Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Victor Moody Stahl
Amarr Templars Amarr Empire
224
|
Posted - 2015.09.23 05:28:00 -
[1] - Quote
So, this is going to be fairly stream-of-consciousness. Bear with me, please.
One thing that has struck me about the Commando suits is that they're described as suppression fighters... except that they aren't super good at suppressing. Yes, they've got that beast reload speed bonus and the handy-dandy damage bonus, but other than that they aren't very good at actually 'suppressing' things.
So here's my take on how to improve that suppressing-fire function on the Commandos.
Commando Skill Bonus -5% Reload Speed per level +10% Total Ammo Capacity per level
This would be the general "Commando" role bonus set- the reload speed as present, as well as a large bonus to total ammo capacity, allowing greater independence from nanohives and greater potential overwatch endurance.
Now, for the racial bonuses:
Minmatar +2% Projectile/Explosive damage per level +1% Explosive weapon Blast Radius per level
This allows the Minmatar suit to provide suppression fire with the MD, by giving it a slightly larger blast radius than on other suits. This is also why it's only a +1% per level bonus, rather than the 5%/level bonus of the MD ops skill. Having a roughly 51-55% increase in blast radius would be pretty ridiculous.
Also circumvents the potential issue of a clip capacity bonus infringing on the MinSalt's territory.
Gallente/Caldari +2% Hybrid-Blaster/Hybrid-Railgun damage per level [respectively] +10% Hybrid-Blaster/Hybrid-Railgun clip capacity per level [respectively]
So, here we get some sustained firepower. The Gal/Cal 'mandos get a 50% increase in their racial weapons clip capacity with racial Commando V- this means ARs with 105 rounds, RRs with 63, and ARRs with 87 rounds. Also, Sniper Rifles generally go to ~5 or 9 rounds, depending on the variant.
Shotguns would be 12 rounds, while the Breach Shotgun would be 3- definitely makes the GalMando a CQB powerhouse. Alas, it doesn't effect the Plasma Cannon- though I would personally be fine with the GalMando having a +20%/level bonus to compensate for the much shorter range of its weapons.
Amarr +1% Laser damage per level -3% Laser weapon Heat Buildup per level
More-or-less, the capacity bonus is completely irrelevant for laser weapons, because they'll always overheat long before they go empty (Viktor's LR excepted). Additionally, the Scrambler Rifle and LR are both heavily dependent on heat-related mechanics- as such, the Amarr Commando gets a lower straight damage bonus, in favor of including a weaker version of the AmSalt bonus.
The main reason for this is, as mentioned, the LR/ScR have such a heavy reliance on heat mechanics that, realistically, the Amarr Commando can't really work as well as the others with any other bonus. Unfortunately it does make the Amarr Commando a little bit samey-er with its Assault counterpart than the other Commando suits... but I would argue that this is more related to the mentioned heat mechanics WRT laser weapons.
So... thoughts, my fellow forumites? Maybe a CPM or two or just Breakin and Cross chiming in?
Buff Logis | Nerf Scouts
|
Cline MKP
Moose Knuckle Pros
36
|
Posted - 2015.09.23 15:44:00 -
[2] - Quote
Grenades... we need grenades.
Or a second equipment slot.
Preferably grenades.
The Moose is unforgiving. The Moose is unflinching.
|
zzZaXxx
XxAMBUSH FTWxX
772
|
Posted - 2015.09.23 15:48:00 -
[3] - Quote
Commando bonuses are fine. That plus the two light weapons is the only reason to run them. Their problem is everything else: large hitbox, slow movement, slow recharge, no grenade, not enough module slots. |
Victor Moody Stahl
Amarr Templars Amarr Empire
227
|
Posted - 2015.09.23 16:52:00 -
[4] - Quote
Cline MKP wrote:Grenades... we need grenades.
Or a second equipment slot.
Preferably grenades.
I'd actually prefer two equipment slots to grenades; having grenades would just make it feel like a heavy assault. Two equipment slots also means that I'd be able to pack a scanner (because Commandos are the most sensor-blind thing around) and links or nanos.
