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Cody Sietz
Bullet Cluster Legacy Rising
2770
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Posted - 2014.03.20 16:28:00 -
[1] - Quote
I actually like the new set up for weapons(though I think armour piercing weapons are getting it slightly better, but that's not important) but I'd would rather see weapons work like this now.
After hitting prof 5 or reduction 3 there would be one more skill that further increase weapon damage vs its archetype(I hope that's the right word...it's probably not)
It could add 1 percent per level and maybe be a 3x skill. Of course, it might be a good idea to drop the prof skill down to a 2 percent bonus per level instead of 3.
So a Rail Rifle will at max level will now do 95/120 maxed out.
What do you guys think?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Ripley Riley
Incorruptibles
1142
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Posted - 2014.03.20 16:33:00 -
[2] - Quote
I like the idea of more weapon skills; however, further increasing the maximum damage for weapons creates a bigger divide between new players and veterans. NPE would suffer for it.
If anything I want to have weapon swap speed(wss) to be determined by your dropsuit (light having the fastest wss and heavy the slowest). Then have a skill that increases wss.
A grenade skill that increases throw distance would be nice too.
He imposes order on the chaos of organic evolution...
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
597
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Posted - 2014.03.20 16:41:00 -
[3] - Quote
I'd make it a higher multiplier skill, your covering your weakness, it should take a decent chunk of SP to do that.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
0
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Posted - 2014.03.20 17:01:00 -
[4] - Quote
don't make it a skill. like it was said earlier it would increase the gap between New and vet. instead make a module that does that effect make it take up a low slot that way you can skill into it like you would a damage mod but it's specific to the weapon. doesnt require proficiency. |
Cody Sietz
Bullet Cluster Legacy Rising
2771
|
Posted - 2014.03.20 17:06:00 -
[5] - Quote
ResistanceGTA wrote:I'd make it a higher multiplier skill, your covering your weakness, it should take a decent chunk of SP to do that. I can see going to x5 of is a prof 5 skill, but if you have to go through fitting reduction then only x3.
@Riply, I agree with your overall skill ideas, but I think if we drop the dmg from prof and add this new skill I don't think it will hurt newer players. Sure they won't be getting the same bonus off the bat, but it's only equal to 1 complex dmg mod.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
669
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Posted - 2014.03.20 17:14:00 -
[6] - Quote
Ripley Riley wrote:I like the idea of more weapon skills; however, further increasing the maximum damage for weapons creates a bigger divide between new players and veterans. NPE would suffer for it.
If anything I want to have weapon swap speed(wss) to be determined by your dropsuit (light having the fastest wss and heavy the slowest). Then have a skill that increases wss.
A grenade skill that increases throw distance would be nice too.
Definitely like both ideas for weapon swap speed and grenade throw distance!
Newb
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Cody Sietz
Bullet Cluster Legacy Rising
2772
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Posted - 2014.03.20 18:16:00 -
[7] - Quote
No one?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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