:Dzago Sevatarion wrote:Breakin Stuff wrote:RoF if applied at a 1:1value ups DPS more than straight damage.
10% RoF brings up the DPS more on average than 10% alpha.
Putting RoF on highs would actually ENHANCE armor suit ability to sh*t DPS. Shield suits would not receive the buff intended, as much as one might think. I think RoF should go in the lows, to enhance the slow-fire weapons favored by shield races. I don't see the proposal as a shield buff so much as a way of "hardcoding" armor tank --> CQC, shield tank --> range into the mechanics of the game. When I shield tank I tend to hide so this wouldn't really bother me, but I wonder how the Caldari sentinel would fair in this environment. Seems like a waste to make it even more inferior in CQC. depends. shield damage threshold is really interesting mechanic to play with. set it high enough, and you get situations where the cal sent could continue shield regen while taking damage, as long as the damage per shot isnt higher than the threshold. for example if you set the value to 20, the cal sent could regen while taking hmg fire, but if he get hit with an AR from 20m away his shields stop recharging, because AR damage per shot is higher than 20. if that same AR fire from 70m though, its damage per shot would like fall under 20m due to being outside its optimal and effective range. meaning the cal sent could regen its shield while taking fire the AR as well. if weapons shoot faster they can still cause damage faster than the cal can regen its shields. so you'd still eat through them similar to how you can still kill a sentinel being repaired by logis if if can keep you damage on him long enough. I don't think it works like that. It doesn't constantly rep through hmg damage, I think it only reps the 1st shot. See I have all cal suits and when I take down a caldaris shields I just pluck a little shield so he has to wait for the recharge delay again. I do the same to gunlogis and pythons also.
try this:
shoot a caldari suit with a smg from 70m to 100m
watch as his shields bounce back up as he takes damage.
it works because it happened to me while i was sniping. some noob shot me with his smg fromm 100m out.as i took damage, my shields would just regen back up. it gave me enough time to line up a headshot while sitting out in the open lol |
Evan Gotabor
Prima Gallicus
201
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Posted - 2015.07.10 19:31:00 -
[127] - Quote
CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change"
Yeah my shieldtanked gallente commando with 3 damage mods thank you by advance...
Prima Gallicus diplomat
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hails8n
DEATH BY DESTRUCTION
331
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Posted - 2015.07.10 19:31:00 -
[128] - Quote
DeathwindRising wrote:hails8n wrote:DeathwindRising wrote:Dzago Sevatarion wrote:Breakin Stuff wrote:RoF if applied at a 1:1value ups DPS more than straight damage.
10% RoF brings up the DPS more on average than 10% alpha.
Putting RoF on highs would actually ENHANCE armor suit ability to sh*t DPS. Shield suits would not receive the buff intended, as much as one might think. I think RoF should go in the lows, to enhance the slow-fire weapons favored by shield races. I don't see the proposal as a shield buff so much as a way of "hardcoding" armor tank --> CQC, shield tank --> range into the mechanics of the game. When I shield tank I tend to hide so this wouldn't really bother me, but I wonder how the Caldari sentinel would fair in this environment. Seems like a waste to make it even more inferior in CQC. depends. shield damage threshold is really interesting mechanic to play with. set it high enough, and you get situations where the cal sent could continue shield regen while taking damage, as long as the damage per shot isnt higher than the threshold. for example if you set the value to 20, the cal sent could regen while taking hmg fire, but if he get hit with an AR from 20m away his shields stop recharging, because AR damage per shot is higher than 20. if that same AR fire from 70m though, its damage per shot would like fall under 20m due to being outside its optimal and effective range. meaning the cal sent could regen its shield while taking fire the AR as well. if weapons shoot faster they can still cause damage faster than the cal can regen its shields. so you'd still eat through them similar to how you can still kill a sentinel being repaired by logis if if can keep you damage on him long enough. I don't think it works like that. It doesn't constantly rep through hmg damage, I think it only reps the 1st shot. See I have all cal suits and when I take down a caldaris shields I just pluck a little shield so he has to wait for the recharge delay again. I do the same to gunlogis and pythons also. no not currently. the threshold value is set to 6. hmg damage per shot is alot higher than 6. try this: shoot a caldari suit with a smg from 70m to 100m watch as his shields bounce back up as he takes damage.