The problem with 2xEQ slots is whether that makes Logis less desirable. We've already been through a plague of Logi-lite and the massive uproar about 2xEQ scouts... a 2xEQ heavy would probably bring an even worse uproar.
zzZaXxx wrote:Commando bonuses are fine. That plus the two light weapons is the only reason to run them. Their problem is everything else: large hitbox, slow movement, slow recharge, no grenade, not enough module slots.
I rather disagree on the bonuses being fine, if only because the Amarr Commando is of little utility in my eyes. There's also the problem of MinMando being the Swarm suit rather than CalMando, but that's another topic entirely.
The lack of grenades isn't a big deal, IMO, because you can carry something that's much more versatile- either the Plasma Cannon or the MD. Slow recharge is an issue, but the lack of slots is not- they're heavy suits, and have the same slot count as all of the other heavies.
In terms of movement, a kincat pushes my GalMando up to around 6.27 m/s, AmMando to 5.96 m/s. Which I admit doesn't sound like much, but that is a basic kincat, and for a heavy suit that's pretty respectable speed.
At present, I consider the bonuses of the shield 'mandos being worthwhile to use with particular weapons- the MD/Swarms for MinMando, and the Sniper Rifle for CalMando. The bonus of the Gallente suit is pretty boss with the PLC, and I personally find the Shotgun to be a more consistent/reliable weapon when used on a GalMando suit than any other (though this is probably just me, TBH). The catch is that those weapons are, IMO, killer on any Commando suit, as the main benefit you get is the reload speed or the double light weapons.
Then there's the Amarr Commando, which has bonuses which don't synergize poorly, so much as not at all. It just doesn't work well- I'd much rather run an Amarr Assault if I want to use laser weapons, as the heavy dependence on heat buildup of those weapons makes the AmSalt vastly superior to the Commando- aside from the second light weapon.
Buff Logis | Nerf Scouts
|
DDx77
Random Gunz Rise Of Legion.
386
|
Posted - 2015.09.23 18:03:00 -
[5] - Quote
Ok don't blow me up. Here's a curve ball on commando skills: I'm removing the damage bonus for all but Amarr removing reload speed except for Minmatar and adding hopefully some useful skills
Amarr - + 2% laser weapon dmg per level + 15% passive scan precision and + 2% passive scan range per level
Caldari - +5% range for (all) Light weapons per level -8% (all) light weapon kick per level & -1% lock on time per level (Swarms are apparently being moved to kinetic dmg)
Gallente - 8% scan profile and + 5% active scan range per level and +4% active scan faster cooldown (I don't have the exact numbers but I'm moving the Gal logi bonus to commando + other bonus') + 15% passive scan range and + 8% scan profile per level (numbers are way off but you get the point, I'd like this to be a scan monster that you want to bring with you when breaching a obj) - yes this fantasy of mine involves a different Gal logi bonus
Minmatar - + 10% ammo capacity per level + 5 % reload speed (and your idea ) +2% splash dmg per level
*Runs and hides from Commando purists*
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.09.24 01:14:00 -
[6] - Quote
DDx77 wrote:Ok don't blow me up. Here's a curve ball on commando skills: I'm removing the damage bonus for all but Amarr removing reload speed except for Minmatar and adding hopefully some useful skills
Amarr - + 2% laser weapon dmg per level + 15% passive scan precision and + 2% passive scan range per level
Caldari - +5% range for (all) Light weapons per level -8% (all) light weapon kick per level & -1% lock on time per level (Swarms are apparently being moved to kinetic dmg)
Gallente - 8% scan profile and + 5% active scan range per level and +4% active scan faster cooldown (I don't have the exact numbers but I'm moving the Gal logi bonus to commando + other bonus') + 15% passive scan range and + 8% scan profile per level (numbers are way off but you get the point, I'd like this to be a scan monster that you want to bring with you when breaching a obj) - yes this fantasy of mine involves a different Gal logi bonus
Minmatar - + 10% ammo capacity per level + 5 % reload speed (and your idea ) +2% splash dmg per level
*Runs and hides from Commando purists*
Not so much being a purist and more so asking...what theme is there behind these bonuses? They're all over the place.
