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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Eterne
C C P C C P Alliance
2132
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Posted - 2013.06.27 17:55:00 -
[1] - Quote
One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades.
CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
471
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Posted - 2013.06.27 18:01:00 -
[2] - Quote
COMMANDO!
Dual AR feel my wrath! |
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Jin Robot
Foxhound Corporation General Tso's Alliance
1121
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Posted - 2013.06.27 18:01:00 -
[3] - Quote
What is the sprint speed? |
exolden shadovar
Dead Crow Legion
5
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Posted - 2013.06.27 18:06:00 -
[4] - Quote
Eeeeeh no this sounds like all the worst parts of med and hvy suits put together |
Thor Odinson42
Molon Labe. League of Infamy
448
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Posted - 2013.06.27 18:07:00 -
[5] - Quote
I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
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ChromeBreaker
SVER True Blood Public Disorder.
596
|
Posted - 2013.06.27 18:10:00 -
[6] - Quote
Bonus to module efficiency... on a suit with no modules...?
Also seem a bit... squishy. But i will see how they play i like the idea, interested to see how well they turn/move, and of course what they look like |
Jin Robot
Foxhound Corporation General Tso's Alliance
1121
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Posted - 2013.06.27 18:15:00 -
[7] - Quote
ChromeBreaker wrote:Bonus to module efficiency... on a suit with no modules... It will help make the most out of the few modules it does have.
Also 500 base hp is hardly weak. |
Beren Hurin
OMNI Endeavors
559
|
Posted - 2013.06.27 18:15:00 -
[8] - Quote
Quote:+2% to efficacy of shield and armor modules per level.
Meaning:
Shield regulators/rechargers/extenders and Armor repairers/plates/energized etc...?
or just plates and extenders?
Depending on how you calculate I think you can get it at 1000+ HP.. Not sure why you think the survivability is lacking. Yes, strafing will suck, but its suppressive, not assault. |
Lunar Fostertute
The United Federation New Eden Dark Taboo
0
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Posted - 2013.06.27 18:18:00 -
[9] - Quote
Sounds nice, but again is 10% bonus too modules gunna compete with having an extra module slot overall.
Will be dam nice too have another light weapon though, will dual AR be possible !? |
Shrapnels
The Order 1886
136
|
Posted - 2013.06.27 18:20:00 -
[10] - Quote
Commandos Will be dead before they can even Swap weapons
The Grenade slot will be patched in down the road. Meaning that is the 1st buff that suit will need.
Hopefully the other Civs will have a Nade slot when they are released |
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Marston VC
SVER True Blood Public Disorder.
395
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Posted - 2013.06.27 18:23:00 -
[11] - Quote
Thor Odinson42 wrote:I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
And no grenade.
You'd have to be crazy to spec into this.
I'm not trying to be a trolling negative guy either. This WILL flop.
On what grounds are you basing that??? I have a gallente logi suit that doesn't run much faster then him, and my EHP is 550. I regularly go 25-2 and sometimes even better! With the shield and armor skills maxed out this suit would have 312 shields and 312 armor adding up to 624 total EHP (assuming the skills round down). That is without any shield extenders or armor plates AND you get to have TWO weapons, not to mention a nanohive......
So lets max out the possible tank this suit coulllld have! With two complex shield extenders and one complex armor plate this suit would have..... 457 shields, and 438 armor adding up to 896.5 EHP........ That's a pretty good tank for a suit that supposedly doesn't have one..... And all he would have to do is make sure a logi is backing him up! otherwise he would have to put a complex armor repper on, which still nets him about 750 EHP.
Now..... after you factor all of that in, you have to consider the fact that the suit can hold TWO light weapons. Imagine the possibilities! One AR with one SR, or maybe an SR with a shotgun, or an AR/SR + a Swarm launcher. Your utility role would increase tenfold in a squad! |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
236
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Posted - 2013.06.27 18:25:00 -
[12] - Quote
On the face of it I would say:
Increase base speed to 4.5 with sprint at 5.75 Increase shield and Armor to 300 a piece.
Not sure about the rest without real world testing. However, as it stands at the ADV & Proto levels most medium frames will have greater shield and/or Armor total ehp plus the flexibility to add rappers or damage mods on top of that. |
Jin Robot
Foxhound Corporation General Tso's Alliance
1121
|
Posted - 2013.06.27 18:25:00 -
[13] - Quote
Marston VC wrote:Thor Odinson42 wrote:I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
And no grenade.
You'd have to be crazy to spec into this.
I'm not trying to be a trolling negative guy either. This WILL flop. On what grounds are you basing that??? I have a gallente logi suit that doesn't run much faster then him, and my EHP is 550. I regularly go 25-2 and sometimes even better! With the shield and armor skills maxed out this suit would have 312 shields and 312 armor adding up to 624 total EHP (assuming the skills round down). That is without any shield extenders or armor plates AND you get to have TWO weapons, not to mention a nanohive...... So lets max out the possible tank this suit coulllld have! With two complex shield extenders and one complex armor plate this suit would have..... 457 shields, and 438 armor adding up to 896.5 EHP........ That's a pretty good tank for a suit that supposedly doesn't have one..... And all he would have to do is make sure a logi is backing him up! otherwise he would have to put a complex armor repper on, which still nets him about 750 EHP. Now..... after you factor all of that in, you have to consider the fact that the suit can hold TWO light weapons. Imagine the possibilities! One AR with one SR, or maybe an SR with a shotgun, or an AR/SR + a Swarm launcher. Your utility role would increase tenfold in a squad! Dust forums equals QQing regardless |
ChromeBreaker
SVER True Blood Public Disorder.
596
|
Posted - 2013.06.27 18:26:00 -
[14] - Quote
Jin Robot wrote:ChromeBreaker wrote:Bonus to module efficiency... on a suit with no modules... It will help make the most out of the few modules it does have. Also 500 base hp is hardly weak.
helping nothing is still nothing. mainly the standard suit
i said seems lol, like i said depends on its agility... 500 isnt much when you cant increase it |
crazy space 1
Unkn0wn Killers
1404
|
Posted - 2013.06.27 18:27:00 -
[15] - Quote
Yes thank you for not releasing this AFTER the patch as dropped.
Was that so hard? Ok now to file over t and give feedback. I'm only giving feedback because you told me it was important to you and the future of the game. So thank you for then letting me give feedback. |
Malkai Inos
Opus Arcana Covert Intervention
483
|
Posted - 2013.06.27 18:28:00 -
[16] - Quote
Shrapnels wrote:Commandos Will be dead before they can even Swap weapons
The Grenade slot will be patched in down the road. Meaning that is the 1st buff that suit will need.
Hopefully the other Civs will have a Nade slot when they are released 1.2 Patchnotes wrote:* Increased weapon switching speed Seems like CCP shares your opinion
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Disturbingly Bored
The Strontium Asylum
317
|
Posted - 2013.06.27 18:29:00 -
[17] - Quote
Holy Pre-nerfed SP sink, Batman!
I really like the idea. It's a very interesting design on CCP's part. But the only way that thing is going to be remotely usable is if you put the base HP back up to normal or you give it more slots.
As it stands, it would be more effective and far cheaper to slap an AR on a Militia Heavy Suit (which has 1 hi, 1 low, 400 shields, 320 armor) and save your SP for something else.
For reference: you would need 2x Complex Shield Extenders on a Proto Commando and Commando Skill V before you reached the base shields of a Militia Heavy Suit.
Cool idea CCP. Now adjust that puppy so it's usable. |
Kira Lannister
Hellstorm Inc League of Infamy
964
|
Posted - 2013.06.27 18:30:00 -
[18] - Quote
Change the slots to BSC 1-1 ADV 1-2 PRO 2-2
Give it the grenade also. There you go, fixed the commando for you ccp. Your welcome :] |
Driftward
Subdreddit Test Alliance Please Ignore
233
|
Posted - 2013.06.27 18:31:00 -
[19] - Quote
Well I see a couple of positives here.
1. CCP gave us stats before the release (not all but quite a few of them). Heck they gave them almost a week in advance.
2. Commando won't be OP. Probably. By the stats it doesn't look overwhelming, especially in terms of total eHP. However, as a scout I work with less than 400 total HP at all times (balanced with about 1.5 m/s higher movement speed). At any rate, it could be worse and it won't break the game. Probably (who knows until we play with it).
3. The heavies finally get a suit that carries an equipment slot.
4. More variety in dropsuits = more specialization = more tactics. (I know this only happens if people use the suit/it is useful in situations but let's wait and see on this one. Shield recharge rate and sprint speed will be very interesting to see when it comes out and could make or break the suit)
5. Module efficiency---- 2%/ lvl is a little underwhelming. at best this nets you ~13 shield HP and maybe another 5-6 if you use a complex ferroscale plate. And then thats it for your modules. Personally I think this should be upped to 4 or 5%/ level = to the caldari logi bonus to shields (or flip/flop them make caldari 2%/ level and commando 5%, would help make the caldari logi less "OP", note the quotes, I don't even want to start on that). Mitigates the lack of modules and might allow for a light damage mod in a high (at least you can choose instead of requiring more buffer). With skills and full shield extend + complex ferroscale at proto level I estimate the total eHP to be between ~850.
It's not a "tank" but it can take a few shots at least. |
Shrapnels
The Order 1886
136
|
Posted - 2013.06.27 18:32:00 -
[20] - Quote
Malkai Inos wrote:Shrapnels wrote:Commandos Will be dead before they can even Swap weapons[...] 1.2 Patchnotes wrote:* Increased weapon switching speed Seems like CCP shares your opinion
yeah I saw that Patch Note a few days ago and it about time too.
With the Commandos base overall health and Mods, it will get dropped so fast. in those PatchNotes your also forgetting they Buffed Weapon "Optimal Damage Ranges" which will or should mean that Everyone is going to get dropped quicker now. |
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crazy space 1
Unkn0wn Killers
1404
|
Posted - 2013.06.27 18:33:00 -
[21] - Quote
Ok um Amarr Commando Bonus: +2% to efficacy of shield and armor modules per level., this bonus i useless.... You can only fit 1 armor module, shouldn't the bonus be higher since the limit on shield mods? You know, like 10% per level?
Or a different bonus that helps out the role, like light weapon clip size 2% per level??
Other than that looks good, I like the idea of a heavy with an equipment slot.
oh one question, ground speed over 300?!?!?! typo? :P |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
94
|
Posted - 2013.06.27 18:40:00 -
[22] - Quote
That is the best idea for a suit ever.
And at the same time, the worst possible implementation of it. Wow, what a train wreck.
500 EHP for every version? With NO High or Low slots for Standard? WOW, you have to be kidding me, what a joke!! Not to mention that the Amarr Commando Bonus does not even start to affect the suit until Level 3, and that's ASSUMING you fit a Shield or Armor module.
Holy cow.. I was saving my SP for it to act as a Tank Hunter Swarm Launcher suit, but yea.. I think those skill points will be better spent in a medium frame, which can get the job done much better with damage and armor mods(not to mention tank about the same, with a better profile!!). At least you guys made it easy to decide!
Hahahah.. *Walks off laughing* |
Jin Robot
Foxhound Corporation General Tso's Alliance
1122
|
Posted - 2013.06.27 18:40:00 -
[23] - Quote
ChromeBreaker wrote:Jin Robot wrote:ChromeBreaker wrote:Bonus to module efficiency... on a suit with no modules... It will help make the most out of the few modules it does have. Also 500 base hp is hardly weak. helping nothing is still nothing. mainly the standard suit i said seems lol, like i said depends on its agility... 500 isnt much when you cant increase it it can be increased to over 600 without a single module. Armor and shield skills. On top of that its being released along side new armor and shield modules. So I will wait and see what can be squeezed out of it before I make a super snap judgement. I know thats not how we do.thing here in the forums, but I like being different.
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Your Absolut End
Neanderthal Nation Public Disorder.
104
|
Posted - 2013.06.27 18:41:00 -
[24] - Quote
Marston VC wrote:Thor Odinson42 wrote:I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
And no grenade.
You'd have to be crazy to spec into this.
I'm not trying to be a trolling negative guy either. This WILL flop. On what grounds are you basing that??? I have a gallente logi suit that doesn't run much faster then him, and my EHP is 550. I regularly go 25-2 and sometimes even better! With the shield and armor skills maxed out this suit would have 312 shields and 312 armor adding up to 624 total EHP (assuming the skills round down). That is without any shield extenders or armor plates AND you get to have TWO weapons, not to mention a nanohive...... So lets max out the possible tank this suit coulllld have! With two complex shield extenders and one complex armor plate this suit would have..... 457 shields, and 438 armor adding up to 896.5 EHP........ That's a pretty good tank for a suit that supposedly doesn't have one..... And all he would have to do is make sure a logi is backing him up! otherwise he would have to put a complex armor repper on, which still nets him about 750 EHP. Now..... after you factor all of that in, you have to consider the fact that the suit can hold TWO light weapons. Imagine the possibilities! One AR with one SR, or maybe an SR with a shotgun, or an AR/SR + a Swarm launcher. Your utility role would increase tenfold in a squad!
Came to exactly the same stats. And when I was going through the stats I thoug more about OP than UP. Some guys seem really to get some help with their math.
I also think this suit can be a brutal thing on the BF with a nice Logi.