it works because it happened to me while i was sniping. some noob shot me with his smg fromm 100m out.as i took damage, my shields would just regen back up. it gave me enough time to line up a headshot while sitting out in the open lol it works with hmgs too depending on how far away from them you are when they shoot you I know the tresholds at 6. I'm asking for a buff. Alot of times I get plucked by a rail rifle 80 meters away and it does a little more than 6 damage.
Get some life in your hands.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 19:42:00 -
[129] - Quote
CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change"
Not even so much "I don't like change" as "Why?"
What is the grounded reasoning for introducing RoF mods..? I'm going to call shenanigans on it being a measure to buff shields, honestly, because that isn't going to be some magical jesus feature that makes shields viable - if anything it'll just make them less viable because those modules will still apply to anti-shield weaponry as well.
If your goal is to allow both sides (Armor and Shields) to have some form of damage increase - it seems sort of contradictory toward wanting a higher TTK. In fact, that's almost guaranteed to lower the TTK as both sides of the tanking spectrum are likely going to start fielding damage mods of some form and I'd imagine there are some (particularly heavy suits who already have plenty of EHP) who would field both.
And let's not forget the all-time favorite for community hatred, the Breach Assault Rifle, which would be an absolute monster on a glass cannon fit.
So, no, it isn't "I don't like change", it's "What are you trying to accomplish?"
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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STYLIE77
KILL-EM-QUICK Rise Of Legion.
688
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Posted - 2015.07.10 20:00:00 -
[130] - Quote
Breakin Stuff wrote:Swarms might change to the rail profile.
Therefore the calmando would have primacy.
And swarms would still be the AV DPS kings.
That would be fine with me as I run a rail rifle on my Minmando for the range as it is.
Switching over to a Calmando would not be much of a problem in terms of fitting or playstyle.
The Minmando would then just be seen in close quarters with SixKin and Massdrivers. Or over watch for that matter...
However... the Minmando would still see more action than the Galmando and AmMando IMHO...
http://caughtyouflinching.ytmnd.com/
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 20:11:00 -
[131] - Quote
STYLIE77 wrote:Breakin Stuff wrote:Swarms might change to the rail profile.
Therefore the calmando would have primacy.
And swarms would still be the AV DPS kings. That would be fine with me as I run a rail rifle on my Minmando for the range as it is. Switching over to a Calmando would not be much of a problem in terms of fitting or playstyle. The Minmando would then just be seen in close quarters with SixKin and Massdrivers. Or over watch for that matter... However... the Minmando would still see more action than the Galmando and AmMando IMHO...
not anymore.
The galmando and ammando are currently Beast Mode.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Cat Merc
Negative-Feedback. Negative-Feedback
17
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Posted - 2015.07.10 20:16:00 -
[132] - Quote
CCP Rattati wrote:Cat Merc wrote:Rattati, my Plasma Cannon, why must you hurt it so? you mean your armor while dmg moding PLC? Yes, because god knows the PLC can't do anything without a couple of damage mods.
You're also making the optimal suit for a Gallente weapon, a Caldari/Minmatar suit.
"To find out if they consent, poke the giant boobs. If they jiggle once, that means no. If twice, that means yes" - Anon
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
228
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Posted - 2015.07.10 21:48:00 -
[133] - Quote
Breakin Stuff wrote:Bright Cloud wrote:CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change" More like "i dont like competition from shield suits". This would be accurate. Any time you suggest a buff to shields In ANY way people come out of the wings desperately trying to point out that it will make shields OP.
