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Coleman Gray
GunFall Mobilization Covert Intervention
531
|
Posted - 2013.08.24 13:35:00 -
[1] - Quote
Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up? |
Acturus Galaxy
Horizons' Edge Orion Empire
96
|
Posted - 2013.08.24 13:49:00 -
[2] - Quote
Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up?
I would prefer to keep it as it is today, no more passive buffs, it is odd that raising a skill will increase the AoE blast of a missile. Better keep it as weapon upgrade modules that you unlock and can install on the tank. Or we risc having militia tanks being too powerfull when used by skilles tankers. Like we have with infantry, there is a huge difference between the new player in militia gear compared to the skilled player in milita gear. Keep the gap low between new and old players with the only difference being the possibility to deploy more expensive gear with the risc of loosing more isk. |
Coleman Gray
GunFall Mobilization Covert Intervention
531
|
Posted - 2013.08.24 13:51:00 -
[3] - Quote
Acturus Galaxy wrote:Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up? I would prefer to keep it as it is today, no more passive buffs, it is odd that raising a skill will increase the AoE blast of a missile. Better keep it as weapon upgrade modules that you unlock and can install on the tank. Or we risc having militia tanks being too powerfull when used by skilles tankers. Like we have with infantry, there is a huge difference between the new player in militia gear compared to the skilled player in milita gear. Keep the gap low between new and old players with the only difference being the possibility to deploy more expensive gear with the risc of loosing more isk.
Hmmm that is a fair point |
Acturus Galaxy
Horizons' Edge Orion Empire
96
|
Posted - 2013.08.24 13:58:00 -
[4] - Quote
Coleman Gray wrote:Acturus Galaxy wrote:Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up? I would prefer to keep it as it is today, no more passive buffs, it is odd that raising a skill will increase the AoE blast of a missile. Better keep it as weapon upgrade modules that you unlock and can install on the tank. Or we risc having militia tanks being too powerfull when used by skilles tankers. Like we have with infantry, there is a huge difference between the new player in militia gear compared to the skilled player in milita gear. Keep the gap low between new and old players with the only difference being the possibility to deploy more expensive gear with the risc of loosing more isk. Hmmm that is a fair point
The idea is good enough as it matches EVE where lots of skills buff the weapons in different areas. Might work but I think the bonus need to low to not make too much of a difference and not too low to be called a isk sink. Maybe add a proficiency skill that will allow you to equip other types of missiles with higher AoE which is more expensive than normal missiles. |
Leovarian L Lavitz
Better Academy.
545
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Posted - 2013.08.24 14:00:00 -
[5] - Quote
Acturus Galaxy wrote:Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up? I would prefer to keep it as it is today, no more passive buffs, it is odd that raising a skill will increase the AoE blast of a missile. Better keep it as weapon upgrade modules that you unlock and can install on the tank. Or we risc having militia tanks being too powerfull when used by skilles tankers. Like we have with infantry, there is a huge difference between the new player in militia gear compared to the skilled player in milita gear. Keep the gap low between new and old players with the only difference being the possibility to deploy more expensive gear with the risc of loosing more isk. I kind of wish dropsuit armor/shield modules were closer to vehicle modules (Hp module at level 1 - easier fitting module at level 3 - most efficient module at 5) |
Sylwester Dziewiecki
Beyond Hypothetical Box
152
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Posted - 2013.08.24 14:25:00 -
[6] - Quote
Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up? I voted on cutting proficiency skill to extend time of HAV vs. HAV battle - and it brought the expected results - now we have more time to turn modules on while fighting with each others. Previously whoever wanted to turn on any module in middle of engagement was already on losing side - it was all about 'attack from surprise, or die trying to turn on tanking stuff'. So I think that HAV vs. HAV engagement are more entertaining now, and we even have time to bring another HAV to reinforce us if he is not to far away. At the other hand HAV vs. AV Infantry seems to be a little broke because of damage registration I doubt that 1.4 will clarify do we need our old dmg back(against infantry) because of SL boost there will not be much Blasters on field.
Sooner or later we will get proficiency skill back and Tech 2 Turrets that specialize in certain thing, that you mention it. |
Casius Hakoke
Molon Labe. League of Infamy
289
|
Posted - 2013.08.24 14:36:00 -
[7] - Quote
Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up?
I would love to see a fitting optimization type skill for turrets. One that effects CPU and another separate one that does PG. That would go a long ways in helping most fits, heck make them big SP sinks, I don't care. |
The Robot Devil
Chatelain Rapid Response Gallente Federation
866
|
Posted - 2013.08.24 14:38:00 -
[8] - Quote
I would like turret skills broken down into groups like ROF, cool down and damage output. We need more SP sinks to give more roles to specialize in. Turret skills would be a great way to give new players easier SP. After a few million points it isn't hard to get by so giving players a way to increase SP gains would be good.
Investing the first million in vehicle weapons would go a long way for new players and if there was multiple skills new blood could be killers day one and not have to worry about stater gear and pub stomps as much. |
Casius Hakoke
Molon Labe. League of Infamy
291
|
Posted - 2013.08.24 14:41:00 -
[9] - Quote
Sylwester Dziewiecki wrote:Coleman Gray wrote:Out of curiosity, how many of you miss turret Prof? Would any of you accept having turret prof back but the turret skills don't increase the damage but effect other things, like Missle turrets increasing AoE, and Hybrid turrets have a faster cooldown or slower heat up? I voted on cutting proficiency skill to extend time of HAV vs. HAV battle - and it brought the expected results - now we have more time to turn modules on while fighting with each others. Previously whoever wanted to turn on any module in middle of engagement was already on losing side - it was all about 'attack from surprise, or die trying to turn on tanking stuff'. So I think that HAV vs. HAV engagement are more entertaining now, and we even have time to bring another HAV to reinforce us if he is not to far away. At the other hand HAV vs. AV Infantry seems to be a little broke because of damage registration I doubt that 1.4 will clarify do we need our old dmg back(against infantry) because of SL boost there will not be much Blasters on field. Sooner or later we will get proficiency skill back and Tech 2 Turrets that specialize in certain thing, that you mention it.
I was personally disappointed with the removal of the passive damage skills, but my experience in the field agrees with you and I am personally pleased with it now. I've had some really epic running engagements with other tanks sense the change and even some engage/disengage repeat engagements.
Over all the change made tank battles a lot more fun and quite a bitt longer. |
Casius Hakoke
Molon Labe. League of Infamy
291
|
Posted - 2013.08.24 14:43:00 -
[10] - Quote
The Robot Devil wrote:I would like turret skills broken down into groups like ROF, cool down and damage output. We need more SP sinks to give more roles to specialize in. Turret skills would be a great way to give new players easier SP. After a few million points it isn't hard to get by so giving players a way to increase SP gains would be good.
Investing the first million in vehicle weapons would go a long way for new players and if there was multiple skills new blood could be killers day one and not have to worry about stater gear and pub stomps as much.
Sounds good. While I agree with you, gunning would be a great place for new players, if they were both interested in become vehicles pilots and they where able to communicate.
I do like the idea of a cool down skill, would be pretty nice to have. |
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