Let's see how this things rolls on the fields! |
Kira Lannister
Hellstorm Inc League of Infamy
964
|
Posted - 2013.06.27 18:42:00 -
[25] - Quote
Nope garbage suit is garbage, no denying it. |
Malek McRoland
DUST University Ivy League
0
|
Posted - 2013.06.27 18:42:00 -
[26] - Quote
The note to also remember is that this is an Amarr Commando suit; I would expect the following Commando racial suits to have properly assigned racial bonuses anyways. |
Driftward
Subdreddit Test Alliance Please Ignore
233
|
Posted - 2013.06.27 18:43:00 -
[27] - Quote
Jin Robot wrote: it can be increased to over 600 without a single module. Armor and shield skills. On top of that its being released along side new armor and shield modules. So I will wait and see what can be squeezed out of it before I make a super snap judgement. I know thats not how we do.thing here in the forums, but I like being different.
+1 Thank you for being rational and actually thinking and doing some math before posting. Gotta love the math. |
Kira Lannister
Hellstorm Inc League of Infamy
964
|
Posted - 2013.06.27 18:43:00 -
[28] - Quote
I wish they gave that bonus to the amarr assault... |
Jin Robot
Foxhound Corporation General Tso's Alliance
1122
|
Posted - 2013.06.27 18:45:00 -
[29] - Quote
A'Real Fury wrote:On the face of it I would say:
Increase base speed to 4.5 with sprint at 5.75 Increase shield and Armor to 300 a piece.
Not sure about the rest without real world testing. However, as it stands at the ADV & Proto levels most medium frames will have greater shield and/or Armor total ehp plus the flexibility to add rappers or damage mods on top of that.
Still I do like the suit and I think it does have potential. 300 base armor and shields would equal 375 each with max armor and shield skill. That would be 750. it is silly to suggest that. |
Thor Odinson42
Molon Labe. League of Infamy
448
|
Posted - 2013.06.27 18:52:00 -
[30] - Quote
Jin Robot wrote:ChromeBreaker wrote:Bonus to module efficiency... on a suit with no modules... It will help make the most out of the few modules it does have. Also 500 base hp is hardly weak.
For a proto suit?
It'll get eaten alive |
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Shrapnels
The Order 1886
136
|
Posted - 2013.06.27 18:57:00 -
[31] - Quote
625 vs 1012
yup |
Thor Odinson42
Molon Labe. League of Infamy
448
|
Posted - 2013.06.27 19:00:00 -
[32] - Quote
Marston VC wrote:Thor Odinson42 wrote:I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
And no grenade.
You'd have to be crazy to spec into this.
I'm not trying to be a trolling negative guy either. This WILL flop. On what grounds are you basing that??? I have a gallente logi suit that doesn't run much faster then him, and my EHP is 550. I regularly go 25-2 and sometimes even better! With the shield and armor skills maxed out this suit would have 312 shields and 312 armor adding up to 624 total EHP (assuming the skills round down). That is without any shield extenders or armor plates AND you get to have TWO weapons, not to mention a nanohive...... So lets max out the possible tank this suit coulllld have! With two complex shield extenders and one complex armor plate this suit would have..... 457 shields, and 438 armor adding up to 896.5 EHP........ That's a pretty good tank for a suit that supposedly doesn't have one..... And all he would have to do is make sure a logi is backing him up! otherwise he would have to put a complex armor repper on, which still nets him about 750 EHP. Now..... after you factor all of that in, you have to consider the fact that the suit can hold TWO light weapons. Imagine the possibilities! One AR with one SR, or maybe an SR with a shotgun, or an AR/SR + a Swarm launcher. Your utility role would increase tenfold in a squad!
I honestly didn't take into account skills getting the HP up to 624. It's not bad when you break it out.
I stand corrected BASH AWAY.
Good job on the breakdown.
|
Beren Hurin
OMNI Endeavors
560
|
Posted - 2013.06.27 19:02:00 -
[33] - Quote
Thor Odinson42 wrote:Marston VC wrote:Thor Odinson42 wrote:I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
And no grenade.
You'd have to be crazy to spec into this.
I'm not trying to be a trolling negative guy either. This WILL flop. On what grounds are you basing that??? I have a gallente logi suit that doesn't run much faster then him, and my EHP is 550. I regularly go 25-2 and sometimes even better! With the shield and armor skills maxed out this suit would have 312 shields and 312 armor adding up to 624 total EHP (assuming the skills round down). That is without any shield extenders or armor plates AND you get to have TWO weapons, not to mention a nanohive...... So lets max out the possible tank this suit coulllld have! With two complex shield extenders and one complex armor plate this suit would have..... 457 shields, and 438 armor adding up to 896.5 EHP........ That's a pretty good tank for a suit that supposedly doesn't have one..... And all he would have to do is make sure a logi is backing him up! otherwise he would have to put a complex armor repper on, which still nets him about 750 EHP. Now..... after you factor all of that in, you have to consider the fact that the suit can hold TWO light weapons. Imagine the possibilities! One AR with one SR, or maybe an SR with a shotgun, or an AR/SR + a Swarm launcher. Your utility role would increase tenfold in a squad! I honestly didn't take into account skills getting the HP up to 624. It's not bad when you break it out. I stand corrected BASH AWAY. Good job on the breakdown.
Not only that, but if they run in groups, one of them could have a nanhove while the others have injectors and repair tools. We don't even know yet if the new armor modules will be lowslots, but if they aren't, completely armor fitting these guys with triage in the group will be really crazy. |
Thor Odinson42
Molon Labe. League of Infamy
448
|
Posted - 2013.06.27 19:04:00 -
[34] - Quote
Beren Hurin wrote:Thor Odinson42 wrote:Marston VC wrote:Thor Odinson42 wrote:I like the idea, but with that survivability you will see ZERO of these in a PC battle. You will see a lot of guys that are 0-15 with them in pub matches though.
You'll have to give it heavy type survivability for it to work or you are going to have to make it really fast like a scout.
And no grenade.
You'd have to be crazy to spec into this.
I'm not trying to be a trolling negative guy either. This WILL flop. On what grounds are you basing that??? I have a gallente logi suit that doesn't run much faster then him, and my EHP is 550. I regularly go 25-2 and sometimes even better! With the shield and armor skills maxed out this suit would have 312 shields and 312 armor adding up to 624 total EHP (assuming the skills round down). That is without any shield extenders or armor plates AND you get to have TWO weapons, not to mention a nanohive...... So lets max out the possible tank this suit coulllld have! With two complex shield extenders and one complex armor plate this suit would have..... 457 shields, and 438 armor adding up to 896.5 EHP........ That's a pretty good tank for a suit that supposedly doesn't have one..... And all he would have to do is make sure a logi is backing him up! otherwise he would have to put a complex armor repper on, which still nets him about 750 EHP. Now..... after you factor all of that in, you have to consider the fact that the suit can hold TWO light weapons. Imagine the possibilities! One AR with one SR, or maybe an SR with a shotgun, or an AR/SR + a Swarm launcher. Your utility role would increase tenfold in a squad! I honestly didn't take into account skills getting the HP up to 624. It's not bad when you break it out. I stand corrected BASH AWAY. Good job on the breakdown. Not only that, but if they run in groups, one of them could have a nanhove while the others have injectors and repair tools. We don't even know yet if the new armor modules will be lowslots, but if they aren't, completely armor fitting these guys with triage in the group will be really crazy.
I think this is like a heavy, any more than one or two in a squad and it'll lack proper support.
|
Master Jaraiya
Ultramarine Corp
329
|
Posted - 2013.06.27 19:08:00 -
[35] - Quote
Did any one else read that they would be releasing the other Racial Variants of the Commando in the upcoming patches? Does that mean the Rapid Fire updates?
CCP Eterne wrote:Master Jaraiya wrote:CCP Eterne wrote:Master Jaraiya wrote:Nothing about the missing Racial Variants for existing classes and roles? For the most part, we want to focus on getting things like aiming and movement right and fun before we turn back to filling out these roles. Getting those nailed down has been one of the major pieces of feedback we've heard from players and reviews of the game following the Uprising deployment. This would only make me feel better if I didn't know you were adding new Roles and new Modules. The only reason this issue hasn't received more attention than it has is because the Medium Classes and Roles have all variants. If the shoe were on the other foot and the Light Class/Scout/Pilot and Heavy Class/Sentinel/Commando had all Racial Variants while the Medium Class/Assault had only Caldari and the Medium Class/Logistics had only Minmatar and Gallente you can bet the farm these forums would be on fire with nearly every single player in the game complaining about not having all dropsuit choices available to them upon release and demanding that this be rectified immediately. There will be teams that are still working on the other dropsuits, don't worry. However, they aren't coming out in the immediate point releases that the dev blog is talking about.
So unless I'm completely misunderstanding this, all the Commandos will be added before the Sentinels.
|
Driftward
Subdreddit Test Alliance Please Ignore
233
|
Posted - 2013.06.27 19:12:00 -
[36] - Quote
Master Jaraiya wrote:Did any one else read that they would be releasing the other Racial Variants of the Commando in the upcoming patches? Does that mean the Rapid Fire updates? So unless I'm completely misunderstanding this, all the Commandos will be added before the Sentinels.
I don't think you can interpret the statements that way....It sounds as if they will release them as they get them "In Updates to come" which is just as non-specific as they've been about other suits racial variants. To me that would mean the racial variants of scout and sentinels would come first, they've had more time to work through the art, slot loadouts, and racial bonusses than they've had for the commandos.
But if the commandos come out one patch before the others....who really cares. As long as they come out. |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 19:15:00 -
[37] - Quote
Jin Robot wrote:ChromeBreaker wrote:Bonus to module efficiency... on a suit with no modules... It will help make the most out of the few modules it does have. Also 500 base hp is hardly weak.
with no mods to work with it squishy (militia heavies start at 1000 ehp base [with skills] and arent exactly a force to be reckoned with) especially on heavy's hit box and speed. we cant jump and run around like a light or medium frame. So our tank doubly suffers.
Quote:The heavy Commando dropsuit is less durable than the Sentinel but is faster and more agile, allowing you to better engage and disengage from firefights. ItGÇÖs also currently the only heavy frame to feature an equipment slot. But this flexibility comes at the price of losing a grenade slot and sporting very few module slots (none at the Standard tier, in fact).
1. .3 isnt that much of an increase for losing almost 400 ehp without the ability to equip mods (1012 ehp base on Sentinel STD vs 625 with commando STD and 1590 sentinel proto and 921 commando proto/ [witn complex ] 849 with ferroscale those curious)
2. When you add that loss of a heavy weapon slot in with the rest of those "prices" doesnt seem quite as fair.
STD commando breakdown vs Sentnel (assuming tanked sentinel with skills) additions: .3 km/h speed upgraded sidearm slot (not two light weapons because heavys lsots can fit light weapons) equipment slot
losses: 694 ehp (more if new plates equipped instead of complex to save speed "boost") 3 module slots heavy weapons slot race bonus because no modules grenade slot
no change: heavy's large hitbox turn speed (as far as the dev blog describes no increase here [agility could very well just describe running])
Proto Commando vs Sentinel breakdown (assuming same as before)
additions: .3 km/h speed upgraded sidearm slot equipment slot 3% reload speed per level (sentinel has reload too) 10% module efficiency (used in ehp math so lolz at this)
losses: 893 ehp heavy weapons slot grenade slot 2 module slots
no change: heavy's large hitbox turn speed (as far as the dev blog describes no increase here [agility could very well just describe running])
Take a second and look, the cons do not outweigh the benefits. its not as if you can use both light weapons at once. Plus you have to switch weapons which takes time so mid firefight would be a kitten anyways (not that they have the tank to be in a firefight). This is not a good suit it either needs significantly more speed, more modules, or a heavy weapons slot instead of one of the lights (which you could still use 2 lights if you felt like anyways). This suit will flop and it saddens me because i wanted more heavy content and got it... |
Eskel Bondfree
DUST University Ivy League
116
|
Posted - 2013.06.27 19:30:00 -
[38] - Quote
Two ARs on one suit: we finally have a LMG! |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 19:32:00 -
[39] - Quote
Eskel Bondfree wrote:Two ARs on one suit: we finally have a LMG! lol the weapon switch acts like the barrel cooldown? |
Ryder Azorria
Amarr Templars Amarr Empire
420
|
Posted - 2013.06.27 19:35:00 -
[40] - Quote
Master Jaraiya wrote:So unless I'm completely misunderstanding this, all the Commandos will be added before the Sentinels. What will probably happen is the racial heavy Basic, Sentinel, and Commando suits will all be released at the same time. (Different races might come at different times, but all the roles for a race will come at the same time) |
|
Gilbatron
Free-Space-Ranger Nulli Secunda
96
|
Posted - 2013.06.27 19:42:00 -
[41] - Quote
i came for screenshots
left dissapointed |
Eskel Bondfree
DUST University Ivy League
116
|
Posted - 2013.06.27 19:46:00 -
[42] - Quote
KOBLAKA1 wrote:Eskel Bondfree wrote:Two ARs on one suit: we finally have a LMG! lol the weapon switch acts like the barrel cooldown? Hardly, but if you want cooldown, how about two scrambler rifles, that's 150 rounds in one go Oh wait, by the time you've emptied the second one, the first one will probably have cooled down already. Never mind. |
Shiro hoshi
Ghost Wolf Industries Alpha Wolf Pack
12
|
Posted - 2013.06.27 19:51:00 -
[43] - Quote
How about we get the rest of the drop suits online first before we add new types? Stop leaving things 1/2 done this isn't Eve Online. |
The Robot Devil
BetaMax. CRONOS.
