Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Alena Ventrallis
Osmon Surveillance Caldari State
208
|
Posted - 2013.12.04 03:37:00 -
[1] - Quote
Simple concept. EVE has (had, excuse me) a set of "core skills" that would improve any ship you flew. There were core skills for turrets, and core skills for missiles. Turrets, for instance, have skills that increase optimal range, damage, falloff range, tracking speed, and fitting costs that apply to all turrets. I can switch from projectiles to lasers and these bonuses will still be applied.
The reason a lot of complaints people have is being scared of the Nerf Hammer destroying their weapons. Look at flaylocks, mass drivers. Now the scrambler rifle is being screamed about, and its users are screaming right back. Why so aggressive on both sides?
From the offense, or the side in favor of the nerf, they feel that the scrambler is overstepping its bounds in cqc, which, as a scrambler user, I agree with. But, as much as I love them I will not take scrambler rifles to proto. And the reason is, if they get overnerfed, like mass drivers were (they got better) and flaylocks, and heavies, and tanks, and everything else in the game, all that sp getting it to proto would be a waste.
Assuming you max out all skills, its close to 5 million sp to max out everything for one weapon (if someone could do the math for me, I'd appreciate it), not including unlocking its skill to begin with, and not including the sharpshooter skill some weapons get, which brings the total close to 6 million. With boosters, the max you can get per week is 537,000. That about 6-8 weeks of work that can be made useless in a single patch.
So I propose this: take the skills for the individual weapons, like fitting optimization, max ammo, proficiency, and reload speed, and make them apply to all weapons in a given category. For example, take everything from light weapons, and make light weapon core skills. Also have sidearm core skills and heavy core skills.
Adjust the skills as necessary, like I think proficiency should be 2% increase per level, instead of 3%. But it would eliminate a lot of the clutter in the weapons skill tree, and would make the nerf hammer hurt a little bit less.
We already have core dropsuit skills, like armor upgrades, shield upgrades, engineering, among others. These bonuses apply to all dropsuits. Why not have the weapon skills apply to all weapons? |
deepfried salad gilliam
Sanguine Knights
218
|
Posted - 2013.12.04 03:57:00 -
[2] - Quote
Just get std on your fit and max out core skills That way your always fotm and nerf proof
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
|
Alena Ventrallis
Osmon Surveillance Caldari State
208
|
Posted - 2013.12.04 04:08:00 -
[3] - Quote
deepfried salad gilliam wrote:Just get std on your fit and max out core skills That way your always fotm and nerf proof Which is why the individual weapon skills should be collected together, and be core skills for all weapons. For instance, light weapon core skills should give the damage bonus to the AR as much as the Mass Driver as much as the Scrambler Rifle. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
140
|
Posted - 2013.12.04 04:12:00 -
[4] - Quote
no. |
Cosgar
ParagonX
8280
|
Posted - 2013.12.04 04:27:00 -
[5] - Quote
They had this in beta, but it was mainly to get everyone to test everything out as fast as possible and collect data. Since we're not getting content in intervals that we want, the idea was to increase the grind with SP sinks and call it a skill tree. Your idea does have validity, but I would suggest a minor tweak to how it could be executed. Divide each weapon by its damage profile and build a skill tree around that. For example, skilling into hybrid weapons would unlock shotguns, the AR, ion pistol, rail rifle, forge gun, and fusion grenades at different intervals with secondary skills ambiguously adding a bonus to all of the above as much as possible. Do the same with kinetics/explosives and EM to create an actual skill tree that unlocks content for the player at a more comfortable interval. Of course we don't have the content to do this right now, but It would be much better than the format we have now.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
843 nerfnut96
BurgezzE.T.F Public Disorder.
183
|
Posted - 2013.12.04 04:28:00 -
[6] - Quote
It was done like that in the closed (and maybe open) beta. I liked it when the skill were set up like that.
Capt. Nerfnut96 // Ranking Officer // War Director // Burgezz ETF
|
Alena Ventrallis
Osmon Surveillance Caldari State
208
|
Posted - 2013.12.04 05:03:00 -
[7] - Quote
Cosgar wrote:They had this in beta, but it was mainly to get everyone to test everything out as fast as possible and collect data. Since we're not getting content in intervals that we want, the idea was to increase the grind with SP sinks and call it a skill tree. Your idea does have validity, but I would suggest a minor tweak to how it could be executed. Divide each weapon by its damage profile and build a skill tree around that. For example, skilling into hybrid weapons would unlock shotguns, the AR, ion pistol, rail rifle, forge gun, and fusion grenades at different intervals with secondary skills ambiguously adding a bonus to all of the above as much as possible. Do the same with kinetics/explosives and EM to create an actual skill tree that unlocks content for the player at a more comfortable interval. Of course we don't have the content to do this right now, but It would be much better than the format we have now. I can see the validity of this. Maybe have a direct-fire tree and an explosives tree. Analogous to turret core skills and missile core skills. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |