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Denn Maell
PIanet Express Canis Eliminatus Operatives
145
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Posted - 2014.02.05 06:16:00 -
[1] - Quote
A passive skill that merely boosts weapon damage output by a percentage rate isn't very exciting, and quite frankly helps some weapons more than others. There are other buffs to weapons that could improve weapon performance and at the same time be evenly spread.
In their comments about TTK the Dev's mentioned they were thinking to rework the proficiency skills so that each weapon would instead only get a bonus to their damage profiles instead of a universal buff. This would be okay for RR's, CR's, and other weapons that punch through armor (as shields don't usually stand up well to anything), but would be quite devastating for weapons whose damage profile would be naturally more damaging to shields and less effective agains armor.
Remember, Armor tanking, shield tanking, and even Dual tanking may be separate (even competing) defensive strategies but we all have some of both. Additional damage against shields is one thing but armor is the last line of defense.
So instead, I was thinking of proposing an alternative to what I feel is an unbalancing choice: remove weapon proficiency skills (as they exist as a percentage boost to damage) altogether.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Denn Maell
PIanet Express Canis Eliminatus Operatives
145
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Posted - 2014.02.05 06:18:00 -
[2] - Quote
This is a discussion thread, not a request (yet), to gather some information on both benefits and negative repercussions.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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bogeyman m
Learning Coalition College
59
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Posted - 2014.02.05 07:30:00 -
[3] - Quote
Denn Maell wrote:A passive skill that merely boosts weapon damage output by a percentage rate isn't very exciting, and quite frankly helps some weapons more than others. There are other buffs to weapons that could improve weapon performance and at the same time be evenly spread.
In their comments about TTK the Dev's mentioned they were thinking to rework the proficiency skills so that each weapon would instead only get a bonus to their damage profiles instead of a universal buff. This would be okay for RR's, CR's, and other weapons that punch through armor (as shields don't usually stand up well to anything), but would be quite devastating for weapons whose damage profile would be naturally more damaging to shields and less effective agains armor.
Remember, Armor tanking, shield tanking, and even Dual tanking may be separate (even competing) defensive strategies but we all have some of both. Additional damage against shields is one thing but armor is the last line of defense.
So instead, I was thinking of proposing an alternative to what I feel is an unbalancing choice: remove weapon proficiency skills (as they exist as a percentage boost to damage) altogether.
^THIS^
I have trouble appreciating why a proto weapon needs to be an additional 15% better than the next best version of its type. This is exactly why there are so many concerns about over-powered weapons. You never hear of anyone complaining about a militia version of anything.
Alternatively, as one example, why should a GEK with L5 Prof perform better than a Duvolle with no Prof? If you want more damage, you should have to fit the bigger gun and manage whatever other choices are needed to do so.
Lastly, this would also help solve issues with weapons like Swarm Launches where there are no baby steps between levels. Removing Weapon Proficiency would allow a reasonable limit be applied to the proto version while also allowing the standard and advanced versions to be brought back to relevance. |
Ivy Zalinto
Bobbit's Hangmen
271
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Posted - 2014.02.05 07:43:00 -
[4] - Quote
I think it would honestly be both bad and good. On one side it would limit the engagement ranges to the weapons intended range. (more damage=higher effective range for damage output.) This would make games a little more balanced for theoretical tactics but that never actually works on the battlefield anyway due to errors that can and will occur.
On the other hand, I feel that removing this would make people that specialize stand out much less. For example, I use almost solely pistols. The standard pistol damage vs suits can be very high but not high enough without damage mods or the prof increase. Once you put some points into the skill however they start hitting quite hard per shot. At level 5 I become quite dangerous with those things.
Its undecided for me but leaning towards keeping them. Plus you need those skills for officer weapons. Personally though, Ive never had much of a problem with them. I die in a couple hits anyway, why do heavier suits get to ***** about it when I feel just fine. (Just thoughts)
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Scrambler Pistol dedication
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
141
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Posted - 2014.02.05 07:56:00 -
[5] - Quote
id like to see damage resistance modules introduced before we change that.
see how rail rifles perform against a gallente with high kinetic resistance, using an ar against a caldari with thermal reistances on his shields. |
Jebus McKing
Molon Labe. Public Disorder.
