|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Monkey MAC
Lost Millennium
1509
|
Posted - 2014.01.08 15:03:00 -
[1] - Quote
So as Many of you are aware Information regarding the PROPOSED changes of skills to New and Exsisting suits, were leaked, from the Singularity Server.
When it comes to skill bonuses I don't think people should be penalised for not using specific equipment or weapons. As such here is my Judgement on the leaked information.
Commando Skills wrote: Suit Skill: +5% Light Weapon Reload Speed per Level
Gallante Skill: +2% Damage to Hybrid-Blaster Weaponry per Level Caldari Skill: +2% Damage to Hybrid-Railgun Weaponry per Level Amarr Skill: +2% Damage to Laser Weaponry per Level Minmatar: +2% Damage to Explosove/Projectile Weaponry per Level
Now I think the suit bonus here is perfect, it allows the commando to be best in class without overpowering it. However at this point in time I am still skeptical about the race bonuses, while they do indeed make sense and are very good bonuses, we don't have a full complement of weapons. Until we have a racial variant of the shotgun, sniper, AOE, Ligjt AV and Unique Weaponry this bonus makes things like a Mass Driver on say a Gallante NEAR pointless.
Assault Skills wrote: Suit Bonus: +2% ROF bonus per Level
Gallante Skill: +5% Armour Plate Bonus per Level Caldari Skill: +5% Shield Extender Bonus per Level Amarr Bonus: +5% Armour Repper Bonus per Level Minmatar Bonus: +5% Damage Mod Bonus per Level
I personally like the Suit bonus for Assaults, it effects ALMOST every weapon wieldable by the suit, encourages accuracy and skill and makes the Assault better for Assaulting than the Logi Units. I also think the Caldari and Gallante Bonuses are very well though out. As they make playing to the suits strengths easier. However I believe the Amarr Skill is counter productive, if you are going to gkve Caldari and Gallante suits tank bonuses, you should really give some to the Amarr as well. My suggestion +3% Armour Plate Bonus +3% Shield Extender Bonus. As for the Minmatar bonus I think giving a bonus to Damage Mods is a bad Idea period. Instead play to the suits strengths. +5% Armour Repper Bonus +5% Shield Repper Bonus.
Logistics Skills wrote: Suit Bonus: -10% Equipment Fitting Cost per Level
Gallante Bonus: +10% Active Scan Time +10% Scan Prescision for Active Scanners Caldari Bonus: +10% Hive Capacity +10% Nanite Transfer Rate Amarr Bonus: +10% Drop Uplink Jumps -10% Spawn Time Counter Minmatar Bonus: +25% Repair Tool Range +25% Repair Rate
Personally I believe these are the worst of the proposed skill changes currently on Singularity. I agree with the suit bonus whole heartedly but not the racial bonuses. I thinkmits unfair to give specific equipmemt bonuses to specific suits. If Minmatar doesn't play medic his bonus is useless, I Amarr doesn't use uplinks pointless. These skills also encourage the spam of uplinks, hives and scanners by the respective suits.
If you insist on giving bonuses to equipment for each suit, make it something less game breaking, like a fitting cost reduction. Otherwise I personally believe these racial bonuses need another look at here.
As for Heavy Bonuses: I think they are perfect, it reduces the heavies weakness slightly to a specific ammo type. However CCP need to be prepared for the Heavy Units becoming overpowered, it could quite easily happen.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Monkey MAC
Lost Millennium
1511
|
Posted - 2014.01.08 15:52:00 -
[2] - Quote
Fox Gaden wrote:Monkey MAC wrote:
Now I think the suit bonus here is perfect, it allows the commando to be best in class without overpowering it. However at this point in time I am still skeptical about the race bonuses, while they do indeed make sense and are very good bonuses, we don't have a full complement of weapons. Until we have a racial variant of the shotgun, sniper, AOE, Ligjt AV and Unique Weaponry this bonus makes things like a Mass Driver on say a Gallante NEAR pointless.
Specialty Weapons: Gallente: Shot Gun Minmitar: Mass Driver Caldari: Sniper Rifle Amarr: Laser Rifle See we have the full set.
No they should be done like the rifles are, 4 rof everything. Hence the Minmatar Prescision Rifle and So on. There should be 4 shotguns, 4 AOE weapons, 4 Sniper Rifles, 4 entirely unique weapons. That I would consider a full set. Then the commando bonus can't be accused of pinning you to a playstyle, only an ammo type. Much Fairer
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Monkey MAC
Lost Millennium
1511
|
Posted - 2014.01.08 15:57:00 -
[3] - Quote
Fox Gaden wrote:Monkey MAC wrote:Assault Skills wrote: Suit Bonus: +2% ROF bonus per Level
Gallante Skill: +5% Armour Plate Bonus per Level Caldari Skill: +5% Shield Extender Bonus per Level Amarr Bonus: +5% Armour Repper Bonus per Level Minmatar Bonus: +5% Damage Mod Bonus per Level
I personally like the Suit bonus for Assaults, it effects ALMOST every weapon wieldable by the suit, encourages accuracy and skill and makes the Assault better for Assaulting than the Logi Units. I also think the Caldari and Gallante Bonuses are very well though out. As they make playing to the suits strengths easier. However I believe the Amarr Skill is counter productive, if you are going to gkve Caldari and Gallante suits tank bonuses, you should really give some to the Amarr as well. My suggestion +3% Armour Plate Bonus +3% Shield Extender Bonus. As for the Minmatar bonus I think giving a bonus to Damage Mods is a bad Idea period. Instead play to the suits strengths. +5% Armour Repper Bonus +5% Shield Repper Bonus. If the Amarr Assault suit has a lot of base armor, then the bonus may be good. As for the Minmitar bonus, see my post: Proposed Minmitar Assault suit bonuse (For those who failed Math)Edit: Basically the Minmitar Assault bonus allows them to give up one Damage Mod to get more tank. Yes, if you look at the numbers the sweat spot is 2 damage mods, not 3. While the Caldari bonus will probably allow them to give up a shield extender in favour of an additional damage mod. (I have not crunched the numbers, but assume they are similar to the Minmitar damage mod numbers.)