482
|
Posted - 2013.06.27 19:55:00 -
[44] - Quote
Shiro hoshi wrote:How about we get the rest of the drop suits online first before we add new types? Stop leaving things 1/2 done this isn't Eve Online.
|
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 19:56:00 -
[45] - Quote
Eskel Bondfree wrote:KOBLAKA1 wrote:Eskel Bondfree wrote:Two ARs on one suit: we finally have a LMG! lol the weapon switch acts like the barrel cooldown? Hardly, but if you want cooldown, how about two scrambler rifles, that's 150 rounds in one go Oh wait, by the time you've emptied the second one, the first one will probably have cooled down already. Never mind. double lol i meant the act of switching weapons is like the HMGs barrel cooling down after an overheat "simulating a LMG" :P |
ladwar
Dead Six Initiative Lokun Listamenn
680
|
Posted - 2013.06.27 20:02:00 -
[46] - Quote
KOBLAKA1 wrote:Jin Robot wrote:ChromeBreaker wrote:Bonus to module efficiency... on a suit with no modules... It will help make the most out of the few modules it does have. Also 500 base hp is hardly weak. with no mods to work with it squishy (militia heavies start at 1000 ehp base [with skills] and arent exactly a force to be reckoned with) especially on heavy's hit box and speed. we cant jump and run around like a light or medium frame. So our tank doubly suffers. Quote:The heavy Commando dropsuit is less durable than the Sentinel but is faster and more agile, allowing you to better engage and disengage from firefights. ItGÇÖs also currently the only heavy frame to feature an equipment slot. But this flexibility comes at the price of losing a grenade slot and sporting very few module slots (none at the Standard tier, in fact). 1. .3 isnt that much of an increase for losing almost 400 ehp without the ability to equip mods (1012 ehp base on Sentinel STD vs 625 with commando STD and 1590 sentinel proto and 921 commando proto/ [witn complex ] 849 with ferroscale those curious) 2. When you add that loss of a heavy weapon slot in with the rest of those "prices" doesnt seem quite as fair. STD commando breakdown vs Sentnel(assuming tanked sentinel with skills) additions: .3 km/h speed upgraded sidearm slot (not two light weapons because heavys slots can fit light weapons) equipment slot losses: 694 ehp (more if new plates equipped instead of complex to save speed "boost") 3 module slots heavy weapons slot race bonus because no modules grenade slot 14 PG 68 CPU no change: heavy's large hitbox turn speed (as far as the dev blog describes no increase here [agility could very well just describe running]) Proto Commando vs Sentinel breakdown(assuming same as before) additions: .3 km/h speed upgraded sidearm slot equipment slot 3% reload speed per level (sentinel has reload too) 10% module efficiency (used in ehp math so lolz at this) losses: 893 ehp heavy weapons slot grenade slot 2 module slots 10 PG 46 CPU no change: heavy's large hitbox turn speed (as far as the dev blog describes no increase here [agility could very well just describe running]) Take a second and look, the cons do not outweigh the benefits. its not as if you can use both light weapons at once. Plus you have to switch weapons which takes time so mid firefight would be a kitten anyways (not that they have the tank to be in a firefight). This is not a good suit it either needs significantly more speed, more modules, or a heavy weapons slot instead of one of the lights (which you could still use 2 lights if you felt like anyways). This suit will flop and it saddens me because i wanted more heavy content and got it... meh its for those heavies that wanted speed over eHP and don't tell me they are not out there, they always get annoying when i tell them if they want to live longer under fire fit a complex plate becuase the base heavy speed isn't that great to try and dodge rounds and they try saying it does when i LOL stomp them as they try to hop around like scouts. silly heavies.. thanks for the numbers, i wanted to see that i was getting the right ones but i couldn't make heads or tails out of the speed so w/e wait to see it compared with the others before i say anything(but i think this is the shield heavies wanted, well sort of) but if the speed is fast enough it will be that balance i think the amarr will have their full line(assaults as scouts and commandos as assaults) so caldari versions can finally come out. |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 20:10:00 -
[47] - Quote
@ladwar thanks for the appreciation. also thanks for pointing out my typo
should read: "benefits do not outweigh the cons" |
Kevall Longstride
DUST University Ivy League
294
|
Posted - 2013.06.27 20:22:00 -
[48] - Quote
It's an interesting set up and with amour and shield skills at max it'll have a good solid HP total before modules being added.
But I'll wait till the Gallente heavy is availble before considering spending SP on it. Gives me some time to save some at least. |
Shadowswipe
WarRavens League of Infamy
126
|
Posted - 2013.06.27 20:26:00 -
[49] - Quote
People forget what "Going Commando" means. When I eventually spec into a commando suit, I will be going commando while I play Dust, so enjoy the visual.
P.S. No modules = no underwear |
ladwar
Dead Six Initiative Lokun Listamenn
680
|
Posted - 2013.06.27 20:31:00 -
[50] - Quote
KOBLAKA1 wrote:@ladwar thanks for the appreciation. also thanks for pointing out my typo
should read: "benefits do not outweigh the cons" i think if you weigh it against assaults it will come out just fine(minus a nade slot for a light weapon over a sidearm) if the speed is good enough, its clearly not meant to replace the heavy sents. class for eHP but it will top logis and assaults. And without having a heavy weapon slot it really shouldn't be compared against heavies. |
|
Sloth9230
Reaper Galactic
2027
|
Posted - 2013.06.27 20:31:00 -
[51] - Quote
Kira Lannister wrote:I wish they gave that bonus to the amarr assault... no kidding. |
|
CCP Eterne
C C P C C P Alliance
2133
|
Posted - 2013.06.27 20:38:00 -
[52] - Quote
Just to let you guys know, CCP Remnant is a developer in Shanghai and this blog was put out at roughly... oh... 1:30 AM there. So he'd be in bed.
He will be able to check and respond to your feedback when he gets into the office. |
|
Liner ReXiandra
Zumari Force Projection Caldari State
54
|
Posted - 2013.06.27 20:38:00 -
[53] - Quote
Dear CCP Remnant,
What's the holdup on the rest of the missing racial suits?, and/or:
What was the reasoning for putting the commando suit out before filling the current holes in the dropsuit repertoire? |
ladwar
Dead Six Initiative Lokun Listamenn
680
|
Posted - 2013.06.27 20:41:00 -
[54] - Quote
CCP Eterne wrote:Just to let you guys know, CCP Remnant is a developer in Shanghai and this blog was put out at roughly... oh... 1:30 AM there. So he'd be in bed.
He will be able to check and respond to your feedback when he gets into the office. where are the pilot dropsuits? |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 20:45:00 -
[55] - Quote
ladwar wrote:KOBLAKA1 wrote:@ladwar thanks for the appreciation. also thanks for pointing out my typo
should read: "benefits do not outweigh the cons" i think if you weigh it against assaults it will come out just fine(minus a nade slot for a light weapon over a sidearm) if the speed is good enough, its clearly not meant to replace the heavy sents. class for eHP but it will top logis and assaults. And without having a heavy weapon slot it really shouldn't be compared against heavies.
It really won't though, its MAX hp is around where an assault/logi (835 MAX with ferroscale why lose your speed bonus...) is plus it slower and has a larger hitbox. The basic amarr heavy frame with stamina mods will be more effective at what this suit is trying to accomplish, especially with the introduction of ferroscale plates as well. Base Amarr heavy frame gets base 1012 hp, plus you can add a DMG mod (remember basic commando gets no mods). Basic amarr can equip flux grenades, scrambler pistol, AR of choice (mix and match however you want ie SCR/SMG/AV nades) = more tank and more gank than a commando plus increased speed AND Stamina. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1010
|
Posted - 2013.06.27 20:50:00 -
[56] - Quote
So, is the shield/armor bonus a bonus to all kinds of those modules? It could be probably use to be a bit higher with only three slots max, but that's just a guess I suppose.
If it impacts all the modules, then a "reactive" plate would get a bonus to both the armor hp and the armor rep from a single skill, as well as bonuses from your Armor plate & rep skills. Even stacked together though, at 10% this isn't appreciably large. The issue with shield modules is similar, as you're getting a much smaller bonus than the Cal logi - but for all we know, they're getting nerfed down to 10 as well.
I would still really appreciate it if you used the existing suit models as placeholder for the missing suits so we could get pick the racial variant skill we want for commando, pilot, sentinel, scout, etc. when the time comes. That tree access is more important than the art assets (as per Jenza's thread about it). |
Rugman91
Deep Space Republic
174
|
Posted - 2013.06.27 20:50:00 -
[57] - Quote
People don't seem to be getting the idea of weapons vs. module slots tradeoff. Seems like you guys want it to be just as good as the med frames but with two weapons. Me thinks you havent fully contemplated the possibilities |
KOBLAKA1
Opus Arcana Covert Intervention
96
|
Posted - 2013.06.27 20:54:00 -
[58] - Quote
Rugman91 wrote:People don't seem to be getting the idea of weapons vs. module slots tradeoff. Seems like you guys want it to be just as good as the med frames but with two weapons. Me thinks you havent fully contemplated the possibilities It should be better than medium frames in everything but speed/agility its a heavy suit. As it stands it will be outperfoermed by evything but a scout. |
Rugman91
Deep Space Republic
175
|
Posted - 2013.06.27 21:06:00 -
[59] - Quote
KOBLAKA1 wrote:Rugman91 wrote:People don't seem to be getting the idea of weapons vs. module slots tradeoff. Seems like you guys want it to be just as good as the med frames but with two weapons. Me thinks you havent fully contemplated the possibilities It should be better than medium frames in everything but speed/agility its a heavy suit. As it stands it will be outperformed by everything but a suit using sniper/swarm/plasma cannon But it has to outpreformed but those suits or otherwise it wouldnt be balanced. You cant keep your tacos and eat them as well. Trading power for versatility is the intended design of the suit |
KOBLAKA1
Opus Arcana Covert Intervention
98
|
Posted - 2013.06.27 21:10:00 -
[60] - Quote
Rugman91 wrote:KOBLAKA1 wrote:Rugman91 wrote:People don't seem to be getting the idea of weapons vs. module slots tradeoff. Seems like you guys want it to be just as good as the med frames but with two weapons. Me thinks you havent fully contemplated the possibilities It should be better than medium frames in everything but speed/agility its a heavy suit. As it stands it will be outperformed by everything but a suit using sniper/swarm/plasma cannon But it has to outpreformed but those suits or otherwise it wouldnt be balanced. You cant keep your tacos and eat them as well. Trading power for versatility is the intended design of the suit
i get that but you forgot WOEFULLY underpowered lol and as i posted earlier outperformed for the same task as a basic armarr heavy |
|
Sponglyboy Squaredoo
Not Guilty EoN.
203
|
Posted - 2013.06.27 21:11:00 -
[61] - Quote
I swear I never heard anyone ask for a new drop suit role ... |
KOBLAKA1
Opus Arcana Covert Intervention
98
|
Posted - 2013.06.27 21:12:00 -
[62] - Quote
Sponglyboy Squaredoo wrote:I swear I never heard anyone ask for a new drop suit role ... seconded |
Dexyi
Seykal Expeditionary Group Minmatar Republic
1
|
Posted - 2013.06.27 21:22:00 -
[63] - Quote
hmm ..ok i hate Amarr personally but..i do believe they have classes alrdy why would the not push out the Caldari Commando first since they have only two classes????? i dont ply Caldari either jus sayin seems a tad bit unfair.O an F*** the Empress |
DUST Fiend
OSG Planetary Operations Covert Intervention
4154
|
Posted - 2013.06.27 21:35:00 -
[64] - Quote
Good to know I'll be sticking with my basic heavy for....forever |
Terra Thesis
HDYLTA Defiant Legacy
270
|
Posted - 2013.06.27 21:36:00 -
[65] - Quote
KOBLAKA1 wrote:STD commando breakdown vs Sentnel (assuming tanked sentinel with skills) additions: .3 km/h speed upgraded sidearm slot (not two light weapons because heavys slots can fit light weapons) equipment slot
losses: 694 ehp (more if new plates equipped instead of complex to save speed "boost") 3 module slots heavy weapons slot race bonus because no modules grenade slot 14 PG 68 CPU
no change: heavy's large hitbox turn speed (as far as the dev blog describes no increase here [agility could very well just describe running])
Um... the only way your STD Sentinel has an extra 694 ehp is if you already used up your 3 module slots and the extra pg/cpu. You can't count it multiple times.
And if you think the bonus on the STD Commando is useless, just wait till you see the one on the Sentinel...