291
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Posted - 2014.02.05 08:15:00 -
[6] - Quote
I honestly think that all bonuses which give a blunt %-increase to either damage or hp need to go.
Someone with Prof V in a weapon will do almost the same damage with a standard variant as someone with a prototype variant (Prof 0) + 1x enhanced damage mod. Prof V giving a free 15% damage increase (as much as 1,5x complex damage mods) is just OP and boring.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Spectral Clone
Dust2Dust. Top Men.
1169
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Posted - 2014.02.05 08:25:00 -
[7] - Quote
The solution is: Passive shield and armor hardeners for infantry.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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The Eristic
Sad Panda Solutions
167
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Posted - 2014.02.05 08:55:00 -
[8] - Quote
I'd rather they did something unique to the weapon, as in the case of the shotgun. Scrambler could get the old charge time reduction bonus back, for instance, or increase zoom on snipers, increase range for swarms, increase splash radius for PlC, et cetera. |
m twiggz
Pradox One Proficiency V.
337
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Posted - 2014.02.05 09:15:00 -
[9] - Quote
Auris Lionesse wrote:id like to see damage resistance modules introduced before we change that.
see how rail rifles perform against a gallente with high kinetic resistance, using an ar against a caldari with thermal reistances on his shields. This.
People always jump to nerfing or removing options from Dust to form some kind of balance they see fit. What this game really lacks is content. Players have been calling for the removal of things since the get go instead of adding things to counter it. It's always better to buff something that is UP than to nerf something that is OP. Same goes with adding and removing content.
Instead of removing proficiency from weapons give us the option to add resistances to our suits. Make the resistance shield extenders have less shield for the addition of thermal resistances. Have armor plates with lower armor count with added kinetic resistances. There's two new modules right there. You could also add just a resistance module that has no shield or armor but a higher percent of resistances. There's two more modules.
Suit customization would then reach a whole new level.
Of course these would have to be balanced. As we all know CCP has very limited knowledge on that subject as far as Dust goes. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
147
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Posted - 2014.02.05 09:48:00 -
[10] - Quote
m twiggz wrote:Auris Lionesse wrote:id like to see damage resistance modules introduced before we change that.
see how rail rifles perform against a gallente with high kinetic resistance, using an ar against a caldari with thermal reistances on his shields. This. People always jump to nerfing or removing options from Dust to form some kind of balance they see fit. What this game really lacks is content. Players have been calling for the removal of things since the get go instead of adding things to counter it. It's always better to buff something that is UP than to nerf something that is OP. Same goes with adding and removing content. Instead of removing proficiency from weapons give us the option to add resistances to our suits. Make the resistance shield extenders have less shield for the addition of thermal resistances. Have armor plates with lower armor count with added kinetic resistances. There's two new modules right there. You could also add just a resistance module that has no shield or armor but a higher percent of resistances. There's two more modules. Suit customization would then reach a whole new level. Of course these would have to be balanced. As we all know CCP has very limited knowledge on that subject as far as Dust goes.
i was thinking more along eve lines with allowing you to pick which type of resistance. a less powerful mod that buffs all resistances, a more powerful single resistance. but i like that, adding 4 new plates or shields that have less hp but an inherent built in high resistance. if hp was rebalanced you could add in default suit resistances for shield and armor minus the hull that eve has. |
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Lorhak Gannarsein
Science For Death
1501
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Posted - 2014.02.05 09:51:00 -
[11] - Quote
Look at vehicle proficiency for some good ideas.
Not necessarily turning speed, but the different type of bonus.
Doesn't automatically make you better, it just increases the margin achievable by personal skill.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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THEAMAZING POTHEAD
Nyain San Renegade Alliance
858
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Posted - 2014.02.05 10:01:00 -
[12] - Quote
Gimme a respec and you can do whatever the f*ck you want. But no respec? then go f*ck yourselves.
