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DoomLead
Dead Six Initiative Lokun Listamenn
144
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Posted - 2013.07.25 13:50:00 -
[1] - Quote
as someone who is only specced into heavy and have tried many different aproaches with this commando i would say that the suit needs the same exact bonus for armor and shields that the cal log had before the nerf and the suit needs the std suit to be the advanced suit the advanced suit to be the proto suit and the proto suit to have a module slot lay out of 3 highs and 2 lows. because the suit is designed to fill the tactical role in point defense if the sentinel is the frontline guy the commando is supposed to be the guy that can av tanks and dropships, taking out the guys who are outside the heavies range as well as providing that much needed ammo that the logi's never seem to carry. Or be versatile team death match killing machines (my bad I meant to say ambush). |
DoomLead
Dead Six Initiative Lokun Listamenn
167
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Posted - 2013.08.10 09:51:00 -
[2] - 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 |
DoomLead
Dead Six Initiative Lokun Listamenn
167
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Posted - 2013.08.10 17:21:00 -
[3] - Quote
bump
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DoomLead
Dead Six Initiative Lokun Listamenn
168
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Posted - 2013.08.12 15:17:00 -
[4] - Quote
bump |
DoomLead
Dead Six Initiative Lokun Listamenn
168
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Posted - 2013.08.13 02:11:00 -
[5] - Quote
West Warder wrote: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: Default auto-repairing abilities. That would be a not too over-powered solution, to make Commando a more viable role in battle. taken from another post |
DoomLead
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172
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Posted - 2013.08.14 03:23:00 -
[6] - Quote
bump |
DoomLead
Dead Six Initiative Lokun Listamenn
176
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Posted - 2013.08.20 17:23:00 -
[7] - Quote
bump |
DoomLead
Dead Six Initiative Lokun Listamenn
179
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Posted - 2013.09.02 14:48:00 -
[8] - Quote
bump |
DoomLead
Dead Six Initiative Lokun Listamenn
179
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Posted - 2013.09.02 15:26:00 -
[9] - Quote
Patrick57 wrote:The part about it not having enough HP to be a heavy is what balances it. You can have two light weapons, so there has to be a drawback. They can't have people with 1200-1500 HP running around with dual mass drivers. what about only having three slots at proto |
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