Amarr has the highest base EHP, but less than Shields than Caldari and less armour than Gallante, here in Dust the Amarr are the perfect bricktanker (now that shields and armour are on par). Hence my suggested bonus. While the Minmatar skill does lend to hit and run, having multiple damage mods on a minnie suit is unlikely due to the lower fiting space. As such better all round repping ability is more fitting, in my opinion.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Monkey MAC
Lost Millennium
1511
|
Posted - 2014.01.08 16:01:00 -
[4] - Quote
Ankbar Latrommi wrote:Artificer Ghost wrote:@Fox, he meant there needs to be something like a Gallente Mass Driver, or a Caldari Shotgun, so that you can have different weapons on different suits without gimping yourself. Personally, that limitation makes it much better. Being able to fit any weapon on any Commando and STILL have that bonus would make choice of race completely obsolete. Get a Caldari, get a Shotgun, no reason to go Gallente. Get a Gallente, get a G-Sniper RIfle, no reason to go Caldari. See what I'm saying here? That's how I heard the OP. And I'm completely against it. One doesn't complain because the Drake is useless with lazors or that a shield-tanked Prophecy dies too fast. The races have their pros & cons and it should remain so. If you want to run shotguns and you picked Caldari, then you'll eventually need to spend the SP skiling into the right suits and weapons. Maybe the sprint to lvl 5 will slow down too, make folks choose between flexibility or specialization(while their char is still young-ish.) And to my knowledge, Gallie ships are armour tanked, not hybrid tanked. If anything they have the strongest structure efp, and we all know real men(tm) hull tank.
Fair enough you don't have to agree with me, but if there were to be 4 shotguns the gallante would be the best, but for people who play as a different race the other shotguns will have their perks to.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Monkey MAC
Lost Millennium
1511
|
Posted - 2014.01.08 17:15:00 -
[5] - Quote
Galthur wrote:Ryder Azorria wrote:Fox Gaden wrote:Monkey MAC wrote:
Now I think the suit bonus here is perfect, it allows the commando to be best in class without overpowering it. However at this point in time I am still skeptical about the race bonuses, while they do indeed make sense and are very good bonuses, we don't have a full complement of weapons. Until we have a racial variant of the shotgun, sniper, AOE, Ligjt AV and Unique Weaponry this bonus makes things like a Mass Driver on say a Gallante NEAR pointless.
Specialty Weapons: Gallente: Shot Gun Minmitar: Mass Driver Caldari: Sniper Rifle Amarr: Laser Rifle See we have the full set. Light AV: Gallente: Plasma Cannon Minmatar: Nothing (although the Min Commando bonus would affect the Swarm Launcher) Caldari: Swarm Launcher (although the Cal Commando bonus does not affect it) Amarr Nothing Not the full set. I remember CCP saying the Mass Driver can serve AV against LAV's (light) back in E3 build and I've seen teammates kill LAV's with MD's it doesn't get the arbitrary penalty agInst vehicles but its not very good.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Monkey MAC
Lost Millennium
1511
|
Posted - 2014.01.08 17:37:00 -
[6] - Quote
Ankbar Latrommi wrote:Monkey MAC wrote:Fair enough you don't have to agree with me, but if there were to be 4 shotguns the gallante would be the best, but for people who play as a different race the other shotguns will have their perks to. Okay, I can accept that. I think I'd like it even more if they did, for example, a 'shotgun' for the Amarr which used laser technology in an unconventional way. That would explain their lesser stats, and stay within the tech strengths of the races.
That what I meant yeah, the Amarr Shotgun would still be laser tech and would have specific drawbacks related to that, but by having all 4 races represent in each ramge in their own manor, it becomes more tactile.
More options is always good, it would appear CCP are/was following that philopshy with the Minmatar Sniper Rifle. 4 Sidearms, 2 confirmed SMGs.
I wiuld expect them in total to have
4 Rifles 4 Shotguns 4 AOE 4 Snipers 4 Light AV 4 Unique
4 Pistols 4 SMGs
4 HMGs 4 Heavy AV 4 Heavy Special
Which is 44 weapons in total,which is a consoderable armoury, especially without considering the rumored T3 customizable weapon sets.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
|
|
|