Gallente starter fit w/ 3 complex armor plates has more HP than any proto shield suit with all complex shield extenders
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John McLeish
Aussie Galactic Special Force
1
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Posted - 2014.02.05 10:09:00 -
[13] - Quote
THEAMAZING POTHEAD wrote:Gimme a respec and you can do whatever the f*ck you want. But no respec? then go f*ck yourselves.
I don't think this would solve the problem being talked about here in this thread. That would only help noobs like me who thought "I got tons of SP, I'm going to max everything!" And then realize that mismanaging my SP early on has meant a hard slog through games (or buy skill boosters) just to get the prerequisites to get the next AR.
That being said, I think one free respec would be a good idea if the changes proposed here happened so as not to put out veteran players by the change who are the heart of the community. |
PARKOUR PRACTIONER
Reapers' Assailant
534
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Posted - 2014.02.05 10:14:00 -
[14] - Quote
The only people that complain about militia gear are the majority of protostompers that are killed by it. >:D
Psycho
boink That was my baseball bouncing off walls with extreme trig to hit you in the face
Sandman
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Niuvo
NECROM0NGERS The CORVOS
994
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Posted - 2014.02.05 10:16:00 -
[15] - Quote
I like where this is going. Be nice if each profic. is different with all guns. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6409
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Posted - 2014.02.05 11:11:00 -
[16] - Quote
Don't remove the skill altogether, but change it to something a little more interesting instead of a straight up damage buff. The Shotgun Proficiency is a good example, increasing rate of fire instead of damage.
ARC Commander
CPM Info and Q&A - Status: Open
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
146
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Posted - 2014.02.05 11:15:00 -
[17] - Quote
the point of damage mods and the profeciency skill is so that it is easy for you to bring down an opposing mercs tank quicker than his.
if there was no damag boosts we would all be forced into heavly tanked suits that are either pro logis or heavies with lgith guns and games wouldnt get anywhere.
i eman. if it wernt for damage mods what the hell am i going to put in my assault gko's hgih slots? shield extenders? pffffffffff. |
BL4CKST4R
WarRavens League of Infamy
1821
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Posted - 2014.02.05 11:20:00 -
[18] - Quote
Denn Maell wrote:A passive skill that merely boosts weapon damage output by a percentage rate isn't very exciting, and quite frankly helps some weapons more than others. There are other buffs to weapons that could improve weapon performance and at the same time be evenly spread.
In their comments about TTK the Dev's mentioned they were thinking to rework the proficiency skills so that each weapon would instead only get a bonus to their damage profiles instead of a universal buff. This would be okay for RR's, CR's, and other weapons that punch through armor (as shields don't usually stand up well to anything), but would be quite devastating for weapons whose damage profile would be naturally more damaging to shields and less effective agains armor.
Remember, Armor tanking, shield tanking, and even Dual tanking may be separate (even competing) defensive strategies but we all have some of both. Additional damage against shields is one thing but armor is the last line of defense.
So instead, I was thinking of proposing an alternative to what I feel is an unbalancing choice: remove weapon proficiency skills (as they exist as a percentage boost to damage) altogether.
Umm... no infact this bonus would be more devastating to armor than shields. Currently there are only three weapons, all of which are very unused, that are effective at killing shields, the AR, SCR, and the scrambler pistol, but there is the RR, CR, SR, SMG, hmg, and the magsec, and bolt pistol.
Changing the skill to make weapons do more damage to armor, and shields, is a terrible idea. But saying the skill is bad because it would gimp shields is just misinformation. Keep in mind that when damage mods are not FOTM shields will become superior yet again.
Regardless the weapon damage boosting skill should be removed and replaced with something that matches the weapon.
For example the AR could get a rof increase, RR a reduced kick while in ADS etc
Armor and Shields are not the same!
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Exodeon Salviej
the third day
35
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Posted - 2014.02.05 11:23:00 -
[19] - Quote
Hmmm, removing profieciency skills would remove the edge you could possible have over your opponent. I THINK, that proficiency skills shouldn't be just damage amplifiers...for example; What good does a damage boost do for a laser rifle? .-. It makes it from a decent mid-long range to a pretty cool mid-long range weapon, but nowhere NEAR as aweome as any other weapon. Same applies to the Plasma Cannon, what good does-well, actually...that'd probably do a lot considering it's damage output. =3= IGNORE THAT, but nonetheless, proficiency shouldn't just be damage. It should be a skill improving on the weakest, or best feature of the weapon. Plasma Cannon - Blast Radius/Clip Size, Mass Driver - Clip Size/Ammo Capacity, Assault Rifle - Rate of Fire/Clip Size, Laser Rifle - Overheat buildup/Effective Range, etc. etc.
Your face is something to shoot, so I will shoot. Don't be offended, I do it to everyone.
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BL4CKST4R
WarRavens League of Infamy
1821
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Posted - 2014.02.05 11:30:00 -
[20] - Quote
Racro 01 Arifistan wrote:the point of damage mods and the profeciency skill is so that it is easy for you to bring down an opposing mercs tank quicker than his.
if there was no damag boosts we would all be forced into heavly tanked suits that are either pro logis or heavies with lgith guns and games wouldnt get anywhere.
i eman. if it wernt for damage mods what the hell am i going to put in my assault gko's hgih slots? shield extenders? pffffffffff.
Except when everybody is using damage mods and using prof 5 the game becomes about who can shoot who first from the longest range possible :)
Armor and Shields are not the same!
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Frost Kitty
Fatal Absolution Public Disorder.
41
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Posted - 2014.02.05 11:52:00 -
[21] - Quote
The Eristic wrote:I'd rather they did something unique to the weapon, as in the case of the shotgun. Scrambler could get the old charge time reduction bonus back, for instance, or increase zoom on snipers, increase range for swarms, increase splash radius for PlC, et cetera. I love this idea. :3
Meow...
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
164
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Posted - 2014.02.05 12:08:00 -
[22] - Quote
The Eristic wrote:I'd rather they did something unique to the weapon, as in the case of the shotgun. Scrambler could get the old charge time reduction bonus back, for instance, or increase zoom on snipers, increase range for swarms, increase splash radius for PlC, et cetera.
Why does everyone go with that idiotic charge up time on the Scrambler Rifle? You know, that only effects the base variant, not the Assault, which is why they changed the skill in the first place.
If you're going to change a skill, it needs to help all variants, not just one.
P.A.I.R.- Pilot Against Invisible RDVs.
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Denn Maell
PIanet Express Canis Eliminatus Operatives
150
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Posted - 2014.02.05 14:53:00 -
[23] - Quote
BL4CKST4R wrote:Denn Maell wrote:A passive skill that merely boosts weapon damage output by a percentage rate isn't very exciting, and quite frankly helps some weapons more than others. There are other buffs to weapons that could improve weapon performance and at the same time be evenly spread.
In their comments about TTK the Dev's mentioned they were thinking to rework the proficiency skills so that each weapon would instead only get a bonus to their damage profiles instead of a universal buff. This would be okay for RR's, CR's, and other weapons that punch through armor (as shields don't usually stand up well to anything), but would be quite devastating for weapons whose damage profile would be naturally more damaging to shields and less effective agains armor.
Remember, Armor tanking, shield tanking, and even Dual tanking may be separate (even competing) defensive strategies but we all have some of both. Additional damage against shields is one thing but armor is the last line of defense.
So instead, I was thinking of proposing an alternative to what I feel is an unbalancing choice: remove weapon proficiency skills (as they exist as a percentage boost to damage) altogether. Umm... no infact this bonus would be more devastating to armor than shields. Currently there are only three weapons, all of which are very unused, that are effective at killing shields, the AR, SCR, and the scrambler pistol, but there is the RR, CR, SR, SMG, hmg, and the magsec, and bolt pistol. Changing the skill to make weapons do more damage to armor, and shields, is a terrible idea. But saying the skill is bad because it would gimp shields is just misinformation. Keep in mind that when damage mods are not FOTM shields will become superior yet again. Regardless the weapon damage boosting skill should be removed and replaced with something that matches the weapon. For example the AR could get a rof increase, RR a reduced kick while in ADS etc
That's what I meant (in regards to shields and armor) the proposed change to Weapon Prof. Skills would effectively 'gimp' shield-damaging weapons by not providing additional damage to armor, but as rails/crs exist now a non damage boosted Rail can already punch through shields like paper anyway, making resistance for armor piercing weapons negligible.