It's like the Assault Drop Ship's all over again.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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hails8n
DEATH BY DESTRUCTION
332
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Posted - 2015.07.10 21:56:00 -
[134] - Quote
Zan Azikuchi wrote:Breakin Stuff wrote:Bright Cloud wrote:CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change" More like "i dont like competition from shield suits". This would be accurate. Any time you suggest a buff to shields In ANY way people come out of the wings desperately trying to point out that it will make shields OP. It's like the Assault Drop Ship's all over again. That was hell. Noone was using reason, not even the devs. Pilots wanted to stay op, devs wanted this game to turn into Cod;all about infantry. So they stripped the Ads of everything, Rate of fire, hit and runs by nerfing the afterburner, and just to put salt in the wound buffed swarms all in the same update.
A wise man once said," Hell is a place without reason."
And my 20 mil ADS account stays unused to this day.
Get some life in your hands.
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7 Djin
The Hundred Acre Hood Rise Of Legion.
62
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Posted - 2015.07.10 22:07:00 -
[135] - Quote
Just like 6 cpu and 2 pg seriously rattati |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.07.10 23:40:00 -
[136] - Quote
CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change" I don't like decreased TTK, tbh. Fights need time to develop into something interesting. Maybe split the current damage buffs between damage mods and rof mods.
PSN: RationalSpark
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.11 00:12:00 -
[137] - Quote
jace silencerww wrote:IAmDuncanIdaho II wrote:sebastian the huds wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons can we also change commando damage bonuses to affect only that race's weapons? so i can stop seeing all these minmandos with swarms and see more calmandos with them. Until I read your last sentence, I was agreeing. But I thought you meant based on the existing racial skills, i.e. Minmando has damage bonus to projectile / explosive weapons, which means they *should* use swarms. Or have I misunderstood which weapons the Minmando's current bonuses apply to? Last I looked, Swarm launchers were either explosive or projectile damage. well the swarm launcher is caldari tech. HOWEVER just like the nova knives the caldari do not the bonus but the Minmatar gets the bonus. this is what he was saying- every commando should only get bonuses to their tech. CCP saw what would happen if you did this though. a caldari commando with a rail rifle/sniper rifle on a roof then you try to fly up there in a dropship just to get hit by swarm. even better with a 10% bonus with 3 complex light damage mods for a total boost of 27% to damage and that means even with shields which gets a natural -20% to swarms, your going to get wrecked before you get close.
You forgot the weapon bonus + the warbarge bonus if you skilled them. With my CalMando and 3 complex damage mods and a RR, I'm getting a 46% bonus to damage (that takes into account the stacking penalty for damage mods as well) RR is 3% per level at 15 %, 10 % bonus for Commando, 18.04% for 3 proto damage mods, 3% for Warbarge. Add it up you get 46.04% bonus.
Thokk Kill. Thokk Crush. Thokk Smash.
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hails8n
DEATH BY DESTRUCTION
335
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Posted - 2015.07.11 06:42:00 -
[138] - Quote
Bump
Get some life in your hands.
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Stupid Blueberry
Negative-Feedback. Negative-Feedback
1
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Posted - 2015.07.11 06:50:00 -
[139] - Quote
CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons
bruh
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Blueberry smokin' that crack y'all
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jace silencerww
MANUFACTURERS OF DEATH
182
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Posted - 2015.07.11 10:23:00 -
[140] - Quote