"That little sh*t Pokey..." --CCP Rattati
|
Victor Moody Stahl
Amarr Templars Amarr Empire
229
|
Posted - 2015.09.24 01:18:00 -
[7] - Quote
Yeah, I have to agree with Pokey. There doesn't seem to be an overriding theme that defines the role, just a hodgepodge of bonuses that... TBH don't make any sense whatsoever.
Buff Logis | Nerf Scouts
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.24 04:47:00 -
[8] - Quote
Pokey Dravon wrote: Not so much being a purist and more so asking...what theme is there behind these bonuses? They're all over the place.
Yeah gotta say I'm with Pokey here.
Dropsuits have a general theme, usually. assaults, sentinels, scouts, etc. may all have different bonuses individually but they all share common thematics.
Changing Commandos so that not one of them performs remotely similarly to the others or is optimal for doing similar jobs defeats the purpose of racial flavor on a theme.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
DDx77
Random Gunz Rise Of Legion.
386
|
Posted - 2015.09.24 19:59:00 -
[9] - Quote
[/quote]
Not so much being a purist and more so asking...what theme is there behind these bonuses? They're all over the place. [/quote]
I flew of the rails a bit but because they are less mobile I was trying to imagine better support bonuses.
And for no real good reason I dislike the damage bonus these suits get unilaterally. And fast reload is nice but I don't think it's useful for all weapon types.
Here's what happened in my brain:
Amarr - difficult to include any bonus' that does not support laser weaponry so keep dmg bonus. Added precision bonus as that module seems more commonly used on Amarr
Caldari - stronger long range weaponry - this indirectly increases damage output and kick issues with RR/magsec, etc. - Bonus does not need to benefit all light weapons but if the suit allows more stable accurate fire why would performance drop for other light weapons?) Shorter lock on times for swarms (Cal tech)
Gallente - probably makes more sense to get a repair bonus ( +5% to repair modules?)
I was going for an "Radar tower" type of assault with built in passive scans & strong active scan usage with less spam. Aiming for more tactical scanner use. ( I'm hoping, I know it's not realistic :) I trampled on the the Gal logi bonus but thought it made more sense for this battle platform to be actively scanning. ( it still could just remove the equipment bonus as that is logi territory)
Minmatar - tried to add skills that would aid projectiles - reload speed and added ammo capacity ( redundant but supports MassD and CR/ACR) Increasing blast radius' was the OP's original idea ( I love this over a flat dmg bonus) My thought was this could also benfit PLC and swarms which doesn't make a whole lot of sense (but who's to say the Minmatar didn't add some extra explosives to the ammo?)
*Runs away again*
|
Ama Zarek
BurgezzE.T.F General Tso's Alliance
12
|
Posted - 2015.09.24 20:04:00 -
[10] - Quote
The bonuses are fine - This game is the MOST balanced I have ever played in 25 years. |
|
Victor Moody Stahl
Amarr Templars Amarr Empire
231
|
Posted - 2015.09.25 19:12:00 -
[11] - Quote
Breakin Stuff wrote:Changing Commandos so that not one of them performs remotely similarly to the others or is optimal for doing similar jobs defeats the purpose of racial flavor on a theme.
On that note, what do you think of my initial suggestions?
DDx77 wrote:And for no real good reason I dislike the damage bonus these suits get unilaterally. And fast reload is nice but I don't think it's useful for all weapon types.
I'd just like to say that while it's true that the reload bonus doesn't benefit all weapons, it does benefit some weapons in a really big way.
I fully expect to see GalMando+Breach SG to be a thing when Hotfix FoxFour drops, if only because I intend to try it with a PLC. Oh, yeah, speaking of PLC, that reload speed bonus is the most dope bonus ever for the PLC. It's also great for the MD, LR, Shotguns, and probably Swarms.