This might not affect the weapon vs. armor/shield balance (overly much) but it would make scramblers, ARs, and LRs, less of a good choice when it comes to picking weapons.
I'm all for changing the skill to something that isn't a general blanket percentage bonus, intact that could actually save many of the 'neglected' weapons and make them competitive again.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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The Terminator T-1000
Skynet Incorporated
92
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Posted - 2014.02.05 14:59:00 -
[24] - Quote
I am ok if they change or remove the proficiency but I want a refund of my SP since I have a couple of weapons with proficiency 5. |
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CCP Logibro
C C P C C P Alliance
4733
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Posted - 2014.02.05 15:33:00 -
[25] - Quote
Moved to Features and Ideas Discussion
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Lorhak Gannarsein
Science For Death
1505
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Posted - 2014.02.05 15:38:00 -
[26] - Quote
The Eristic wrote:I'd rather they did something unique to the weapon, as in the case of the shotgun. Scrambler could get the old charge time reduction bonus back, for instance, or increase zoom on snipers, increase range for swarms, increase splash radius for PlC, et cetera.
If they made ScR proficiency the current Amarr Assault bonus that'd be awesome
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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D legendary hero
Ultramarine Corp
1461
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Posted - 2014.02.05 15:56:00 -
[27] - Quote
Denn Maell wrote:A passive skill that merely boosts weapon damage output by a percentage rate isn't very exciting, and quite frankly helps some weapons more than others. There are other buffs to weapons that could improve weapon performance and at the same time be evenly spread.
In their comments about TTK the Dev's mentioned they were thinking to rework the proficiency skills so that each weapon would instead only get a bonus to their damage profiles instead of a universal buff. This would be okay for RR's, CR's, and other weapons that punch through armor (as shields don't usually stand up well to anything), but would be quite devastating for weapons whose damage profile would be naturally more damaging to shields and less effective agains armor.
Remember, Armor tanking, shield tanking, and even Dual tanking may be separate (even competing) defensive strategies but we all have some of both. Additional damage against shields is one thing but armor is the last line of defense.
So instead, I was thinking of proposing an alternative to what I feel is an unbalancing choice: remove weapon proficiency skills (as they exist as a percentage boost to damage) altogether.
leave proficiency alone and increase damage mods PG requierement. problem solved.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Komodo Jones
Chaotik Serenity
436
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Posted - 2014.02.05 16:10:00 -
[28] - Quote
Apparently the shotgun proficiency skill increases rate of fire, I wouldn't mind having a skill that actually affected a gun's shortcomings instead of just increase in damage, which is always useful but as a long term strategy for the game's survival it probably shouldn't last.
When you have a prototype gun, you're starting off at 10% damage above basic weapons, with proficiency at level 5, which affect's the gun's base damage, you get 26.5% damage above basic, regardless of whether or not the damage modifiers act on base damage or on THIS multiplier, you put on 3 complex damage modifiers and suddenly it increases to at least 50% above basic. How do they expect people not to get frustrated when new players fight people with at least 3, sometimes 4 or 5 times their own health, and can deal the same amount of damage in 2 bullets to their 3? Then these proto stompers run in packs of people who all have good gear and good aim...when does this become fair? lol
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D legendary hero
Ultramarine Corp
1462
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Posted - 2014.02.05 17:06:00 -
[29] - Quote
Komodo Jones wrote:Apparently the shotgun proficiency skill increases rate of fire, I wouldn't mind having a skill that actually affected a gun's shortcomings instead of just increase in damage, which is always useful but as a long term strategy for the game's survival it probably shouldn't last.
When you have a prototype gun, you're starting off at 10% damage above basic weapons, with proficiency at level 5, which affect's the gun's base damage, you get 26.5% damage above basic, regardless of whether or not the damage modifiers act on base damage or on THIS multiplier, you put on 3 complex damage modifiers and suddenly it increases to at least 50% above basic. How do they expect people not to get frustrated when new players fight people with at least 3, sometimes 4 or 5 times their own health, and can deal the same amount of damage in 2 bullets to their 3? Then these proto stompers run in packs of people who all have good gear and good aim...when does this become fair? lol
problem with having proficiency changed to ver come short comings is that at max level all weapons of the same category would end up being the same...
galente AR proficiency that increases damage versus armor?