Commando: sidearm->light, equipment, 10% faster Sentinel: light->heavy, grenade, ~310 ehp, 1 high, 2 low
I could see the Commando getting a 100-200 more EHP, but I'd rather they make new stuff UP than OP and slowly buff it. |
ladwar
Dead Six Initiative Lokun Listamenn
680
|
Posted - 2013.06.27 21:38:00 -
[66] - Quote
KOBLAKA1 wrote:ladwar wrote:KOBLAKA1 wrote:@ladwar thanks for the appreciation. also thanks for pointing out my typo
should read: "benefits do not outweigh the cons" i think if you weigh it against assaults it will come out just fine(minus a nade slot for a light weapon over a sidearm) if the speed is good enough, its clearly not meant to replace the heavy sents. class for eHP but it will top logis and assaults. And without having a heavy weapon slot it really shouldn't be compared against heavies. It really won't though, its MAX hp is around where an assault/logi (commando proto = 835 MAX with ferroscale why lose your speed bonus...) is plus it slower and has a larger hitbox. The basic amarr heavy frame with stamina mods will be more effective at what the commando proto is trying to accomplish, especially with the introduction of ferroscale plates as well. Base Amarr heavy frame gets base 1012 hp. Basic amarr can equip. damage mods, catalyzers, flux grenades, scrambler pistol, AR of choice (mix and match however you want ie SCR/SMG/AV nades) = more tank and more gank than a commando plus increased speed AND Stamina (if you equip catalyzers).
your still comparing it to the heavy and not the Amarr assault... i am bored so im willing to take a shot at movement speed and guess that sprint speed is 6.6 and movement non-sprint is 4.6 which is slightly under the movement speed of the assault frame for Amarr. i got this by dividing the numbers (395) by 60 and got 6.58(closer to 6.6 so i rounded up) and looked up the Amarr speed and the sprint speed is 6.7 for assaults and 4.8 for normal. the speed of the heavy are 3.6 normal and 5.1 for spring so it makes sense it not meant to tank like a heavy suit but be fast like the Amarr assaults. so stop dismissing with checking first. |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
236
|
Posted - 2013.06.27 21:40:00 -
[67] - Quote
Jin Robot wrote:A'Real Fury wrote:On the face of it I would say:
Increase base speed to 4.5 with sprint at 5.75 Increase shield and Armor to 300 a piece.
Not sure about the rest without real world testing. However, as it stands at the ADV & Proto levels most medium frames will have greater shield and/or Armor total ehp plus the flexibility to add rappers or damage mods on top of that.
Still I do like the suit and I think it does have potential. 300 base armor and shields would equal 375 each with max armor and shield skill. That would be 750. it is silly to suggest that.
Perhaps I will be proven wrong but from the looks of it I would say that a commando suit can not out ehp medium frame racial suits or at least not by a significant margin but remains slower and also lacks the turning speed of those medium suits.
As a faster heavy suit I would expect it to fall between the ehp of a medium and a true heavy suit at its level I.e. STD, ADV and Proto. Fall in ehp would be closer to the medium side than the heavy but still higher than 250 considering the slot layout restricts the amount of hp you can stack.
Yes it gains an additional light weapon slot but it lost the grenade and modules slots to balance this. Why take away so much health as well particulary as the speed gain seems quite limited.
However maybe the numbers don't reflect the reality after it hits the field.
Edit. If ladwars figures above on walk and sprint speed iare correct then it makes the suit much more impressive. |
ladwar
Dead Six Initiative Lokun Listamenn
680
|
Posted - 2013.06.27 21:47:00 -
[68] - Quote
my drunk math on it's movement speeds 6.6 sprint and 4.6 normal. keep in mind amarr assault 6.7 sprint and 4.8 normal. and also keep in mind heavy 5.1 sprint and 3.6 normal anyone want to throw other numbers out there? |
KOBLAKA1
Opus Arcana Covert Intervention
98
|
Posted - 2013.06.27 21:50:00 -
[69] - Quote
Terra Thesis wrote:KOBLAKA1 wrote:STD commando breakdown vs Sentnel (assuming tanked sentinel with skills) additions: .3 km/h speed upgraded sidearm slot (not two light weapons because heavys slots can fit light weapons) equipment slot
losses: 694 ehp (more if new plates equipped instead of complex to save speed "boost") 3 module slots heavy weapons slot race bonus because no modules grenade slot 14 PG 68 CPU
no change: heavy's large hitbox turn speed (as far as the dev blog describes no increase here [agility could very well just describe running])
Um... the only way your STD Sentinel has an extra 694 ehp is if you already used up your 3 module slots and the extra pg/cpu. You can't count it multiple times. And if you think the bonus on the STD Commando is useless, just wait till you see the one on the Sentinel... Commando: sidearm->light, equipment, 10% faster Sentinel: light->heavy, grenade, ~310 ehp, 1 high, 2 low I could see the Commando getting a 100-200 more EHP, but I'd rather they make new stuff UP than OP and slowly buff it.
my numbers weren't right but they err in my favor cuz i rounded down on stuff earlier Amarr sentinel basic 405 x1.25 shield = 506 405 x1.25 armor = 506, 506=506 = 1012 ehp 115x1.1= 126.5x2 = 253 (complex plates with skills bonus) 66x1.1=72 (complex shield plus skills) 1012+253+72=1337
basic amarr commando 250x1.25=312, 312+312=624 (no mods so no more hp boosts)
1337-624= 713 ehp difference between basic sentinel and basic commando
@ladwar: why would i compare it to an amarr assault, commando is a heavy suit? |
KOBLAKA1
Opus Arcana Covert Intervention
98
|
Posted - 2013.06.27 21:52:00 -
[70] - Quote
edit: too long added to previous |
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
178
|
Posted - 2013.06.27 21:58:00 -
[71] - Quote
ladwar wrote:your still comparing it to the heavy and not the Amarr assault... i am bored so im willing to take a shot at movement speed and guess that sprint speed is 6.6 and movement non-sprint is 4.6 which is slightly under the movement speed of the assault frame for Amarr. i got this by dividing the numbers (395) by 60 and got 6.58(closer to 6.6 so i rounded up) and looked up the Amarr speed and the sprint speed is 6.7 for assaults and 4.8 for normal. the speed of the heavy are 3.6 normal and 5.1 for spring so it makes sense it not meant to tank like a heavy suit but be fast like the Amarr assaults. so stop dismissing with checking first. I'm going to go with what everyone else seems to be thinking, which is that 395 is a typo and it's mean to be 3.95. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
179
|
Posted - 2013.06.27 22:00:00 -
[72] - Quote
KOBLAKA1 wrote:@ladwar: why would i compare it to an amarr assault? commando is a heavy suit It's a matter of roles, not frames. The Commando doesn't operate in a Heavy role, it's closer to a variation on the Assault role. |
KOBLAKA1
Opus Arcana Covert Intervention
98
|
Posted - 2013.06.27 22:01:00 -
[73] - Quote
Goric Rumis wrote:ladwar wrote:your still comparing it to the heavy and not the Amarr assault... i am bored so im willing to take a shot at movement speed and guess that sprint speed is 6.6 and movement non-sprint is 4.6 which is slightly under the movement speed of the assault frame for Amarr. i got this by dividing the numbers (395) by 60 and got 6.58(closer to 6.6 so i rounded up) and looked up the Amarr speed and the sprint speed is 6.7 for assaults and 4.8 for normal. the speed of the heavy are 3.6 normal and 5.1 for spring so it makes sense it not meant to tank like a heavy suit but be fast like the Amarr assaults. so stop dismissing with checking first. I'm going to go with what everyone else seems to be thinking, which is that 395 is a typo and it's mean to be 3.95. 3.95-3.6= .35 loss (again rounding error in my favor)
@goric 2nd post i have that covered too amarr basic heavy beats out commando in that role as well. And why do we need more assault suits running around thats a class already. We need a specialized infantry killer and specialized AV killer, we are heavies not medium frames. |
ladwar
Dead Six Initiative Lokun Listamenn
681
|
Posted - 2013.06.27 22:18:00 -
[74] - Quote
Goric Rumis wrote:ladwar wrote:your still comparing it to the heavy and not the Amarr assault... i am bored so im willing to take a shot at movement speed and guess that sprint speed is 6.6 and movement non-sprint is 4.6 which is slightly under the movement speed of the assault frame for Amarr. i got this by dividing the numbers (395) by 60 and got 6.58(closer to 6.6 so i rounded up) and looked up the Amarr speed and the sprint speed is 6.7 for assaults and 4.8 for normal. the speed of the heavy are 3.6 normal and 5.1 for spring so it makes sense it not meant to tank like a heavy suit but be fast like the Amarr assaults. so stop dismissing with checking first. I'm going to go with what everyone else seems to be thinking, which is that 395 is a typo and it's mean to be 3.95. thats the thing with CCP.. sometime they just give info out really badly but correct sometimes its a complete wrong typo like a=b or 50 really means 12 or wp really mean sp or soon could mean next year. but this looks like what they did to vehicles which was pretty lame of them to change and its just missing the meters per minute at the end and its not really a typo at all. because no where else do movement speeds have go into the hundredths of meters so meter per minute makes more sense and follows CCP thinking to mess with peoples head. |
Raynedog Lightstar
O.Q.R.D.
14
|
Posted - 2013.06.27 22:24:00 -
[75] - Quote
Thanks for posting the concept for the new drop suit prior to the patch.
Since all we have is raw numbers I'll say that it looks like a very interesting suit that may need additional buffs but we can't possibly know that until everyone plays it for a while. It also looks like it has the potential to be fairly OP, but we can't know that until we really start playing it and getting a feel for how it's fitting into current game balance.
I'm always fascinated that prior to something even being playable everyone already knows what is wrong with it and how to fix it. |
ladwar
Dead Six Initiative Lokun Listamenn
681
|
Posted - 2013.06.27 22:27:00 -
[76] - Quote
Raynedog Lightstar wrote: Thanks for posting the concept for the new drop suit prior to the patch.
Since all we have is raw numbers I'll say that it looks like a very interesting suit that may need additional buffs but we can't possibly know that until everyone plays it for a while. It also looks like it has the potential to be fairly OP, but we can't know that until we really start playing it and getting a feel for how it's fitting into current game balance.
I'm always fascinated that prior to something even being playable everyone already knows what is wrong with it and how to fix it. im actually fine with it but wish there were more clear on it's speed because it is misleading and will be a selling point for it to be used. |
Alex Writter
3dge of D4rkness SoulWing Alliance
0
|
Posted - 2013.06.27 23:15:00 -
[77] - Quote
Lol predator bill Duke im gonna have some fun |
Aeon Amadi
Unkn0wn Killers
1656
|
Posted - 2013.06.27 23:18:00 -
[78] - Quote
490 shields and 469 armor with twi complex shield extenders and a complex armorplate...
Yeah, the survivability is not lacking at all and considering it can almost move as fast as a Logistics id imagine this is going to be the new flavor ofthe month thats going to make this game justfeel pointless for the rest of us...
Count me the **** out... |
KOBLAKA1
Opus Arcana Covert Intervention
100
|
Posted - 2013.06.27 23:28:00 -
[79] - Quote
Aeon Amadi wrote:490 shields and 469 armor with twi complex shield extenders and a complex armorplate...
Yeah, the survivability is not lacking at all and considering it can almost move as fast as a Logistics id imagine this is going to be the new flavor ofthe month thats going to make this game justfeel pointless for the rest of us...
Count me the **** out...
its .35 faster than the heavy. logi is 4.7 so .8 faster than commando, assault is 4.8. its closer to heavy speed than it is anything else. and with a complex armor's -10% movement penalty it is back down to normal heavy speed...
.9 x 3.95= 3.555m/s |
Molossus Lasiurus
Amory Andvari - Asgard Knights
0
|
Posted - 2013.06.27 23:49:00 -
[80] - Quote
(This will be my first ever post on the forums, but I've been playing for two months now and on and off on the closed beta).
It think the suit will be very powerful in offensive measures with the possibility of the two Light weapons. Me personally the lack of equipment slots deters me from even wanting to deal with this suit. I really feel this suit will be best suited to those that want a more simple and direct approach to playing Dust for the first time.
The fact that you get no high or low powered modules or grenades at level one means that this will not be good by any means if you're a loner. You will need support with a logistic. A player who decides they like this suit will have to commit themselves to getting Proto ASAP and focus on shield, armor and damage upgrades/modifiers ASAP and then focus on putting SP into two types of light weapons. the most logical would be Assault riffle and Swarm Launchers making this a better suit than even a basic heavy. I myself would recommend going Amarr heavy because you will be more protected against gunfire because players are going to want to destroy these guys quick or suffer the wrath of a very versatile light weapon user.
The lack on Grenades is adequate because why have them when you got a Shotgun and a Assault riffle in the same potential load-out.
But in my personal opinion this suit is not as versatile for me because I love the options with a Assault suit because of the lack of CPU and PG and lack of low and high powered slots. But this will be a great suit for players who want a more straight forward approach to playing Dust especially if you're new to Dust514. Most players have no clue about how drop-suits work so when they get into using the basics of this suit they will love the simplicity and they once committed to the suit they will spec in and become the next beast in the field.
I'm looking forward to seeing more types of this suit in the future.
PS: We potentially have a very powerful suit on the field so I'm prepared for the trend of the Commando to replace the Logistic trend that's been going around. Be ready for complaints CCP Also players better not be allowed to get a Re-spec again to troll with this suit. People should have to just create new characters from now on. |
|
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
134
|
Posted - 2013.06.28 00:18:00 -
[81] - Quote
CCP Eterne wrote:One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades. CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog.
I like the idea , very good.Now i can run around with a shotgun and if one of those Pseky LAV shows up i'll use my Swarm launcher too.