Buff Logis | Nerf Scouts
|
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.09.26 17:13:00 -
[12] - Quote
See, suppression works by forcing the enemy to keep their heads down so other units can maneuver into position. Current commandos do not suppress, they slay. So I would see this done.
Commando bonus: 20% to light weapon magazine size and max ammo per level Amarr: 5% heat buildup to laser weapons per level Caldari: 5% reduced kick to hybrid - rail weapons per level Gallente: 5% hybrid - blaster range increase per level Minmatar: 5% explosive splash radius per level
Then give the 2% damage bonus to the assaults. Now commandos can fire and fire and fire to keep the enemies' heads down while the high damaging assaults move in for the kill.
Over thinking, over analyzing separates the body from the mind.
|
Victor Moody Stahl
Amarr Templars Amarr Empire
235
|
Posted - 2015.09.26 17:49:00 -
[13] - Quote
I think that that is a pretty good listing, except for the Gallente bonus. Part of this is because I don't think that the Gallente weapons have a particularly good enough range to get much benefit, but also because I think that the reload bonus on Commandos (or at least the GalMando) is amazing, especially for Plasma Cannons.
The other side of it is that I don't see why Commandos couldn't keep the current reload bonus, and just roll your own proposal (which is nice, BTW) into that- most suits actually have 3-4 discrete bonuses, even if they look like only two.
Ex: Assaults boast four bonuses (soon to be five for the GalSalt/CalSalt)- grenade fitting, sidearm fitting, light weapon fighting, and the racial bonus. Gal/Cal 'salts will be adding a RoF and recoil bonus, respectively.
Ex: Scouts boast 3-4 bonuses; cloak fitting, +profile/+precision [Gal], +profile/+scan range [Cal], +NK DMG/+Hack speed [Min], +Stamina amount/+stamina regen/+precision [Amarr]
Ex: Logis have 3 bonuses; equip fitting, and two equipment related bonuses
Ex: Sentinels have 4 bonuses; heavy weapon fitting, splash damage resistance, and two racially-appointed damage resists
So Commandos having 3 or 4 'discrete' bonuses is perfectly okay.
In which case the general Commando bonus would be +20% light weapon capacity and max ammo per level, and -5% reload speed per level, with the racial bonuses as you have described.
Buff Logis | Nerf Scouts
|
Kierkegaard Soren
Eridani Light Horse Battalion
932
|
Posted - 2015.09.26 21:09:00 -
[14] - Quote
1) 20% increase to magazine capacity per level, 5% increase to reload speed per level: Suit Bonus.
2) Amarr specific: 2% reduction to damage of laser weapons per level, 10% decrease to heat reduction per shot per level. Gallente specific: 5% reduction to charge time of hybrid-plasma weapons per level. Caldari specific: 5% reduction to charge time of hybrid-rail weapons per level. Minmatar specific: 5% increase to magazine capacity and spare ammo capacity per level.
3) Commandos to be given a second equipment slot that comes pre-fitted with a "hardwired" nanohive, of STD quality, that replenishes ammo at a constant rate for the commando only.
Suppression achieved.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
Victor Moody Stahl
Amarr Templars Amarr Empire
236
|
Posted - 2015.09.27 00:15:00 -
[15] - Quote
Kierkegaard Soren wrote:1) 20% increase to magazine capacity per level, 5% increase to reload speed per level: Suit Bonus. I dig it.
Kierkegaard Soren wrote:2) Amarr specific: 2% reduction to damage of laser weapons per level, 10% decrease to heat reduction per shot per level. Is there a typo there that says that you do 2% less damage per level? Because I think that that would instantly make nobody pick the Amarr Commando if at suit L5 you had a -10% damage penalty to the racially appropriate weapons.
With such an enormous heat bonus though, I can get down with just the heat bonus though- at 10%/level, it's basically double-bonused, so I would say that the capacity, reload speed, and heat bonuses are perfectly sufficient.