RR proficiency that reduces hip fire spread?
Scr proficiency that reduces/eliminates overheat?
CR proficiency that reduces delays between bursts?
these could potentially become broke, but even if theyarent broke, if over done they will become the same gun with different names and skins.
specialty weapons like the shotgun since it couldnt possibly do more damage has higher fire rate. this is good. MD could use a decrease in shot delays and increased projectile speed at proficiency HMG could use increase in range, accuracy and damage verse shields at proficiency Lazer needs the blanket damage increase...
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Denn Maell
PIanet Express Canis Eliminatus Operatives
150
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Posted - 2014.02.05 17:23:00 -
[30] - Quote
D legendary hero wrote:Komodo Jones wrote:Apparently the shotgun proficiency skill increases rate of fire, I wouldn't mind having a skill that actually affected a gun's shortcomings instead of just increase in damage, which is always useful but as a long term strategy for the game's survival it probably shouldn't last.
When you have a prototype gun, you're starting off at 10% damage above basic weapons, with proficiency at level 5, which affect's the gun's base damage, you get 26.5% damage above basic, regardless of whether or not the damage modifiers act on base damage or on THIS multiplier, you put on 3 complex damage modifiers and suddenly it increases to at least 50% above basic. How do they expect people not to get frustrated when new players fight people with at least 3, sometimes 4 or 5 times their own health, and can deal the same amount of damage in 2 bullets to their 3? Then these proto stompers run in packs of people who all have good gear and good aim...when does this become fair? lol problem with having proficiency changed to ver come short comings is that at max level all weapons of the same category would end up being the same... galente AR proficiency that increases damage versus armor? RR proficiency that reduces hip fire spread? Scr proficiency that reduces/eliminates overheat? CR proficiency that reduces delays between bursts? these could potentially become broke, but even if theyarent broke, if over done they will become the same gun with different names and skins. specialty weapons like the shotgun since it couldnt possibly do more damage has higher fire rate. this is good. MD could use a decrease in shot delays and increased projectile speed at proficiency HMG could use increase in range, accuracy and damage verse shields at proficiency Lazer needs the blanket damage increase...
Agree with you there, I seriously want all weapons to perform well in very different/unique ways. My objection to a blanket damage buff is that it favors certain weapons that already have high damage per shot, while being comparatively useless to weapons that are high rate of fire and low damage per shot.
The same argument goes hand in hand with blanket 'reload speed' skills, but that is outside the topic of this thread.
As someone said earlier in this thread, a Proficiency Skill should benefit all variations of that weapon type rather than some. I was hesitant to say 'I request to remove this content' but I honestly see this as the best option until a more appropriate passive performance boost could come along.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Denn Maell
PIanet Express Canis Eliminatus Operatives
150
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Posted - 2014.02.05 18:36:00 -
[31] - Quote
So far, I'm hearing much agreement with the notion that a blanket percentage increase to damage needs to go (in favor of a more specifically tailored performance buff for each individual weapon type). This is about where I stood at the beginning.
Are there any more thoughts on this subject especially concerning possible out comes of keeping or getting rid of the things?
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Master Smurf
Nos Nothi
88
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Posted - 2014.02.05 19:25:00 -
[32] - Quote
I proposed this last month.
I would still like to see Proficiency only give an efficacy multiplier to damage mods and have the mods tied to individual weapons. So if you are AR proficient you have mods for that weapon. You dont train one skill which gives you mods for all weapons. Damage mods become available once you start skilling proficiency of that weapon.
- It removes the 15% blanket damage that only gets increased once you start adding damage mods on top of that. - It also removes standard/militia weapons having more damage output than advanced/proto weapons (in another players hands) just because player has skilled up in proficiency. They would have to add a complex damage mod to get the equivalent damage output.
"Shine bright like a diamond"
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