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The-Errorist
560
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Posted - 2014.03.13 21:33:00 -
[1] - Quote
The Kinetic Catalyzation skill currents gives a 1% efficacy bonus per level for KinCats.
I-Shayz-I wrote:Armor plates and shield extenders get an efficacy bonus too, except that it's more noticicable of 2% per level for a total of 10%
That makes complex shield extenders 72.6 instead of 66 and complex armor plates 148.5 instead of 135.
A single complex kin cat can increase an assault's sprint speed from 7 to 7.84. With the efficacy bonus it increases to 7.88. That's a .04 increase to sprint speed, which is negligible. Even with [two] ... kin cat, you won't even be able to get more than a .1 increase to sprint speed from that efficacy bonus. I think this is silly because it's basically a useless bonus.
For this very reason, I propose raising the bonus from 1% to 2% or even 3% per level. |
The-Errorist
560
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Posted - 2014.03.14 04:24:00 -
[2] - Quote
THUNDERGROOVE wrote:The Biotics skill itself I believe is fine. It's a marginal increase but totally worth it.
The KinCat efficiency bonus is a joke and really needs to be bumped up however. Oops, that was a typo, I had it right until I had to refresh the page. It's supposed to say increase the KinCat skill instead of the biotics skill. |
The-Errorist
568
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Posted - 2014.03.19 16:02:00 -
[3] - Quote
Korvin Lomont wrote:The-Errorist wrote:The Kinetic Catalyzation skill currents gives a 1% efficacy bonus per level for KinCats. I-Shayz-I wrote:Armor plates and shield extenders get an efficacy bonus too, except that it's more noticicable of 2% per level for a total of 10%
That makes complex shield extenders 72.6 instead of 66 and complex armor plates 148.5 instead of 135.
A single complex kin cat can increase an assault's sprint speed from 7 to 7.84. With the efficacy bonus it increases to 7.88. That's a .04 increase to sprint speed, which is negligible. Even with [two] ... kin cat, you won't even be able to get more than a .1 increase to sprint speed from that efficacy bonus. I think this is silly because it's basically a useless bonus. For this very reason, I propose raising the bonus from 1% to 2% or even 3% per level. You could simply give the bonus to the suit instead of the module, this would be way more balanced compared to profiledampening e.g. The modules bonus is just too small to make any bonus to it worth close to 1mil SP The biotics skill already gives a bonus to users, moving the kincat and other module specific efficacy skills to effect suits would be redundant and I personally won't like that; it would reduce the need for such modules. |
The-Errorist
568
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Posted - 2014.03.19 17:56:00 -
[4] - Quote
Zeylon Rho wrote:I'd like it to be more useful. I have a feeling that its low "effect" is a result of the overall limits they put on unit speed (apparently the engine and hit-detection stop working with the higher speeds). I recall IWS saying that's why there wouldn't be any speed increases or something to that effect.
It might be more practical to increase the base values on kincats to whatever the current modified levels would be at Rank 5, then make the skill passive a fitting bonus.
Aeon Amadi wrote:As much as I would like this, the reason we can't really do this (according to CCP) is because the Scouts' animation goes batshit after a certain speed threshold. A technical barrier that is going to need to be fixed in the future but, if it's true, needs to be on the back burner while other issues are worked out.
It would be great if you could get a quote from CCP saying those things. The only thing I remember relating to that was the running animation with nova knives got messed up based on the user's speed or something else and that was fixed. If high unit speed was such a severe problem, there would probably be a limit of 3 kincats per suit or something like that. Anyway, if there is a bug that needs fixing, raising the skill bonus should be one of things CCP should do after they fix it.
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