Now can i get a respec to use it....? |
Geo MERCEDES
RagingRhinos
0
|
Posted - 2013.06.28 02:35:00 -
[82] - Quote
Don't know what the point of having dual AR would be, except maybe to have another clip ready without needing to reload. I think one of the most important uses will be allowing snipers and swarm launchers to be able to actually hold their own against ARs and such. |
IgniteableAura
Pro Hic Immortalis
26
|
Posted - 2013.06.28 02:59:00 -
[83] - Quote
CCP,
Please don't replicate the mistakes you made in EVE (ala all the ship balancing you are currently doing, making a lot of people happy). Make the suits provide a specific role and adjust their racial bonuses to meet that role.
2% per level for module effectiveness is not worth anything on this suit. At best case its something like 30 hit points.
Give a role bonus that actually equates to its role. Dmg bonus to racial weapon, clip size, ammo capacity, effective range, turning speed, recoil and dispersion etc.
The role I see for this suit is weaponry. Stick to providing a bonus to that and you will do yourself a favor. |
CLONE ALPHA 001
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.06.28 03:53:00 -
[84] - Quote
CCP Eterne wrote:One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades. CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog.
pics or it never happened! |
|
CCP Frame
C C P C C P Alliance
1191
|
Posted - 2013.06.28 04:01:00 -
[85] - Quote
CLONE ALPHA 001 wrote:CCP Eterne wrote:One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades. CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog. pics or it never happened! I played it. It happened! #iwasthere |
|
PITCH- BLACK
Ahrendee Frontlinez Omega Commission
18
|
Posted - 2013.06.28 05:21:00 -
[86] - Quote
CCP Frame wrote:CLONE ALPHA 001 wrote:CCP Eterne wrote:One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades. CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog. pics or it never happened! I played it. It happened! #iwasthere Got'em!!!! |
Kevall Longstride
DUST University Ivy League
295
|
Posted - 2013.06.28 08:47:00 -
[87] - Quote
Everyone seems to be fixating on the no grenade thing.
Two light slots people. Scrambler rifle to take out shields, quickly switch to Mass Driver to rip through the armour...
You need to get creative folks. |
Felix Totenkreuz
Intrepidus XI Omega Commission
16
|
Posted - 2013.06.28 10:10:00 -
[88] - Quote
Yeah, people seem to want this "Commando" to be better than the grunt suits. It has its own niche, it's not supposed to be better than everything else.
By the looks of it this will be a fairly advanced frontline soldier, with a very high skill-cap roof. Mixing CQC/ranged weaponry or anti-shield/armour weaponry, straight LoS arms with a Mass Driver makes for very interesting combinations. The other option is to equip it for siege; giving it swarm/sniper, dual MD with a Nanohive, Plasma/MD with a Nanohive and so on and so forth. I reckon dual swarm will be a common loadout as well, as soon as the enemy team deploys a tank or LAV's. Dual Snipers might also be common, spawning in as a logi for more Equips and then changing over to commando, with increased sustained fire as weapon swapping is faster than reloading.
Sort of feels like frontline Commandos will be players looking for a high risk/reward playstyle, with no grenade but more powerful, flexible weaponry, while the Commandos that sit back on the redline or on top of buildings will be total scrubs enjoying equipping two of the same weapon for sustained cowardice. I know I will facepalm anytime I see someone shoot me from the MCP and their loadout says Commando+Sniper Rifle, after 8 shots or so was fired around me in rapid succession.
Overall I like it though. It's something people that has been playing the game for a long time can make work on the frontline, without it feeling like an actual upgrade or something mandatory. It's not like the implementation of the upcoming racial variations would feel like, but instead this is ... I don't know, a bonus blend with a "sandbox" feel to it, which you can chose to invest SP in or simply ignore if it's not your cup of tea. |
KOBLAKA1
Opus Arcana Covert Intervention
115
|
Posted - 2013.06.28 12:01:00 -
[89] - Quote
I NEVER said I want the commando to be more powerful than a "grunt suit," I am saying it is woefully UP. The tradeoffs are not worth the upgraded sidearm and down graded heavy weapons slot. A basic amarr heavy will be able to outperform it in everything except a sniper/swarm role (this even debatable with AV grenades). read my other posts to see that. Give me a dual weapon combo besides dual of the same weapon or sniper/swarm combo and I'll prove it. |
DeeJay One
BetaMax. CRONOS.
43
|
Posted - 2013.06.28 12:03:00 -
[90] - Quote
Felix Totenkreuz wrote:Yeah, people seem to want this "Commando" to be better than the grunt suits. It has its own niche, it's not supposed to be better than everything else.
For one it can out reload any suit out there, because when maxed out you get another 25% of reload speed on top of what your weapon skills provide. That makes a few more bullets and a swarm more. |
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KOBLAKA1
Opus Arcana Covert Intervention
115
|
Posted - 2013.06.28 12:17:00 -
[91] - Quote
DeeJay One wrote:Felix Totenkreuz wrote:Yeah, people seem to want this "Commando" to be better than the grunt suits. It has its own niche, it's not supposed to be better than everything else.
For one it can out reload any suit out there, because when maxed out you get another 25% of reload speed on top of what your weapon skills provide. That makes a few more bullets and a swarm more.
(Spot saved for sentinel comparison who also has reload speed ability) |
J Lav
Opus Arcana Covert Intervention
104
|
Posted - 2013.06.28 12:40:00 -
[92] - Quote
KOBLAKA1 wrote:DeeJay One wrote:Felix Totenkreuz wrote:Yeah, people seem to want this "Commando" to be better than the grunt suits. It has its own niche, it's not supposed to be better than everything else.
For one it can out reload any suit out there, because when maxed out you get another 25% of reload speed on top of what your weapon skills provide. That makes a few more bullets and a swarm more. (Spot saved for sentinel comparison who also has reload speed ability)
And here I was thinking he was referring to just switching weapons instead of reloading... Like carrying two AR's, need to reload? Just switch to the other one |
Niuvo
The Phoenix Federation
48
|
Posted - 2013.06.28 15:09:00 -
[93] - Quote
Sounds good, I like how ya'll are making new dropsuits with different configurations. It's going to make for a dynamic battlefield. |
RydogV
Shadow Company HQ
196
|
Posted - 2013.06.28 15:38:00 -
[94] - Quote
I like the concept. I almost think it would be a natural transition for someone like me who plays Logistics most of the time. My Minmater Logi suits reach enhanced HP numbers close to this and the speed is pretty close too I think. I really like the idea of being able to carry two Light weapons. With the equipment slot this would be a nice A/V class with Swarms and whatever other weapon suit the specific map you are on. I have not crunched the numbers but at first glance it has piqued my interest.
Of course I will definitely wait until all racial variants are available before I make a firm decision. This type of suit might not get a lot of players excited but I am glad CCP's intent is to offer a lot of different options. That is never a bad thing. Keep 'em coming! |
KOBLAKA1
Opus Arcana Covert Intervention
120
|
Posted - 2013.06.28 15:43:00 -
[95] - Quote
RydogV wrote:I like the concept. I almost think it would be a natural transition for someone like me who plays Logistics most of the time. My Minmater Logi suits reach enhanced HP numbers close to this and the speed is pretty close too I think. I really like the idea of being able to carry two Light weapons. With the equipment slot this would be a nice A/V class with Swarms and whatever other weapon suit the specific map you are on. I have not crunched the numbers but at first glance it has piqued my interest.
Of course I will definitely wait until all racial variants are available before I make a firm decision. This type of suit might not get a lot of players excited but I am glad CCP's intent is to offer a lot of different options. That is never a bad thing. Keep 'em coming!
i like that you have interest in heavy suits! more power to you, HMGs are loads of fun in the complexes. however how many actual heavies are interested in this suit? Thanks for the heavy content CCP, glad to see you are appealing to masses again rather than actually filling out your game. |
ChromeBreaker
SVER True Blood Public Disorder.
603
|
Posted - 2013.06.28 15:51:00 -
[96] - Quote
No dev response today? or am i just between time zones?... |
Hawkin P
Molon Labe. League of Infamy
74
|
Posted - 2013.06.28 16:35:00 -
[97] - Quote
Wow way to make 1.2 just that much worse! You really think very many people are going to grind for approx. 2 months to get this proto even if you gave them a respect most wouldn't go into this suit! |
Waruiko DUST
G I A N T EoN.
102
|
Posted - 2013.06.28 16:45:00 -
[98] - Quote
I can think of a few who would |
KOBLAKA1
Opus Arcana Covert Intervention
121
|
Posted - 2013.06.28 17:04:00 -
[99] - Quote
Noobs who don't know better? |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
97
|
Posted - 2013.06.28 19:07:00 -
[100] - Quote
I don't mind the loss of the grenade slot and gaining equipment is cool, but I don't really understand the huge loss of both HP AND module slots. I'm feeling like CCP might be overestimating the power of having two light weapons.
On another note I can already think of a few fun combos of two of the same weapon. It would be really fun to have two plasma launchers for quick back-to-back strikes. Or two mass-drivers for double the ammo. Also combining say a scrambler rifle and an assault scrambler rifle would be pretty fun, or other variants of the same weapon. |
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TheWee BabySeamus
Dem Durrty Boyz
8
|
Posted - 2013.06.29 00:00:00 -
[101] - Quote
How about the actual heavy suits????? Do you have an estimate on when those may be out??? As a dedicated heavy for a year now, i have gotten pretty board with the current amarr basic and racial suits. I would assume that you working on new suits for all other races means that you have finished the rest of the heavy and scout racial suits. But I remember what my father told me about people who assume things.
So CCP, How am I supposed to stay fat when all we get is table scraps?????? I WANT A DAMN FILET!!!!!!!!!!!!
With that being said, I'm still a big supporter of this game and the overall vision that you guys have come up with, however we HEAVIES would really love some new swag, oh and that badass laser HMG. Once that is introduced, say goodbye Caldari Logis..........................YOU SHALL FALL AS EASY AS THE REST.
- Wee Baby
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
146
|
Posted - 2013.06.29 00:43:00 -
[102] - Quote
Seriously how great is a new role without other racial variants? I'm not getting into a stinky Amarr suit. |
Lightning Bolt2
DUST University Ivy League
20
|
Posted - 2013.06.29 01:19:00 -
[103] - Quote
Change the Amar commando bonus to something useful, or at the very least more useful. 1% bonus to weapon dmg per lvl? 1% bonus to walking/spring speed per lvl? 3% to light weapon fitting optimization per lvl? 1% armor/shield per lvl? (to increase its total armor/shield but not as much as a heavy) increased clip size? increased max ammo?
btw these will all be good for other racial variants |
God Anpu TheImmortal
The Pyramid Order
12
|
Posted - 2013.06.29 06:06:00 -
[104] - Quote
I can't believe what I'm reading here u guys bring a whole new class role out and plan to have other race variants but have not given the heavy a damn thing and u guys even murdered the proto heavy with only 2 high power slots what the hell are u guys doing CCP
|
BlazeXYZ
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.29 14:58:00 -
[105] - Quote
The Commando suits looks nice. Equip with an AR and a scrambler rifle, this is deadly. |
KOBLAKA1
Opus Arcana Covert Intervention
126
|
Posted - 2013.06.29 15:19:00 -
[106] - Quote
BlazeXYZ wrote:The Commando suits looks nice. Equip with an AR and a scrambler rifle, this is deadly.
Do I really need to do another comparison with all the math? Amarr proto basic heavy can beat the commando out of this combo in everything but reload speed and 27m on the AR because of equipping an SMG. Same range and damage with the SCREEN. If you use proto sentinel you lose only .5 reload speed and 20dps. Both will have 450+ ehp than commando. Its not worth comparing ADV/STD because commando is even farther behind. Look at my previous posts for long math and stat heavy comparisons. They start on page 3 I think. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
180
|
Posted - 2013.06.29 15:47:00 -
[107] - Quote
I for one will appreciate if they are starting the new role at a point where it's definitely underpowered so it won't disturb the current balance, and then tuning it up over time. I've worked on many projects and I know that you don't roll something out with the assumption that it's perfectly tuned. With a game I think it's better to err on the safe side, especially since the people jumping into this suit early on will likely be veterans with maxed out support skills. You don't want something to come out and ruin whatever ecosystem is already there when it's a lot more powerful than it looks on paper. With these specs, the suit can be more powerful than it is on paper and still be slightly underpowered.
Even in EVE's tenth year they've done a massive ship rebalancing, so clearly these guys are familiar with the inevitability that this isn't the final state (if there ever is a "final state"). |
KOBLAKA1
Opus Arcana Covert Intervention
126
|
Posted - 2013.06.29 15:58:00 -
[108] - Quote
Goric Rumis wrote:I for one will appreciate if they are starting the new role at a point where it's definitely underpowered so it won't disturb the current balance, and then tuning it up over time. I've worked on many projects and I know that you don't roll something out with the assumption that it's perfectly tuned. With a game I think it's better to err on the safe side, especially since the people jumping into this suit early on will likely be veterans with maxed out support skills. You don't want something to come out and ruin whatever ecosystem is already there when it's a lot more powerful than it looks on paper. With these specs, the suit can be more powerful than it is on paper and still be slightly underpowered.
Even in EVE's tenth year they've done a massive ship rebalancing, so clearly these guys are familiar with the inevitability that this isn't the final state (if there ever is a "final state").
I agree but why have a suit who's basic form (amarr heavy) outperforms the unlocked form (amarr commando)?
If this was a medium frame and was outperformed by the basic mediums y'all would be flipping out. |
crazy space 1
Unkn0wn Killers
1409
|
Posted - 2013.06.29 17:21:00 -
[109] - Quote
CCP Eterne wrote:Just to let you guys know, CCP Remnant is a developer in Shanghai and this blog was put out at roughly... oh... 1:30 AM there. So he'd be in bed.