Kierkegaard Soren wrote:Gallente specific: 5% reduction to charge time of hybrid-plasma weapons per level. Caldari specific: 5% reduction to charge time of hybrid-rail weapons per level. I get the rail charge bonus, and it's alright (though I think there could be better options), but what's with the GalMando bonus? The only plasma weapon that has a charge time is the Plasma Cannon, and the Operation skill for it already cuts down on an already short charge time (0.6sec base, IIRC it's 0.45sec at Ops5).
Kierkegaard Soren wrote:Minmatar specific: 5% increase to magazine capacity and spare ammo capacity per level. Spare ammo? Yes. An extra magazine capacity bonus? Not really digging it. I would actually say that a small blast radius bonus would be more interesting, particularly since the Minmatar "suppression" weapon is definitely the Mass Driver.
Kierkegaard Soren wrote:3) Commandos to be given a second equipment slot that comes pre-fitted with a "hardwired" nanohive, of STD quality, that replenishes ammo at a constant rate for the commando only.
Suppression achieved.
TBH I think the best way to balance dual Equip slots for Commandos is to give them just enough of a fitting buff to comfortably fill out their 2xLight, H/L, and one Equipment slot... with a little bit of PG/CPU left over. This means that you have to make some tradeoffs and sacrifices (or use fitting mods *gasp*!)
Alternately, giving all of them a reserve ammo bonus as well makes them much more independent of nanohives, allowing for greater versatility in equipment selection.
Buff Logis | Nerf Scouts
|
Leovarian L Lavitz
TRAILS AND TRIBULATIONS
1
|
Posted - 2015.09.27 08:35:00 -
[16] - Quote
Gotta keep that reload speed bonus, also, make the amarrs damage bonus 1.5 per level.
Youtube: Dust 514 - You should Have Worn Proto
One V One Emperor
|
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.09.27 11:21:00 -
[17] - Quote
I have been thinking almost the exact same thing regarding the Amarr commando. The thing is, the assault bonus on Amarr weapons is just better, other than on the AScR.
I feel the Amarr commando should be the best at using lasers particularly, since they are a specialist light weapon, and great for suppressive fire. I alway felt commandos are not just great for suppression, but generally the best platforms for the racial specialist weapons (not main battle rifles). Particularly AV. Caldari commandos are best at sniper rifles (and soon swarms), Minmatar are best at mass drivers, Gallente are best at plasma cannons (and pretty good with a shotgun). Amarr don't have that specialist weapon role as the laser is best on the assault.
The other commando bonuses are fine in my opinion. The Amarr bonus should be -5% heat build up per level and +1% damage per level.
This would mean they trade 5% damage for the assault heat bonus. I'm not worried with sharing a bonus. The Caldari assault shares the reload bonus, for example.
This would also be great if we ever get an AV laser variant. The other three commandos will now all have a bonused AV option. The Amarr commando needs the AV laser, and it needs the heat bonus to be the best at using lasers. |
Kierkegaard Soren
Eridani Light Horse Battalion
932
|
Posted - 2015.09.27 15:47:00 -
[18] - Quote
Victor:
1) Alas, the Amarr bonus is not a typo, but perhaps a bit mis-judged; laser weapons, and in particular the laser rifle, gain significantly when heat reduction is reduced. The whole scrambler arguement is down to the fact that the assault buffs heat reduction so well that the scrams only balancing factor is made redundant. And the LR increases in damage as you hold the trigger, so an increase to magazine size and heat reduction is actually a sneaky double-buff to its dps and damage per magazine. However, if you want the Amarrando to be a suppression fighter (and it certainly can't be a tank destroyer with the current lack of laser AV) then you need to tweak its heat. To balance, then, you'll have to drop the damage a touch, otherwise both weapons would become too strong. Amarr weapons are very much quality over quantity in the way they apply damage; my Amarrando inverts that in order to achieve its suppressor role.
