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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1033
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Posted - 2013.06.30 04:46:00 -
[1] - Quote
I get that "very few slots" is apparently the name of the game with the Commando, and that's... fine I guess?
You've given them a passive that only has an effect when modules are equipped though, meaning they can't use it at all, even marginally, at the STD level.
Right now, you're suggesting a progression of ZERO slots, 2 slots, 3 slots. The commando will never have a lot of slots it seems. You also gave them a passive granting a bonus on shield & armor modules, which I guess is ironic considering.
So, general few-slot design concept aside, I'd like to humbly suggest you go to a 1 slot, 2 slot, 3slot progression at the very least. This way, your new commando role can get at least some marginal value for his passive skill with the one slot at STD.
Thanks. |
KOBLAKA1
Opus Arcana Covert Intervention
133
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Posted - 2013.06.30 05:01:00 -
[2] - Quote
a step in the right direction to make this suit usable but not enough |
Freya Tegley
Algintal Core Gallente Federation
2
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Posted - 2013.06.30 10:38:00 -
[3] - Quote
I don't know about "balance", but this makes sense. Can't see ONE module slot at STD breaking the game either. That's still only half the slots of a militia Heavy. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
348
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Posted - 2013.06.30 10:52:00 -
[4] - Quote
A suit that relys totally on passive bonuses like the comando will most likley be of use to vets rather than new to newish players. I would ratger see a skill that hardens shield and armour then the sentinal comand would be viable with no slotts at levle 1. What id like to know is dose it have a passive armour regen rate at all? If not then 1 low slot would be good otherwise youll have to be chuck f#@king norris to survive in that suit. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1043
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Posted - 2013.06.30 11:02:00 -
[5] - Quote
pegasis prime wrote:A suit that relys totally on passive bonuses like the comando will most likley be of use to vets rather than new to newish players. I would ratger see a skill that hardens shield and armour then the sentinal comand would be viable with no slotts at levle 1. What id like to know is dose it have a passive armour regen rate at all? If not then 1 low slot would be good otherwise youll have to be chuck f#@king norris to survive in that suit.
Seems pretty unlikely that it'd have any passive armor regen. As an aside, since you only ever get 1 low slot - you're stuck choosing between using your armor bonus with a plate, getting a single repper, or using any of the other many many low slot items (kinetic cats, hacking, dampener, regulator, cpu/pg) with your one slot.
I thought the Militia heavy was pretty restrictive with 1H 1L. I guess this is something else entirely. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
348
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Posted - 2013.06.30 11:11:00 -
[6] - Quote
The passive skills from the biotics will put the comando in line with an un modded or unbiotic skilld assault. The new armour plates will aid the adv and above comabdos but the tier 1 std suits will be like nightmare mode id probably recomaen max armourupgrades and max shield uupgrades to start allomg with max dropsuit biotics upgrades just to make the suit viable. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1048
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Posted - 2013.07.01 13:30:00 -
[7] - Quote
You think the 5% bonus on max Biotics will make that much of a difference? It won't boost their movement speed, just sprint... |
Oso Peresoso
RisingSuns
53
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Posted - 2013.07.01 14:32:00 -
[8] - Quote
yeah, seems a bit extreme to not even have a single lowslot. Especially considering the first commando suit is Amarrian, having 0 lowslots is outright heresy. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1059
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Posted - 2013.07.02 11:48:00 -
[9] - Quote
Oso Peresoso wrote:yeah, seems a bit extreme to not even have a single lowslot. Especially considering the first commando suit is Amarrian, having 0 lowslots is outright heresy.
Heh. I think having a skill that can't possibly be used till you hit rank 3 irks me.
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Nikea Nei
Subdreddit Test Alliance Please Ignore
30
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Posted - 2013.07.03 04:49:00 -
[10] - Quote
Zeylon Rho wrote:Oso Peresoso wrote:yeah, seems a bit extreme to not even have a single lowslot. Especially considering the first commando suit is Amarrian, having 0 lowslots is outright heresy. Heh. I think having a skill that can't possibly be used till you hit rank 3 irks me.
Guess you're right... you'd need to be up to Advanced with commando suits to get a slot to use the passive you actually have two ranks of at Commando rank 2...
So, up till Commando rank 2, it is literally impossible to use your shield/armor passive. |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1059
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Posted - 2013.07.03 05:27:00 -
[11] - Quote
The commando suit would be great with just one low slot at standard. everything else could stay the same.
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
4
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Posted - 2013.07.03 06:43:00 -
[12] - Quote
i really just wish they would give the commando a heavy slot, that for me atleast, would make up for all they stripped from the suit |
KOBLAKA1
Opus Arcana Covert Intervention
189
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Posted - 2013.07.03 06:49:00 -
[13] - Quote
i agree with Nox and have a thread about it :D https://forums.dust514.com/default.aspx?g=posts&t=89860
Also I rolled Commandon't most of the day today. It does decent at being in an LAV and running around ninja hacking (maybe sniping/swarming dunno) and well being a commando. But if you get into any sort of brawl you just melt. TBH it needs more than one slot help its tank (and to make use of its ****** bonus [****** to the suit not the bonus itself]). honestly while i really like th heavy slot idea I am now leaning toward a 2% light weapon dmg per level. It just makes more sense. There arent enough slots OR PG/CPU at Proto for its current bonus to be effectie at all. |
Freya Tegley
Algintal Core Gallente Federation
3
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Posted - 2013.07.03 06:52:00 -
[14] - Quote
A heavy slot seems like the opposite of what they were going for with the suit. I mean, if it had a Heavy slot, why would you run a Sentinel? For the grenade slot? You'd be faster, with more stamina, better shield recharge, with more high slots, and a friggin LIGHT weapon in your offhand.