He will be able to check and respond to your feedback when he gets into the office. ? |
Arx Ardashir
Imperium Aeternum
53
|
Posted - 2013.06.29 17:32:00 -
[110] - Quote
KOBLAKA1 wrote:BlazeXYZ wrote:The Commando suits looks nice. Equip with an AR and a scrambler rifle, this is deadly. Do I really need to do another comparison with all the math? Amarr proto basic heavy can beat the commando out of this combo in everything but reload speed and 27m on the AR because of equipping an SMG. Same range and damage with the SCRuse proto sentinel you lose only .5 reload speed and 20dps. Both will have 450+ ehp than commando. Its not worth comparing ADV/STD because commando is even farther behind. Look at my previous posts for long math and stat heavy comparisons. They start onon page 3 I think. Edit: SCR. If you use* (my phone wont let me fix for some reason) A lot of your comparison is valid, but the Sentinel gets a bonus to heavy weapon reload speed. Not light weapons/all weapons. Just heavy. So the current Commando still has a 25% bonus over your SR/SMG combo Sentinel.
|
|
KOBLAKA1
Opus Arcana Covert Intervention
127
|
Posted - 2013.06.29 20:18:00 -
[111] - Quote
Arx Ardashir wrote:KOBLAKA1 wrote:BlazeXYZ wrote:The Commando suits looks nice. Equip with an AR and a scrambler rifle, this is deadly. Do I really need to do another comparison with all the math? Amarr proto basic heavy can beat the commando out of this combo in everything but reload speed and 27m on the AR because of equipping an SMG. Same range and damage with the SCRuse proto sentinel you lose only .5 reload speed and 20dps. Both will have 450+ ehp than commando. Its not worth comparing ADV/STD because commando is even farther behind. Look at my previous posts for long math and stat heavy comparisons. They start onon page 3 I think. Edit: SCR. If you use* (my phone wont let me fix for some reason) A lot of your comparison is valid, but the Sentinel gets a bonus to heavy weapon reload speed. Not light weapons/all weapons. Just heavy. So the current Commando still has a 25% bonus over your SR/SMG combo Sentinel. touche didnt notice that, 25% reload speed doesnt make up (learn to aim) for all the downside or warrant a new suit |
Seymor Krelborn
DUST University Ivy League
25
|
Posted - 2013.06.29 23:11:00 -
[112] - Quote
Not trying to QQ here... but with all the balancing problems that exist with present fits, plus the slippery aiming mechanics and disappearing equipment slot items, I cant figure out why CCP is adding another suit that at best has questionable applications on the battle field...CCP, you have better things to do with your time in this game... your priorities seem a bit confused. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
0
|
Posted - 2013.06.30 07:12:00 -
[113] - Quote
if they are keeping the nade slot they could atleast let one of the light slots be a heavy slot so the big guy could equip one of his only 2 guns, that would be fair with how weak he is, taking the heavy slot too is just too much |
Gold Zapa
Not Guilty EoN.
5
|
Posted - 2013.06.30 07:30:00 -
[114] - Quote
You know what this commando DropSuit is just stupid, I mean seriously why should a single race have sooooo many advantages in different suits. It's already bad enough that this race has 6 different DropSuits (4 if you're not counting the basic Medium and heavy frame). Why should Amarr have more DropSuits than all the other races? Look at Caldari all the got is Assault and Logistics. ALL RACES should have a fair amount of DropSuits so they could all be on an even plain field. |
Zauis Gallente
Gallente LLP
10
|
Posted - 2013.06.30 10:13:00 -
[115] - Quote
Are there any plans for new suits other than the Amarr? For example a heavy class suit for the Gallente? It seems that the Amarr are getting everything or just first to get everything. Thanks |
Guilbert 515
United Pwnage Service RISE of LEGION
8
|
Posted - 2013.06.30 11:13:00 -
[116] - Quote
I dont really get the sudden move on implementing another dropsuit class. A lot of Races are still missing their dropsuit classes, like no caldari and amarr scout, no gallente/caldari/minmatar heavy. Introducing another dropsuit class at this point without evenly providing the dropsuit classes to other races just doesnt seem to make sence. It means that someone who has skilled into gallente needs to add another mill of skillpoints into another race just to benefit from a new class. Giving an advantage for those people who already skilled amarr dropsuits. I mean whats the point of rushing out another class without evenly distributing it to all races?
Introducing a class that is able to provide both armor and shield damage by switching btw two primary weapons is another move i cant really understand or appreciate. Especially since armor tanked classes already have a huge dissadvantage on the field. Getting bashed by flaylocks, introduction of minmatar rifles, and now this...
I wonder if the introduction of that new class is story related, if so there has not been any story related content available at this point to justify that move.
Im sorry CCP but unless a brainy explains me why the sudden new dropsuit without balancing out the existing ones, dont wonder if people feel disturbed. |
KOBLAKA1
Opus Arcana Covert Intervention
134
|
Posted - 2013.06.30 17:06:00 -
[117] - Quote
NoxMort3m wrote:if they are keeping the nade slot they could atleast let one of the light slots be a heavy slot so the big guy could equip one of his only 2 guns, that would be fair with how weak he is, taking the heavy slot too is just too much Agreed and it only takes amarr heavy three for all the light weapon users to get into with weapons they are already skilled into. Heavies have to skill 2 weapons plus those two weapons support skills... seems fair
Edit (will return with math showing the disparity) |
Arx Ardashir
Imperium Aeternum
55
|
Posted - 2013.06.30 19:47:00 -
[118] - Quote
Gold Zapa wrote:You know what this commando DropSuit is just stupid, I mean seriously why should a single race have sooooo many advantages in different suits. It's already bad enough that this race has 6 different DropSuits (4 if you're not counting the basic Medium and heavy frame). Why should Amarr have more DropSuits than all the other races? Look at Caldari all the got is Assault and Logistics. ALL RACES should have a fair amount of DropSuits so they could all be on an even plain field.
Zauis Gallente wrote:Are there any plans for new suits other than the Amarr? For example a heavy class suit for the Gallente? It seems that the Amarr are getting everything or just first to get everything. Thanks
Right, like all the Amarr LAVs we have driving around, and all the Amarr HAVs shooting everything up, and all the Amarr Dropships flying around, all the Amarr turrets that these things are shooting, and all the Amarr weapons, all 3 of them (Scrambler Rifle, Scrambler Pistol, Laser Rifle). OMG THE AMARR HAVE EVERYTHING!!!
What do the Amarr have that the other races don't? A heavy frame, and that's it.
Why the commando and not more heavy frames? Because the art assets already existed, and the only thing that needed to be done was change some statistics. No new modeling, animation, or anything more than an adjustment of slot layouts and base stats. |
Phosis Norg
Mad Clone Posse
6
|
Posted - 2013.06.30 20:49:00 -
[119] - Quote
If I were to spec into this, I would have my weapon of choice plus a Swarm Launcher. I'm not sure if others would do the same, but if so, it seems like the end of vehicles on the battlefield, or at least a severe reduction.
I like the idea of immediately ending a murder taxi run. Sad for the tankers though. Know it's going to cost you a lot. |
Dralis Rigordi
Eyniletti Rangers Minmatar Republic
0
|
Posted - 2013.07.01 04:59:00 -
[120] - Quote
Mayhaps we could get a respec? :D |
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Gold Zapa
Not Guilty EoN.
6
|
Posted - 2013.07.01 06:17:00 -
[121] - Quote
Arx Ardashir wrote:
Right, like all the Amarr LAVs we have driving around, and all the Amarr HAVs shooting everything up, and all the Amarr Dropships flying around, all the Amarr turrets that these things are shooting, and all the Amarr weapons, all 3 of them (Scrambler Rifle, Scrambler Pistol, Laser Rifle) OMG THE AMARR HAVE EVERYTHING!!!.
Whoa whoa, lets not get carried away here. I said nothing about vehicles. If I did ,then you'll be happy to know that Amarr isn't the only race with out vehicles. However maybe this discussion can be heard of for another time |
Gold Zapa
Not Guilty EoN.
6
|
Posted - 2013.07.01 06:19:00 -
[122] - Quote
Dralis Rigordi wrote:Mayhaps we could get a respec? :D That would be a good thing for most people but I don't see it happening any time soon Edit: Or ever happening again for that matter |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
|
Posted - 2013.07.01 07:05:00 -
[123] - Quote
KOBLAKA1 wrote:NoxMort3m wrote:if they are keeping the nade slot they could atleast let one of the light slots be a heavy slot so the big guy could equip one of his only 2 guns, that would be fair with how weak he is, taking the heavy slot too is just too much Agreed and it only takes amarr heavy three for all the light weapon users to get into with weapons they are already skilled into. Heavies have to skill 2 weapons plus those two weapons support skills completely ignoring the million or two invested to heavy weapons... seems fair Edit (will return with math showing the disparity) 2nd edit: also adding the heavy weapon slot wouldn't affect those wanting to use 2x light weapons because you scan fit light weps in heavy slots.
exactly my friend |
Banning Hammer
Tal-Romon Legion Amarr Empire
108
|
Posted - 2013.07.01 08:09:00 -
[124] - Quote
It looks like a heavy with more flexibility with weapons... Its going to be interesting to see what tactics is going to emerge from this suit. ... If i was a LAV user i will be very scare by now.... |
Superluminal Replicant
Planetary Response Organization
80
|
Posted - 2013.07.01 08:56:00 -
[125] - Quote
Ok... so is it my understanding that I CANNOT Dual Wield a Proto Forge in one hand and a Proto HMG in the other hand with these new Commando suits?
I am disappoint. |
SuperKing BigNuts
Contract Hunters
162
|
Posted - 2013.07.01 10:34:00 -
[126] - Quote
whats got me curious, and i havent seen dev response to said question and i didnt bother reading all of the other posts.
Quote:Amarr Commando Bonus: +2% to efficacy of shield and armor modules per level.
so do amarr NOT do armor tanking anymore? and a 10% bonus at lvl5 to ZERO modules at lvl 1 vs 10% bonus to 4 modules... about the only PRACTICAL role i can see this suit serving is a less good anti-vehicle role or a sniper... damage mod stacked swarms with an SMG on a standard assault look like it would still work better than the marginal base HP difference... or heaven forbid a proper heavy forgegunner... logi-sniper would serve better for the backup module slots(drop/nano/needle) in a sniper heavy battle, and an assault would serve better as a 'close range support' with tank loadout...
yet another suit that seems underwhelming compared to the medium frame lines...
btw, when are we getting the rest of the racial suits? seems cheap to have 2 heavy specs without the option of cross racial heavies... and only 2 races of scouts... im actually starting to miss the pre-uprising model of different suits for different races respective styles... |
Fire of Prometheus
Elite Mercs INC.
0
|
Posted - 2013.07.01 12:58:00 -
[127] - Quote
They should create a modified light drop suit that has a wing suit built into it. Then people could move over the battlefield faster and it would create more intense fighting.
Can't wait for the commando role either!!!! |
ChromeBreaker
SVER True Blood Public Disorder.
606
|
Posted - 2013.07.01 14:11:00 -
[128] - Quote
Fire of Prometheus wrote:They should create a modified light drop suit that has a wing suit built into it. Then people could move over the battlefield faster and it would create more intense fighting.
Can't wait for the commando role either!!!!
YOu crazy
No dev comments to anything said in this thead |
Sinboto Simmons
SVER True Blood Public Disorder.
329
|
Posted - 2013.07.01 16:23:00 -
[129] - Quote
as a scout I'm not liking the sound of two light weapons on a heavy suit but I'll wait and see how it dose.
also:I seriously think the ability to use light weapons should be restricted to the commando class for heavy,making using light weapons it's 'thing' among heavy suits.
|
KOBLAKA1
Opus Arcana Covert Intervention
142
|
Posted - 2013.07.01 16:51:00 -
[130] - Quote
KOBLAKA1 wrote:NoxMort3m wrote:if they are keeping the nade slot they could atleast let one of the light slots be a heavy slot so the big guy could equip one of his only 2 guns, that would be fair with how weak he is, taking the heavy slot too is just too much Agreed and it only takes amarr heavy three for all the light weapon users to get into with weapons they are already skilled into. Heavies have to skill 2 weapons plus those two weapons support skills completely ignoring the million or two invested to heavy weapons... seems fair Edit (will return with math showing the disparity) 2nd edit: also adding the heavy weapon slot wouldn't affect those wanting to use 2x light weapons because you scan fit light weps in heavy slots.
Back with math and #s for the skill disparity!