2) The Gal recharge bonus is there *specifically* for the PLC; with the Calmando gaining the swarm-launcher in the next fix there is a nice opportunity to make these two suits mirror each other as the more AV focussed commando suits. Consider: With the proposed suit bonus, at rank 5, a Galmando gets two PLC shots in the chamber to wreck face with. Decreasing the charge time between each round will make it the undisputed close-assault tank killer in Dust. Which is nice. I'd add to this a lock-on time reduction for Calmandos so that they become mobile SAMs.
3) The minmando bonus mirrors the Amarrando bonus, in that they both become the anti-infantry focussed suppression fighters that can put the most shots down-range of all suits. I tried to think of a cleverer bonus to achieve this, but frankly "moar bullets" does the job nice and clean, and is pretty in keeping with Minnie combat doctrine. Also, breach MD's that never effectively never need to reload. That is nice.
Thanks for your feedback, I hope this explains my thinking a little better.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.09.27 17:01:00 -
[19] - Quote
Kierkegaard Soren wrote: Consider: With the proposed suit bonus, at rank 5, a Galmando gets two PLC shots in the chamber to wreck face with. Decreasing the charge time between each round will make it the undisputed close-assault tank killer in Dust. Which is nice. I'd add to this a lock-on time reduction for Calmandos so that they become mobile SAMs.
So....currently with everything maxed, the sustained DPS (including reload time) of the Plasma Cannon works out to be: Non Commando: ~494 DPS Commando: ~631 DPS Gallente Commando: ~694 DPS
Under your proposal it would look like this Non Commando: ~494 DPS Commando: ~1163 DPS Gallente Commando: ~1280 DPS
If we use a Kubos.... Non Commando: ~961 DPS Commando: ~2077 DPS Gallente Commando: ~2285 DPS
So under your proposal the Gallente Commando bonus would provide a +159% bonus to DPS on a normal plasma cannon...Do you really feel this is a wise course of action?
"That little sh*t Pokey..." --CCP Rattati
|
Victor Moody Stahl
Amarr Templars Amarr Empire
245
|
Posted - 2015.09.27 21:58:00 -
[20] - Quote
Snipped for brevity because lawlcharacterlimits.
Kierkegaard Soren wrote:*snip well-written post about Amarr 'mando bonus*
That's a consideration I hadn't thought of before. I do admit, however, that I'd much prefer some laser AV showing up... but I think that's something we can probably both agree on.
Kierkegaard Soren wrote:*snip GalMando/CalMando logic*
The issue I see is that the PLC charge is so short already that the bonus has little practical effect. Moreover, I've never encountered a time when I think "gee, if only my PLC could charge even faster!" Mostly I think "if only it could reload faster", or "if only it did more [splash] damage".
Kierkegaard Soren wrote:*snip MinMando logic*
I'd argue that the MinMando getting a blast radius bonus would be a better suppression fighter design, as the ACR doesn't have much range (unlike the RR/SR/LR), and the CR isn't very good for suppressing things. A MD though? Especially, say, an Assault MD with mega-death-mode blast radius?
Yeah, that'd suppress all the things ever. It's also a fairly interesting bonus, IMO, that diversifies it.
I think the big issue with the Amarr bonuses is really that the laser weapons available tend to all be a tad samey in terms of how they apply damage- that being a hitscan beam/shot, unlike the physical projectile MD, PLC, and Swarms (the lattermost of which is a lockon fire-and-forget weapon), or the multi-pellet blast of a shotgun.
TBH I personally think the Amarr Light-AV weapon should be a beamrider guided missile system, fluffed as firing EMP warheads to attain the "laser" damage type. Such a weapon would work by locking on to a target, but then requiring the player to hold the lock through the missile's flight.
However, this would be if using the ADS function; if just "firing from the hip", it would be a dumbfire weapon flying on a ballistic arc, though with a tiny splash radius. An "Assault" variant would dispense with the lockon function entirely, massively reduce impact damage and dial up splash radius/damage for what would effectively be an Amarrian MD.
Sounds pretty boss, eh?