They're trying to balance the idea of two light weapons. A heavy weapon just makes the suit ridiculous and Sentinels pointless.
On the subject of the OP, I do think a slot at STD would be good. Not sure if that shield/armor passive is very good on a 3-slot tops suit anyway, but it's better being able to actually use the passive I guess. That is, while I support adding a slot at STD, any passive relying on slots seems doomed to suck with this suit. |
KOBLAKA1
Opus Arcana Covert Intervention
191
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Posted - 2013.07.03 07:13:00 -
[15] - Quote
Freya Tegley wrote:A heavy slot seems like the opposite of what they were going for with the suit. I mean, if it had a Heavy slot, why would you run a Sentinel? For the grenade slot? You'd be faster, with more stamina, better shield recharge, with more high slots, and a friggin LIGHT weapon in your offhand.
They're trying to balance the idea of two light weapons. A heavy weapon just makes the suit ridiculous and Sentinels pointless.
On the subject of the OP, I do think a slot at STD would be good. Not sure if that shield/armor passive is very good on a 3-slot tops suit anyway, but it's better being able to actually use the passive I guess. That is, while I support adding a slot at STD, any passive relying on slots seems doomed to suck with this suit.
And also have 893 less armor if i remember right and significantly less CPU/PG. There would still be signicant tradeoff. Have you played Commando/Hravy or are you just speculating? I have done both and still feel this way (and contrary to what i thought i kind of enjoyed the commandont) |
Freya Tegley
Algintal Core Gallente Federation
4
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Posted - 2013.07.03 10:52:00 -
[16] - Quote
I have played the commando. I found it interesting. The weapon swapping is so much faster now, it's faster to switch to a second AR instead of reloading the first.
Really, I have concerns with balancing the Amarr in general. The general theme is "make them slower and give them fewer slots... but in exchange give them more base hp". They wind up outclassed in most areas because the difference in hp is easily overcome with a single module slot usually, and then you just have a character that's slower...
The only reason the Amarr heavy makes it at all is that there are no other options. Given the general theme here, it seems like every other heavy will be better if only because the module slots they're likely to have will give them many more options. The Amarr will wind up the slowest with the fewest options.
A faster Commando with more modules? I can already tell you I'd prefer the other racial variants here. Would it be enough to consider the hit to speed "enough" when balancing Amarr hp vs. other races, and just give them different but not as lacking module layouts?
Anyhow, I think it's silly to give a class a module-focused passive they can't use till rank 3, and that gives them no benefit regardless of skill level if they choose to run standard suits. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4654
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Posted - 2013.07.03 11:07:00 -
[17] - Quote
Having 1 slot for STD would give it a better progression flow, 1-2-3 makes more sense than 0-2-3. The standard one does not benefit at all from the skill bonus because of the lack of slots. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4673
|
Posted - 2013.07.05 02:30:00 -
[18] - Quote
Still want |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1133
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Posted - 2013.07.05 06:35:00 -
[19] - Quote
They were able to implement skills for Energizers in a hotfix, maybe this is the sort of thing they can hotfix instead of waiting for a big patch. I would think little balance tweaks would be like that in general though. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
145
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Posted - 2013.07.05 13:12:00 -
[20] - Quote
Attributes like armor, shield, PG, and CPU aside, let's look at what the Commando is and what the bonuses should be.
Commando Pros 2 light weapons Faster than basic heavy Equipment slot
Commando Cons Less module slots Less armor and shield Less PG/CPU No grenade
So when determining the bonuses, they should compliment the suit's pros.
Commando Bonus: 5% light and sidearm weapon reload speed per level. This makes sense, it compliments the fact that the suit gets two light weapons and will be gunning a lot.
Amarr Racial Bonus: 2% efficiency to shield and armor modules per level. This bonus does not play off the suits positive, in fact it touches on two of the suits negatives. The sacrificed module slots and sacrificed armor and shield. So they give us a bonus to something we are sacrificing in order to make up for something else we are sacrificing. It's extremely counter intuitive. Instead, bring the focus back to the pros. Here's a list of suggestions that play off of the suits strengths
+5% light and sidearm ammo capacity per level +2% light and sidearm clip size per level +2% light and sidearm damage per level +10% endurance per level +2% sprint speed per level +5% effectiveness of [insert equipment type here] per level or heck, even the Amarr Sentinel racial bonus of reduced feedback damage would be good for those going with scrambler rifles and laser rifles.
Point is there's tons of other options out there that would make more sense as the Amarrian racial bonus for the Commando to play off it's strengths, but instead all we got is this backwards counter intuitive armor/shield module bonus. Please CCP, fix this. |
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