Thokk Nightshade wrote:jace silencerww wrote:IAmDuncanIdaho II wrote:sebastian the huds wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons can we also change commando damage bonuses to affect only that race's weapons? so i can stop seeing all these minmandos with swarms and see more calmandos with them. Until I read your last sentence, I was agreeing. But I thought you meant based on the existing racial skills, i.e. Minmando has damage bonus to projectile / explosive weapons, which means they *should* use swarms. Or have I misunderstood which weapons the Minmando's current bonuses apply to? Last I looked, Swarm launchers were either explosive or projectile damage. well the swarm launcher is caldari tech. HOWEVER just like the nova knives the caldari do not the bonus but the Minmatar gets the bonus. this is what he was saying- every commando should only get bonuses to their tech. CCP saw what would happen if you did this though. a caldari commando with a rail rifle/sniper rifle on a roof then you try to fly up there in a dropship just to get hit by swarm. even better with a 10% bonus with 3 complex light damage mods for a total boost of 27% to damage and that means even with shields which gets a natural -20% to swarms, your going to get wrecked before you get close. You forgot the weapon bonus + the warbarge bonus if you skilled them. With my CalMando and 3 complex damage mods and a RR, I'm getting a 46% bonus to damage (that takes into account the stacking penalty for damage mods as well) RR is 3% per level at 15 %, 10 % bonus for Commando, 18.04% for 3 proto damage mods, 3% for Warbarge. Add it up you get 46.04% bonus. Well I hate to tell you but your math is off. if your using you fitting screen Damage bit- well it is wrong. first-stacking penalty is this for 3 complex light damage mods first ones is the full 7%, second one is 6.08% third one is 3.99% so 17.07% second- against shields you get a minus 10% damage (90%) but a +10% against armor (110%). third- proficiency ONLY counts what what the weapon is strong against (RR is armor & scr r is shield) so your not getting 46.04%. / it is more like this (base weapon damage)*(10+17.07+3=30.07%)= answer*90% for against shields/ (base weapon damage )*10+17.07+15+3=45.07%= answer*110% for against armor With that said your damage (using calmando with 3 complex damage mods & proto RR) not counting warbarge against shields it is 69 and DPS is 534.47. against armor it is 84.92 and DPS is 653.24 (that includes the 15% from proficiency) |
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.11 15:20:00 -
[141] - Quote
DRT 99 wrote:tbh the damage bonus isnt balanced and i'd be glad to see it go.
Tend to agree to this. Damage bonus had it's place when the commandos were otherwise so weak and gimped (minimal slots, blind, slow, seen by everyone) so until these days it has been okay.
KERO-TRADER is my official Eve character for Dust trading.
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hails8n
DEATH BY DESTRUCTION
338
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Posted - 2015.07.11 18:19:00 -
[142] - Quote
KEROSIINI-TERO wrote:DRT 99 wrote:tbh the damage bonus isnt balanced and i'd be glad to see it go. Tend to agree to this. Damage bonus had it's place when the commandos were otherwise so weak and gimped (minimal slots, blind, slow, seen by everyone) so until these days it has been okay. The day that happens is the day I quit this game. The commando bonus takes your fave weapon and puts it on steroids. Everyone should have at least 1 commando for their preferred weapon. I'm protod in all 4 commandos Btw.
Get some life in your hands.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.11 18:23:00 -
[143] - Quote
KEROSIINI-TERO wrote:DRT 99 wrote:tbh the damage bonus isnt balanced and i'd be glad to see it go. Tend to agree to this. Damage bonus had it's place when the commandos were otherwise so weak and gimped (minimal slots, blind, slow, seen by everyone) so until these days it has been okay.
Because we totally support people who want nerfs because they feel somethibg is imbalanced without offering evidence.
Got any actionable evidence to back this assertion?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Robert Conway
Concordiat Mercenaries
444
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Posted - 2015.07.11 18:27:00 -
[144] - Quote
This will probably get shot down as I see a few problems with this, but what if we added a certain amount of "Medium slots" to dropsuits and moved all ddamage/ROF mods to it. That way everyone would have access to their choice of damage mods. Could also add in any new mods to "Medium slots" as well to give it more choices. I figure highs and lows could be used for tanking, mediums could be used for certain auxiliary functions. I don't know... like I said, this will probably get shot down as even I see a bunch of problems with this.