So for a non heavy suit user they will need to get dropsuit command from 1 to 3= 61820 xp (18,650+43,530) Then to unlock the higher tier suit Amarr heavy to 3 = 273600 (24,880+74,600+174,120) Total SP needed for medium/light user to get into commandos(they already have light weapons)= 335780
Now a Heavy user should have that already but what dont we have light weapons. To get a light weapon to V = 621840 (12,440+37,300+87,060+174,120+310,920) Then to stay competitive proficiency to at least 3 = 341850 (31,100+93,250+217,650) But wait there are 2 light weapon slots so everything x2. Light weapons x2 = 1243680 (621840+621840) Proficiency x2= 683700 (341850+341850) Total SP for a heavy to get into commando = 1927380
So is this a heavy suit for heavies? you tell me Even without proficiencies to 3 its 1243680sp
Edit: #s from https://forums.dust514.com/default.aspx?g=posts&m=439809#post439809 |
|
SuperKing BigNuts
Contract Hunters
162
|
Posted - 2013.07.01 18:34:00 -
[131] - Quote
KOBLAKA1 wrote:KOBLAKA1 wrote:NoxMort3m wrote:if they are keeping the nade slot they could atleast let one of the light slots be a heavy slot so the big guy could equip one of his only 2 guns, that would be fair with how weak he is, taking the heavy slot too is just too much Agreed and it only takes amarr heavy three for all the light weapon users to get into with weapons they are already skilled into. Heavies have to skill 2 weapons plus those two weapons support skills completely ignoring the million or two invested to heavy weapons... seems fair Edit (will return with math showing the disparity) 2nd edit: also adding the heavy weapon slot wouldn't affect those wanting to use 2x light weapons because you scan fit light weps in heavy slots. Back with math and #s for the skill disparity! So for a non heavy suit user they will need to get dropsuit command from 1 to 3= 61820 xp (18,650+43,530) Then to unlock the higher tier suit Amarr heavy to 3 = 273600 (24,880+74,600+174,120) Total SP needed for medium/light user to get into commandos(they already have light weapons)= 335780Now a Heavy user should have that already but what dont we have light weapons. To get a light weapon to V = 621840 (12,440+37,300+87,060+174,120+310,920) Then to stay competitive proficiency to at least 3 = 341850 (31,100+93,250+217,650) But wait there are 2 light weapon slots so everything x2. Light weapons x2 = 1243680 (621840+621840) Proficiency x2= 683700 (341850+341850) Total SP for a heavy to get into commando = 1927380So is this a heavy suit for heavies? you tell me Even without proficiencies to 3 its 1243680sp Edit: #s from https://forums.dust514.com/default.aspx?g=posts&m=439809#post439809
what self respecting assault player, or the overpopular LOGI-ASSAULT guys would drop all of those high and low power slots for a second primary weapon... the assault troopers are generally pretty compotent with SMGs when they HAVE to roll AV, and the logi-bros are probably not rolling out with swarms on their expensive logi suits with no sidearm... not to mention its 500base hp, + a tops of 250? for full tank mods(116? plate, 66 shield x2) so estimated 750 before skills, for a total somewhere in the ballpark of 937 hp, for the same or lower DPS of ANY OTHER CLASS... EVERYONE can fit light weapons... why would you want two unless you cant live without your duvolle assault rifle AND your proto swarms(which i doubt you can fit dual proto with ANY tank)... |
KOBLAKA1
Opus Arcana Covert Intervention
148
|
Posted - 2013.07.01 18:49:00 -
[132] - Quote
SuperKing BigNuts wrote:KOBLAKA1 wrote:KOBLAKA1 wrote:NoxMort3m wrote:if they are keeping the nade slot they could atleast let one of the light slots be a heavy slot so the big guy could equip one of his only 2 guns, that would be fair with how weak he is, taking the heavy slot too is just too much Agreed and it only takes amarr heavy three for all the light weapon users to get into with weapons they are already skilled into. Heavies have to skill 2 weapons plus those two weapons support skills completely ignoring the million or two invested to heavy weapons... seems fair Edit (will return with math showing the disparity) 2nd edit: also adding the heavy weapon slot wouldn't affect those wanting to use 2x light weapons because you scan fit light weps in heavy slots. Back with math and #s for the skill disparity! So for a non heavy suit user they will need to get dropsuit command from 1 to 3= 61820 xp (18,650+43,530) Then to unlock the higher tier suit Amarr heavy to 3 = 273600 (24,880+74,600+174,120) Total SP needed for medium/light user to get into commandos(they already have light weapons)= 335780Now a Heavy user should have that already but what dont we have light weapons. To get a light weapon to V = 621840 (12,440+37,300+87,060+174,120+310,920) Then to stay competitive proficiency to at least 3 = 341850 (31,100+93,250+217,650) But wait there are 2 light weapon slots so everything x2. Light weapons x2 = 1243680 (621840+621840) Proficiency x2= 683700 (341850+341850) Total SP for a heavy to get into commando = 1927380So is this a heavy suit for heavies? you tell me Even without proficiencies to 3 its 1243680sp Edit: #s from https://forums.dust514.com/default.aspx?g=posts&m=439809#post439809 what self respecting assault player, or the overpopular LOGI-ASSAULT guys would drop all of those high and low power slots for a second primary weapon... the assault troopers are generally pretty compotent with SMGs when they HAVE to roll AV, and the logi-bros are probably not rolling out with swarms on their expensive logi suits with no sidearm... not to mention its 500base hp, + a tops of 250? for full tank mods(116? plate, 66 shield x2) so estimated 750 before skills, for a total somewhere in the ballpark of 937 hp, for the same or lower DPS of ANY OTHER CLASS... EVERYONE can fit light weapons... why would you want two unless you cant live without your duvolle assault rifle AND your proto swarms(which i doubt you can fit dual proto with ANY tank)...
So in other words no one wants this suit as it stands CCP |
SuperKing BigNuts
Contract Hunters
163
|
Posted - 2013.07.01 21:12:00 -
[133] - Quote
KOBLAKA1 wrote:So in other words no one wants this suit as it stands CCP
i speak for no others than myself, but i think this suit line is going to be useless as it stands and rather severely gimped compared at any roles any other suits can perform...
it gets more base tank than most other suits, but you get no flexibility in it... the damage cant be matched with stacked highslots on ANY medium suit, which use the same weapon platform as a primary weapon... and you will be hard pressed to fit 2x proto light weapons meaning one or both will have to be downgraded, meaning you may as well go for the cheaper sidearm entirely... best i can math out is a sniper or swarm launcher wiht 2x damage mods and max of somewhere around 700hp with a damage modded standard or adv AR, which MIGHT be a little more practical, than an unbuffed SMG or pistol but thats assuming you can actually fit the damage mods, plate(which id go with armor reps personally...) and even a single proto weapon...
it would be silly to NOT abuse the double buff of damage mods that apply to the backup weapon, thusly negating the shield bonus on the suit... and still, to assume heavy reliance upon the backup combat system for the price, id rather suit swap to a single purpose specialized suit personally than attempt to be a watered down hybrid |
Operative 1171 Aajli
D3LTA ACADEMY
39
|
Posted - 2013.07.01 21:49:00 -
[134] - Quote
Look up the term commando on Wikipedia and tell me if you think that term applies at all to a heavy suit?
Commando by all rights would apply more appropriately to a light suit with possibly dual wield capability.
This idea foa a heavy suit is as ******** of an abortion as a heavy sniper.
YOU FAIL CCP... AGAIN!
Give me Snake Eyes... Yo Joe! |
Caineghis Beoulve
Pro Hic Immortalis
9
|
Posted - 2013.07.01 22:37:00 -
[135] - Quote
"Commando is a soldier or operative of an elite light infantry or special operations forces"
The key word here is Light Infantry |
Zat Earthshatter
Ghosts Of Ourselves
321
|
Posted - 2013.07.01 22:45:00 -
[136] - Quote
Someone may have caught this already, but the module efficiency skill bonus combined with Standard having no module slots means that Standard-tier Commandos will not be able to use their racial bonus. Gear not able to use its own racial bonuses is rather high up on my pet-peeve list, as a gear item in such a position will inevitably be left behind by its peers due to the strengths of said bonuses. |
KOBLAKA1
Opus Arcana Covert Intervention
159
|
Posted - 2013.07.01 22:47:00 -
[137] - Quote
Zat Earthshatter wrote:Someone may have caught this already, but the module efficiency skill bonus combined with Standard having no module slots means that Standard-tier Commandos will not be able to use their racial bonus. Gear not able to use its own racial bonuses is rather high up on my pet-peeve list, as a gear item in such a position will inevitably be left behind by its peers due to the strengths of said bonuses. they have but its still tue |
Regenti Friend
Savage Bullet
0
|
Posted - 2013.07.02 01:18:00 -
[138] - Quote
when are we going to get the gallente, minmatar, and caldari heavy? i want to see those. |
SuperKing BigNuts
Contract Hunters
163
|
Posted - 2013.07.02 02:50:00 -
[139] - Quote
Regenti Friend wrote:when are we going to get the gallente, minmatar, and caldari heavy? i want to see those.
dont forget amarr and cald scouts... this new uprising concept of all 4 races having ALL of the suits... kinda killing the mood... it had thought it was more interesting when each race was ACTUALLY unique... without all the balancing and redundancy issues... not to mention that they havent even been able to get the STARTER ROLES content complete before adding additional specialties... what about the guy who wants to roll a gallente heavy or a caldari light? but the amarr heavy gets new toys already above and beyond his HMG/FORGE... |
Eno Raef
KILL-EM-QUICK RISE of LEGION
4
|
Posted - 2013.07.02 04:17:00 -
[140] - Quote
Without the high power slots to stack damage mods, I don't see the commando being worth it. I feel the same for the heavy suit in general. Being able to cause ample damage and kill is more important than having a little bit more defense. This is my personal view at any rate. I wouldn't be surprised if others feel the same. |
|
KOBLAKA1
Opus Arcana Covert Intervention
178
|
Posted - 2013.07.02 16:03:00 -
[141] - Quote
Its preliminary (only 10 games deep) but this suit gets stomped if it gets involved in any sort of scrap. Im sure pub stats are backing me up CCP. (If anyone is even skilling them to do anything but test them like me). |
GRUNT 78
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.07.02 19:04:00 -
[142] - Quote
I keep getting a black screen when i deploy w/commando suit,,is it even ready 4 battle?? Been waiting & saving SP so I could skill into this suit but I cant use it yet bcuz of th e black screen after dployment,,,PLZ FIX ASAP,,,PLEEEEEEZ,,THNX |
bumbaclot johnson
Immortals Souls
0
|
Posted - 2013.07.02 19:35:00 -
[143] - Quote
Noooo!! that's gonna make this unfair, you should just keep it to one light weapon. that's just my opinion. |
SuperKing BigNuts
Contract Hunters
164
|
Posted - 2013.07.02 20:13:00 -
[144] - Quote
bumbaclot johnson wrote:Noooo!! that's gonna make this unfair, you should just keep it to one light weapon. that's just my opinion.
not like you can use 2 light weapons at the same time... using 2 like type weapons just reduces your reload time to a weapon swap... using 2 different weapons gives you a max of 2 damage mods to them, but you limit your hp bonus of extenders.
think of it like taking 2 light damage and 2 sidearm damage mods on a cald logi for paying half the price on the damage mods...
if i wanted to punch holes in somethin id just stack 3 damage mods on my gall suit and call it a day and switch suits as required, but i still end up with about 500hp in armor |
KOBLAKA1
Opus Arcana Covert Intervention
215
|
Posted - 2013.07.04 05:44:00 -
[145] - Quote
While I still think its UP i found the suits niche role (imo) and i would like to formally apologize for calling it completely useless. (I still wont ever take it into PC though) It is not useless just requires thought skill and wheels (last two may contradict eachother). I plan to roll a Winmatar Commando when it comes (once i see the stats anyways, Im not willing to do it past 1 now cuz I hate Amarr's suit setups). So anyways give it just a little nudge somewhere (PG/CPU, slots, ehp, dmg res) and it will actually be worthwhile. Again my apologies for slamming it slightly too hard. |
GRUNT 78
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.07.04 17:25:00 -
[146] - Quote
I still have not seen a response concerning Amar Commando type 1 suit,,i cant get into battle with it. Is any1 else havin the same problem?? Keep gettin black screened EVERYTIME I try to use it,,some Dev feedback would b appreciated on the matter,plz thnx |
Idye Lotz
xCosmic Voidx The Superpowers
43
|
Posted - 2013.07.05 22:04:00 -
[147] - Quote
Like suit but need grenades more than equipment. |
Liner ReXiandra
Zumari Force Projection Caldari State
63
|
Posted - 2013.07.08 14:51:00 -
[148] - Quote
CCP Eterne wrote:Just to let you guys know, CCP Remnant is a developer in Shanghai and this blog was put out at roughly... oh... 1:30 AM there. So he'd be in bed.
He will be able to check and respond to your feedback when he gets into the office.
Either he's still sleeping or not interested in leaving feedback. |
Nomed Deeps
The Exemplars Top Men.
164
|
Posted - 2013.07.08 17:58:00 -
[149] - Quote
Next should be a Grenadier class where you only have a light weapon but can have twostashes of grenades. Flux followed by Locus would be a sure kill for infantry while Flux followed by AVs would be a Shield tankers nightmare. |
Rugman91
Deep Space Republic Top Men.
181
|
Posted - 2013.07.08 18:55:00 -
[150] - Quote
I see you nomed. I'm watching you |
|
Cyrille Fodeux
Ostrakon Agency Gallente Federation
15
|
Posted - 2013.07.09 05:52:00 -
[151] - Quote
The funniest thing is the 240 melee attack. Means OHK to scouts and 2 hits for medium frames. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
3
|
Posted - 2013.07.09 16:36:00 -
[152] - Quote
CCP Eterne wrote:One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades. CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog.
