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Slag Emberforge
Immortal Retribution
33
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Posted - 2013.10.18 13:47:00 -
[1] - Quote
I wanted to get everyone's feedback on this, as you know every weapon has a very similar tree.
We have a base skill that provides much more benefit than others, a skill for ammo, for reload, proficiency, and fitting. If it is a "bullet" stylized gun you also have sharpshooter.
There are no interesting variations, just a huge SP sink, and for weapons with low ammo counts, you have to drop a large chunk of SP just to get 5 extra rounds? Really?
Another question is, why is fitting optimization after proficiency? Ok looking at the skills, you are an expert at using the weapon, you are now expertly proficient as well, ok now you can begin to learn how to carry it around more efficiently.. Why is this the final tier on the weapon and not built into proficiency or moved to the "second tier"?
I think it would be more interesting to drop down these modifiers and revisit these skills. If we have skills for extra ammo and reloading, why not clip extension? If we have variants why do we no have branching skill trees to specialize into breach/assault/tactical/burst variants?
Another interesting variation would be toggle-able skills perhaps weapon perks that you could specialize into, as in maybe you chose a laser rifle you can choose to increase the intensity which boosts damage and heat generation or maybe you specialize into a wider aperture which allows a greater hit area? You can have only one on at a time but with enough SP you could put points into both and switch between them as it suited you.
What is the point? I think it would be interesting to lower current modifiers and give more options for weapon variation and specialization, as right now all of the skill trees really are essentially the same |
Slag Emberforge
Immortal Retribution
33
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Posted - 2013.10.18 14:01:00 -
[2] - Quote
Shameless self bump |
Slag Emberforge
Immortal Retribution
35
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Posted - 2013.10.18 14:18:00 -
[3] - Quote
Agreed, perhaps to make ammo capacity more attractive at levels 1, 3, 5 add a small amount of ammo regeneration, nothing game breaking as in 5% per second like a hive but maybe every. 3 seconds you gain 1% back? And a slightly different model for FG/MD/FL with low max bullet counts, an extra round every 20 seconds?
Edit: this I realize could also fall into the role of toggleable
Either bullet regeneration or slightly extended clip. |
Slag Emberforge
Immortal Retribution
35
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Posted - 2013.10.18 14:30:00 -
[4] - Quote
Also a good plan I really was confused about AR having scope rails but no scope until rank 4, seems counter productive to introduce some variants early and others not until you are almost prototype.
A choice of rounds would also make sense, especially with mass drivers, with the same caliber of "grenade" you can have a multitude of effects, would be a more straightforward way to make sense out of high area low damage/ high damage low area variants. Perhaps this would allow us to bring back smoke rounds for MD? |
Slag Emberforge
Immortal Retribution
35
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Posted - 2013.10.18 14:38:00 -
[5] - Quote
I didn't say these skills should necessarily go away at all. What I said is the sp cost for them should be reduced and more diverse skills should be added to both full that sp gap and allow for player variation. |
Slag Emberforge
Immortal Retribution
36
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Posted - 2013.10.18 15:08:00 -
[6] - Quote
Aero -- I agree with a decent chunk of what you are saying. +1: Clip extension can't go overboard - agreed, it would have to vary from weapon to weapon, doesn't even necessarily need to have a max rank if five in my opinion, the cost doesn't need to exorbitant, in fact I'd suggest just the opposite, moderate benefit, moderate cost Feedback delay - agreed, if we have a cooling skill currently (LR) why doesn't it cool down more quickly after an overheat? Variants- i am ok with unlocking them in the same tree, but perhaps slightly different skills to "tailor fit" the to preference?
-1: I still disagree, if resource utilization was paramount than basic weapon skills (sidearm/light/heavy) shouldn't give CPU reduction, either bundle them together at the beginning or the end, it makes no sense to have one at the beginning and the other at the end.
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Slag Emberforge
Immortal Retribution
36
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Posted - 2013.10.18 15:13:00 -
[7] - Quote
I think in a general sense there are two issues;
1. Currently some skills and their organization don't really make sense. 2. There are no active skills, either you have the best possible skills by having everything maxed rank or you haven't reached that point, just a list of passive benefits, no "real" decision making once you have enough sp |
Slag Emberforge
Immortal Retribution
36
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Posted - 2013.10.18 15:37:00 -
[8] - Quote
Bump. |
Slag Emberforge
Immortal Retribution
40
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Posted - 2013.10.18 17:17:00 -
[9] - Quote
Thor McStrut wrote:Slag Emberforge wrote:I think in a general sense there are two issues;
1. Currently some skills and their organization don't really make sense. 2. There are no active skills, either you have the best possible skills by having everything maxed rank or you haven't reached that point, just a list of passive benefits, no "real" decision making once you have enough sp 1. To you. To me, they make much sense. 2. I'm not sure I follow you. What's an active skill? Generally, skills unlock a tier, or provide a passive bonus, or both. Bonus are small, because every edge counts. You have to remember, not only is not all core content released, but they are no where near close to the amount of fittings that will be available. There will be items that are only obtainable through salvage, or PvE, that will prob require less then complex level skills. Personally, I'd prefer the skill point reqs to be a tad higher. While FPS games are generally short lived, and gamers likewise, CCP is trying their best to break the mold. This isn't a two year game. This is a ten year game, that will continue to evolve and grow. The free character and passive skill points will allow the gamers to come and go, but remain competitive.
1. It makes sense to separate the skills for CPU/PG fitting ? It makes sense to invest skill points to carry one extra round?
2. An active skill is simply a skill that is not on at all times, pretty simple stuff. Either by having multiple skills with a limited amount being able to be utilized at once, or by having skills you can activate on the battlefield.
- I do know that, however, I aim to garner ideas and suggestions in order to direct the development if at all possible to a setup which is more interesting.
- If this is meant for a long run, CCP will need to work with players to dynamically make interesting content, that's how you keep players interested and coming back for more |
Slag Emberforge
Immortal Retribution
41
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Posted - 2013.10.18 17:53:00 -
[10] - Quote
Fair enough I can accept that, and adding content does obviously make it harder to balance, ammo regeneration and things of that nature seem hardly game breaking. But I can see the issue in trying to balance with many variable facets. |
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