Pokey Dravon wrote:So under your proposal the Gallente Commando bonus would provide a +159% bonus to DPS on a normal plasma cannon...Do you really feel this is a wise course of action?
Not Soren, but I personally think that it is incredibly unwise. However, I also want that to happen because it would be hilariously entertaining.
Buff Logis | Nerf Scouts
|
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.09.27 22:58:00 -
[21] - Quote
Victor Moody Stahl wrote: Not Soren, but I personally think that it is incredibly unwise. However, I also want that to happen because it would be hilariously entertaining.
The Kubo would have 4 shots....*shudders*
"That little sh*t Pokey..." --CCP Rattati
|
Kierkegaard Soren
Eridani Light Horse Battalion
932
|
Posted - 2015.09.28 20:11:00 -
[22] - Quote
1) The splash damage bonus on the minmando does make a lot more sense. +1 from me on that.
2) Ok, here's the thing about the PLC as an AV-weapon; it's terrible. On paper, it looks pretty solid, and I admit that against shield tanks it is not a weapon to be ignored. But when you consider its risk/reward factor in terms of actually using it on the field, it's not great. The average player needs to get to within 50m of any tank, lead the shot if it's moving and then factor in reload times and charge speed for the next shot, which is tricky. Trickier still is the fact that, at this range and closer, you are effectively in the tanks face. Whatever turret it's deigned to equip will wreck you just as soon as they can line up the shot. To deal with this, PLC users will stick to cover and pop in and out of cover, but the splash of a missile and the accuracy/OHK nature of a rail can counter this admirably. A PLC can kill a bad shield tank, drive away a good one but bounce off any armour tank the second those hardeners fire up. Breaking a rep tank is often a futile endeavour. So, yes. I think two shots in the chamber for maxing out a suit skill in an effort to mount a weapon with a parabolic trajectory, slow reload speed that cuts out nearly a quarter of your vision with its bulk and lights you up like a burning petrol station is, actually, fair. It will pack a MASSIVE punch, but I see that as a sufficient reward for the commando player that has the balls to run into a tanks optimal killzone in an attempt to murder it with glorious, glorious plasma.
3) Kubos is an officer weapon. It was designed to be silly-good. Making the basic variant more viable at the cost of making the rare, unpurchasable and (for now) uncraftable officer variant even more silly than it already was is a price I would be happy to be pay. But I understand the reservations Pokey holds. This is very much a radical idea.
Edit: The Amarr laser MD/Swarm hybrid sounds extremely good, and I would love to have that in my weapons locker.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.09.28 20:16:00 -
[23] - Quote
Don't get me wrong I love the PLC and use it regularly. I wasn't so much commenting on its performance overall, I was more concerned about a suit bonus increasing DPS by such a massive margin. I mean if there is a 150%+ difference between the suits, either one will be OP or one will be UP. Think back to Assault dropships...small missiles on their own were really not an issue, but with that bonis boosting DPS by 50%+... it became an issue.
"That little sh*t Pokey..." --CCP Rattati
|
Kierkegaard Soren
Eridani Light Horse Battalion
932
|
Posted - 2015.09.28 20:32:00 -
[24] - Quote
Yes, definitely. My position is that, as a tank-killer, its performance and effectiveness rests on more than just it's raw dps, and that to reliably engage enemy armour you've got to really put yourself in the thick of it, so your operating within a very limited window of opportunity with a weapon that requires a great deal of skill to use well. I'm aiming for the premier burst/alpha AV weapon, on par with the forge, at the cost of having to risk your ass to make the best use of it.
Perhaps a compromise, then? What if we keep the suit bonus so that it allows for two shots in the chamber, have the gal-specific as a substantial bonus to charge speed so that those two rounds can be fired off in really quick succession, but balance that by decreasing the reload speed as another suit "bonus"; in that sense, the galmando modifies the PLC into a burst-damage weapon that can't sustain its dps due to slower reloads.
Blue-sky thinking now I guess.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
Devadander
Woodgrain Atari
760
|
Posted - 2015.09.28 21:58:00 -
[25] - Quote
With reload, rail dam, aaand missile coming in Foxfour, aaaaaaand shield buff.