I was pretty excited about the commando suit, and gave it a try. I currently only have Commando at level 1. I do love the speed it takes to reload. At my heavy's current light weapon operation at mostly level 1, I think this is an over looked key feature to its use, being able to reload quickly when in a fire-fight. Commandos are very easy to kill at the moment. When I think "Commando," I think of an high special Ops suit that could help out the team, working solo and squads of 2 or 3 people, being able to cause a huge ruckus, or steal objectives then go. I do not know CCP future plans for the commando but I do hope that they plan to give the commando tier, what l have listed below. I honestly think the groundwork for the Commando is there, its just very hard to grasp it. I understand its slower speed to an extent, and less use of modules. I just have the feeling CCP is holding back a few things, that I am hoping will be Commando suit equipped only, like hybrid modules that boost stats to multiple things within a understandable limit, not making other suits rendered useless.
G¥û Commando Suits need more speed to at least be able to fight off or flee from hostile areas. G¥û Hybrid Commando only modules that give shield and armor recharge rate much faster than medium frames. G¥û More internal stats built into the suits performance similar to the melee stats, like faster hacking speeds. G¥û I am guessing but I can see the cloaking feature being something Commando and Scout only. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
|
Posted - 2013.07.10 20:57:00 -
[153] - Quote
I'm using right now and i find it's role. He need to be in squad to be really usefull, but i can make it work.
2 things the Commando need is (like heavy) CPU e PG. the right value is between equip all proto weap, proto equip and proto module and right now, where in ADV suit you can't equip ADV type of every weap ( the flex is his role, bur right now it's force to use really FEW combo) and PROTO/ADV module ( the only useful on the few slot) and a basic equip |
God Anpu TheImmortal
The Pyramid Order
25
|
Posted - 2013.07.11 06:35:00 -
[154] - Quote
I speeded in to this role to the level 3 and it is horrible other than the cool red suit the commmand is a serious fail. I tried every thing to make it work you guys were better off just giving the racial heavies |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
|
Posted - 2013.07.11 08:41:00 -
[155] - Quote
God Anpu TheImmortal wrote:I speeded in to this role to the level 3 and it is horrible other than the cool red suit the commmand is a serious fail. I tried every thing to make it work you guys were better off just giving the racial heavies
I make it work somehow, yeah it's not the next OP suit and he need some adjustment but is not that bad.
the Key is few more slot and a litte more CPU/PG. With this us commando are forced to choose to fit a glass cannon suit or a suit the give more survivability on the battlefield
|
Imp Smash
Seraphim Auxiliaries CRONOS.
167
|
Posted - 2013.07.12 03:05:00 -
[156] - Quote
Howdy all. I'd like to put some feedback in about the commando having used it a fair bit now.
The idea of the suit seems fine. Lots of ruckus - the ability to equip weapon types for different situations creating the potential for firepower - etc.
Drawbacks - large frame so easy to hit (especially headshots). Low slot count means potential damage in a fire fight is less than other suits as well as survivability in combat is less than other suits. Low slot count means that each commando on the field will have a very specific role - ie. codebreaker for ninja hacks, profile dampener+damage for ambushes, shield+stamina for hit and run.
And I like that. Commandos can be very versatile offensively but only good at one thing at a time. Specialized.
The thing is - the suit can't really do that with the speed and armor/shield regen issues. It already takes damage faster and easier than any suit (even more so than scout.)
I think the suit should be fast (approx assault speed.) it takes damage easy so it needs to move. And I think the shield regen should be as high or higher than assault suits. Since it can't go toe to toe with ANY suit except scout (minus scout shotgun of course) it needs to be able to get a lick of two in and then run off or duck behind cover quick. I also believe they Should have built in armor regen.
Essentially - guerilla fighting. With the above changes it will still not step into assault all around utility/slayer role - but will gain the ability to be specialized for single missions or tasks. No frontline capability but good at quick flank strikes plus escapes.
My 2isk anyway. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
|
Posted - 2013.07.12 10:58:00 -
[157] - Quote
a little more slot and a little more pg/ cpu
Also change the racial bonus from 2 to 5 |
killian178
Elite Gamers Militia
2
|
Posted - 2013.07.13 00:57:00 -
[158] - Quote
I use the commando almost every match now, it's ok, but not like it should be, the speeds fine, no grenades, sure, why not, but the armor and shields are ridiculous. Maybe bumb higher pg/cpu, but it is meant for harassment and specialized tactics, not frontline assaults. A commando isn't meant to be a terminator, but the current state of the suit, unless it's proto_ ed the hell out, lacks survivability. |
Banning Hammer
Tal-Romon Legion Amarr Empire
339
|
Posted - 2013.07.13 09:07:00 -
[159] - Quote
They make a nice target practice for snipers ..Low HP / BIG hit box = Snipers paradise. Can you either increase the overall hp or reduce the Dropsuit frame ?, so the hit box is not so HUGE. And RED & GOLD... really ? you can see the Commando suit from 20 miles away.. " Hey Snipers !! Look at me ! I want to die !! Shoot me !! |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
|
Posted - 2013.07.13 18:49:00 -
[160] - Quote
i like the commando Red & Gold. It's ******* awesome and i dont care for sniper, i dont care to die if i die with style :P
Perks to make the commando useful.
More HP Little more CPU/PG 1 more low slot take to 5% the racial bonus.
and IF ALL above is done, tune down the 250 Melee dmg, is simply to high. i one shotted a Minjia trying to Nova-knife me |
|
Beren Hurin
K-A-O-S theory
803
|
Posted - 2013.07.23 18:33:00 -
[161] - Quote
There still are some needed answers on this. I don't want to spec into ADV suits before I know anything else about how the bonus applies to modules...
* Does the suit at +2% efficacy on top of the modules bonus? So at level 5 does a basic shield recharger repair +15%+10% so +25% or is it +15%*1.1 or +16.5%? |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
71
|
Posted - 2013.07.24 12:40:00 -
[162] - Quote
no only on Armor mod (plate) and shield extender module |
Zendeal
Horizons' Edge Orion Empire
3
|
Posted - 2013.07.25 15:43:00 -
[163] - Quote
Beren Hurin wrote:There still are some needed answers on this. I don't want to spec into ADV suits before I know anything else about how the bonus applies to modules...
* Does the suit at +2% efficacy on top of the modules bonus? So at level 5 does a basic shield recharger repair +15%+10% so +25% or is it +15%*1.1 or +16.5%?
Its the latter. I am pretty sure all similar bonus percentages are multiplied not added.
Also, to the poster above, it is not just shield / armor extenders it applies to other modules as well. If you put on a Militia Armor repper you will see the HP/Sec will be 1.06 (I have 3 skill in Commando) instead of 1.0.
I skilled up a bit in Repair and the bonuses do add up. With 1 Enhanced Armor Repairer I end up having 2.23 HP/second. I watched it tick up in game and it does add up so it would go along at 2, 2, 2, 2, 3 |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
71
|
Posted - 2013.07.25 17:39:00 -
[164] - Quote
Zendeal wrote:Beren Hurin wrote:There still are some needed answers on this. I don't want to spec into ADV suits before I know anything else about how the bonus applies to modules...
* Does the suit at +2% efficacy on top of the modules bonus? So at level 5 does a basic shield recharger repair +15%+10% so +25% or is it +15%*1.1 or +16.5%? Its the latter. I am pretty sure all similar bonus percentages are multiplied not added. Also, to the poster above, it is not just shield / armor extenders it applies to other modules as well. If you put on a Militia Armor repper you will see the HP/Sec will be 1.06 (I have 3 skill in Commando) instead of 1.0. I skilled up a bit in Repair and the bonuses do add up. With 1 Enhanced Armor Repairer I end up having 2.23 HP/second. I watched it tick up in game and it does add up so it would go along at 2, 2, 2, 2, 3
Sorry but i've tried with the proto rep and he dont add up, the little bonus you see is the bonus you have for the repper skill.
The bonus work with the reactive plate, it work both on armor and rep rate |
hgghyujh
Expert Intervention Caldari State
55
|
Posted - 2013.07.27 19:01:00 -
[165] - Quote
to make this suit work it needs to move at assault speeds every thing else can stay the same |
Regenti Friend
X Soldiers of Valor X DARKSTAR ARMY
2
|
Posted - 2013.07.31 04:29:00 -
[166] - Quote
SuperKing BigNuts wrote:Regenti Friend wrote:when are we going to get the gallente, minmatar, and caldari heavy? i want to see those. dont forget amarr and cald scouts... this new uprising concept of all 4 races having ALL of the suits... kinda killing the mood... it had thought it was more interesting when each race was ACTUALLY unique... without all the balancing and redundancy issues... not to mention that they havent even been able to get the STARTER ROLES content complete before adding additional specialties... what about the guy who wants to roll a gallente heavy or a caldari light? but the amarr heavy gets new toys already above and beyond his HMG/FORGE...
well i wouldnt mind them being in the game or not but i just want to see what they would look like. |
Beren Hurin
The Vanguardians
1054
|
Posted - 2013.08.08 19:28:00 -
[167] - Quote
Did we ever hear from CCP Remnant anywhere?
Also, why did they release this with the ground speed and not the other normal speed stats? How could they get away with that?
Also, if melee damage was a significant aspect, why wouldn't that be on there as well....? |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
107
|
Posted - 2013.08.09 07:40:00 -
[168] - Quote
CCP i think that the Black Eagle suit is what the commando should have been |
West Warder
Death in Two Strikes
0
|
Posted - 2013.08.09 22:25:00 -
[169] - Quote
It is said that this dropsuit needs better survivability. Knowing the Commando is slower but harder than an assault, the best buff it can get is to have quicker shield recharging delay time and some amount of self-repairing armor without modules. Just 1 or maybe 2 armor points per second. Equipping a repairing module should add its quantity over the dropsuit self-repairing capabilities. The bonus to module efficacy is fine (and it should indicate that it works specifically to shield and armor enlargers), it won't be bad to increase that bonus to 5%, instead of 2%, having into account that a Commando soldier has to endure heavy fire. To counter the slower movement speed: Auto-repairing capabilities. That would be a not too over-powered solution, to make Commando a more viable role in battle. |
DoomLead
Dead Six Initiative Lokun Listamenn
168
|
Posted - 2013.08.13 02:35:00 -
[170] - Quote
The suit in its current state is not viable for serious matches due to its lack of survivalbility.
Old suit stats:
Shield - 250 HP Armor - 250 HP Shield Recharge Rate - 10.0 HP/s STD Commando: 0 slots, wasted skill ADV Commando: 1 high, 1 low. Any suit with at least 2 high or 2 low can outdo whatever the Commando can do with 1 mod and 10% more efficiency. That would be 200% (or 187% if stacking penalty applies) verse 110% PRO Commando: 2 high, 1 low. Again, even a suit with 3 highs can outdo whatever a Commando can do with 2 highs each with 10% more efficiency. That would be 300% (or 244% if stacking penalty applies) verse 220% (or 196% if stacking penalty applies)
Proposed suit stats:
Shield - 300 HP Armor - 300 HP Shield Recharge Rate - 17.0 HP/s STD Commando: 1 high, 1 low ADV Commando: 2 high, 1 low PRO Commando: 3 high 2 low
also slight buff to CPU/PG
Yes I get that the Commando would save on CPU/PG for less modules, except all the other suits get more CPU/PG to account for more modules.
I stand by my point that the bonus is extremely counter-intuitive and they should instead give it a bonus that reinforces the strengths of the suit, not the weaknesses |
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The-Errorist
Mannar Focused Warfare Gallente Federation
122
|
Posted - 2013.08.22 08:33:00 -
[171] - Quote
The commando needs a boost to PG/CPU and a major increase in speed. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
87
|
Posted - 2013.08.26 23:34:00 -
[172] - Quote
Jin Robot wrote:What is the sprint speed? Slow as a slug |
ghjl ghjkl
Patriotic Investment Group Inc.
1
|
Posted - 2013.09.11 17:45:00 -
[173] - Quote
CCP Eterne wrote:One of the big things mentioned in the Uprising 1.2 blog from CCP Praetorian was the addition of a new dropsuit role; the Commando. The Commando brings the unique ability to equip two light weapons at the same time, giving it unparalleled versatility in its engagement profile, while sacrificing flexibility in slots and grenades. CCP Remnant discusses the design decisions behind the Commando dropsuit in this newest dev blog. in the wake of 1.4 I'd like to see either a bump up in stealth or adding a grenade slot. I have no problems with speed and base health for what thus suit offers, but it certainly doesn't match up to where lesser skilled suits are right now. The SP entry point is not comparable, especially since it falls under the heavy suit tree... |
Zero Notion
Red Star Jr. EoN.
215
|
Posted - 2013.09.14 10:43:00 -
[174] - Quote
Just played with a commando suit, advanced level with level 3 in shield and armor along with level 1 in armor/shield modules themselves. Wearing no shield module and one basic armor module, this gave me just a bit over 600 hundred health.
I skilled into advanced lasers and mass drivers and equipped a level one active scanner.
During the course of the matches, I was easily able to equip varying sets - shotgun/MD, AR/Shotgun, Dual Swarm Launcher, MD/MD, Laser/Laser and so on.
The huge amount of fire power this has makes up for the lack of 'survivability'. As long as I had good cover and chose my engagements wisely, I did incredibly well in the vast majority of my matches. Just like with any suit, you have to learn how to disengage and choose your battles. The active scanner definitely helped me with this and running in a squad much more so.
I was probably killed more by being hung up on terrain more than anything else :/ That is incredibly annoying. |
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