Yassavi Approved. -Aero Yassavi
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TIGER SHARK1501
Savage Bullet RUST415
275
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Posted - 2015.07.11 22:30:00 -
[145] - Quote
BARAGAMOS wrote:Aeon Amadi wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons Dude, really...? Are you -trying- to homogenize the Assault/Commandos? Why not just nyx Commandos and combine these two roles if we're going that route? We should be trying to further differentiate them, not bring them closer together. Exactly... WTF do we even have commados for? Oh yeah to snipe and spam mass drivers..... Already way too many Commando suits running around right now. They don't need a buff. They need a reason to exist. What role do they play... or maybe its just the assualt that has no real role. Nothing like what is essentially an assault suit with a damage bonus and 250 more EHP right. Nonsense!! You will find more of any other class than commandos. This also includes dedicated Logis. |
hails8n
DEATH BY DESTRUCTION
338
|
Posted - 2015.07.11 23:26:00 -
[146] - Quote
Robert Conway wrote:This will probably get shot down as I see a few problems with this, but what if we added a certain amount of "Medium slots" to dropsuits and moved all ddamage/ROF mods to it. That way everyone would have access to their choice of damage mods. Could also add in any new mods to "Medium slots" as well to give it more choices. I figure highs and lows could be used for tanking, mediums could be used for certain auxiliary functions. I don't know... like I said, this will probably get shot down as even I see a bunch of problems with this. I think rof mods and all that would be better if we could customize our weapons, not wasting dropsuit slots. So select your assault rifle and put on rof mods, damage, maybe an ability to turn your AR into a charge shot high damage weapon. Just throwin ideas out there.
Get some life in your hands.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.11 23:28:00 -
[147] - Quote
CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change"
Let me fix that then. Personally, I think it's a bad idea.
We have finally achieved some semblance of balance with weapons after much pain. Introducing a new module like this is playing with fire IMO.
Secondly, I think there are much more important things to spend time / resources on. Mostly bugs and frame rate issues or if you're feeling adventurous shared passive scans.
Overlord of Broman
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BARAGAMOS
Kinsho Swords Caldari State
93
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Posted - 2015.07.12 00:22:00 -
[148] - Quote
TIGER SHARK1501 wrote:BARAGAMOS wrote:Aeon Amadi wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons Dude, really...? Are you -trying- to homogenize the Assault/Commandos? Why not just nyx Commandos and combine these two roles if we're going that route? We should be trying to further differentiate them, not bring them closer together. Exactly... WTF do we even have commados for? Oh yeah to snipe and spam mass drivers..... Already way too many Commando suits running around right now. They don't need a buff. They need a reason to exist. What role do they play... or maybe its just the assualt that has no real role. Nothing like what is essentially an assault suit with a damage bonus and 250 more EHP right. Nonsense!! You will find more of any other class than commandos. This also includes dedicated Logis.
Not at all. Set in any game mode or better yet walk around the warbarge in FW and count the number of Commandos. They are way over represented. No body said they were the majority they just make up more than their share should be. The big issue is with the role bleed going on for them. They snipe, massdriver hop, rail rifle, assault rifle, shotgun, melee.... essentially they are already pushing out assaults. They need t be toned down not made better or just combined with assault, because they are essentially becoming assaults with more hp and better bonuses. |
BARAGAMOS
Kinsho Swords Caldari State
93
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Posted - 2015.07.12 00:27:00 -
[149] - Quote
Ares 514 wrote:CCP Rattati wrote:The replies about ROF mods were mostly "I don't like change" Let me fix that then. Personally, I think it's a bad idea. We have finally achieved some semblance of balance with weapons after much pain. Introducing a new module like this is playing with fire IMO. Secondly, I think there are much more important things to spend time / resources on. Mostly bugs and frame rate issues or if you're feeling adventurous shared passive scans.
Honestly, there is not balance in weapons right now. Scrambler and CR are broken, especially with the mod controllers. On the same note, ROF modes are not the answer.
Got to agree fixing the basic game flaws and exploitable glitches seems like a better idea than adding new/unneeded clutter to the game. |
Russel Mendoza
Klandatu
202
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Posted - 2015.07.12 06:38:00 -
[150] - Quote
I agree with the buff their pg/cph.
I do not agree with the nerf their damage bonus.
Commando on the ground are outmatched by assaultsuit, easy kill/ambush by scouts.
Their right were they are, area suppresion, thats their role in elevated/high places.
Its my opinion anyways.
I'm the biggest Dustard in the universe!!!
Summoning technique "Gorgon no jutsu"
Vehicle request accepted.
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