I'd say calmando is in a good place at last.
Don't futz.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Victor Moody Stahl
Amarr Templars Amarr Empire
254
|
Posted - 2015.09.29 03:07:00 -
[26] - Quote
Kierkegaard Soren wrote:Ok, here's the thing about the PLC as an AV-weapon; it's terrible.
I dunno, I did 2-shot a Sica with a standard-level PLC once. OTOH, I did also have GalMando 4, PLC Prof 3, and 2 basic light damage mods as well (actually, I think it was only one damage mod at the time).
Still, it can work very well.
Kierkegaard Soren wrote:Edit: The Amarr laser MD/Swarm hybrid sounds extremely good, and I would love to have that in my weapons locker.
It's basically a more player skill intensive Swarm that can dumbfire or lock on, and uses the laser damage profile. We could probably even use existing art assets to bring it in.
I'll probably make a post about that at some point.
Buff Logis | Nerf Scouts
|
Meee One
Amakakeru-Ryu-no-Hirameki
1
|
Posted - 2015.09.29 11:25:00 -
[27] - Quote
Victor Moody Stahl wrote: The problem with 2xEQ slots is whether that makes Logis less desirable. We've already been through a plague of Logi-lite and the massive uproar about 2xEQ scouts... a 2xEQ heavy would probably bring an even worse uproar.
The problem with scouts was their ability to do so many things at once,and then rub your face in it by saying things like "eyes are OP".
As for commandos,logis understand that they too have been shafted for an excessively long time. And even more so with the new assault buffs.
So (as a noncommando user) i'd suggest a carrying capacity increase of 5% per level.
Sure assaults can do fast burst damage,but commandos could do slow burn damage. This would also reduce a commandos' reliance on hives in favor of other equipment,allowing them to go,ya know, commando (solo more often).
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
|
Jakkal Shoobah
Eastern Star Recon Group
270
|
Posted - 2015.10.01 14:52:00 -
[28] - Quote
I can appreciate how you try to make the commandos a suppressive suit by reducing the weakness a bit and capitalizing on the strengths. In my opinion , the damage bonus in combination with the reload bonus allows commandos to perform the suppressive role already.
Now I'm all for adding new bonuses. As it stands, the commando bonus only increases your reload speed and damage. Via in game lore, it says commandos are modified sentinels that trade shielding and armor plating for the ability to carry two light weapons.makes sense. Equipment is carried where the grenade would have been for a sentinel.
Since the commandos sacrifice their innate resistances to splash and weapons and heavy weapon fitting , why dont receive a third class specific bonus to light weapons. In the form of a generous buff to ammo capacity carried as another trade off for the hp they gave up ? I firmly believe assaults should make weapons handle better (as they do) and that Commandos should make the weapons raw damage output higher.
I strongly disagree with any ewar buffs you proposed. I don't think you should make their weaknesses less of a weakness. I saw someone call a commandos awareness equal to that of a fat stoned kid once on the forums. Best description ever . If commandos had a higher ammo deserve , then they could use their equipment slot for a needle, link , scanner , or re to add that extra utility you desire. Commandos are overwatch in the sense of I can't see anything besides what I literally see.
I would like to see the commandos role expanded on. There is some good discussion and points being made her. I'm excited to see where this goes.
While slow to anger and occasionally indecisive, they are also capable of harnessing enormous resolve when truly tested.
|
Victor Moody Stahl
Amarr Templars Amarr Empire
268
|
Posted - 2015.10.01 17:48:00 -
[29] - Quote
Jakkal Shoobah wrote:*snip well-reasoned post for brevity*
If you go over the OP again, that's pretty much entirely what I've done.
Jakkal Shoobah wrote:I strongly disagree with any ewar buffs you proposed.
I have proposed no EWAR buffs to Commandos, and I think that buffing Commando EWAR is the wrong approach.
Buff Logis | Nerf Scouts
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |