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Talos Alomar
Subdreddit Test Alliance Please Ignore
2163
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Posted - 2014.04.11 07:40:00 -
[1] - Quote
Prof skills currently favor anti armor weapons.
I think proficiency should just be changed across the board.
Could give ScR's a bonus to charge time, and scrambler pistols could get a ROF bonus. Shotguns could get a marginal range bonus. Just a slight one as too big of a range buff would break the weapon. ARs could get a buff to mag size. Rail weaponry could get a bonus to charge times.
There are so many cool things that can be done that would also not tilt the game to heavily favor any particular weapon.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2166
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Posted - 2014.04.11 15:26:00 -
[2] - Quote
1st Lieutenant Tiberius wrote:
Charge time on ScR would be useless, for something like the Knives its awesome but for the ScR it would likely screw up with my muscle memory more.
I say a heat sink is still a better bonus. I agree with your other suggestions though
I actually really miss the charge time bonus. Combine that with the cooldown ops bonus you'll be able to throw so many more 300+ damage shots downrange. Next time you are out there with your ScR, try to imagine getting tha charge shot 25% faster.
That's a solid half second to be able to get a full power charge shot out. That's 25% less time a target has to get to cover for you to peg him with either follow up shots or another charge shot.
Before you discount it as useless try to count out the times. I know I'd love to get out charge shots faster.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2175
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Posted - 2014.04.16 16:25:00 -
[3] - Quote
Maybe we're looking at this from the wrong angle?
Instead of tweaking each specific prof skill we could just wipe them all and have new skills to replace them. (branching off of the handheld weapon upgrades skill) -
Energy weapon prof. - +5% per level to headshot multiplier. 1.875x instead of 1.5x for most weapons, 4.6x instead of 3.75x for ScP. This would help all energy weapons with their biggest weakness: finishing off people in armor. But only if your aim is good enough. This would also make up for the ROF nerf for the ScP.
Plasma weapon prof - +3% to ROF and +5% to mag capacity. Plasma weapons should be THE CQC weapons. Upping ROF and mag cap would ensure that gallente tech can go harder AND longer than any other weapons in CQC. The range on them will still be **** so I doubt it would break them.
Kinetic weapon prof - -3x per level to dispersion.
Rail weapon prof - -2x per level to charge times.
Launcher prof- (since they don't fit neatly in with any other category) -3x per level to reload speed. And yes, this would stack with the individual weapon's reload skill. Launchers include the PLC, Swarm, and MD.
Changing prof skills to being for all weapons of the same type would help with the crazy SP sink that the prof skills are now which would help newbies become competitive with vets by reducing that insane grind to prof V, as well as upgrading both their sidearm and main weapon if they are willing to stick with racial tech.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2175
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Posted - 2014.04.17 22:59:00 -
[4] - Quote
1st Lieutenant Tiberius wrote:
Headshot damage would be an interesting addition, that could be a viable change damage at the price of player skill is a good concept but I fear it will still be overshadowed by the CR
Again, this coming from someone who has all the proto rifles at high proficiencies, I am trying to be as little biased as possible but there is no denying the ScR is my favorite weapon. Thats why it bothers me when I see that all my PC fits have CRs on them.
I've got all my rifles at at least lvl 3 in prof too.
With the current prof skills anti armor weapons have a big edge.
Kinetic weapons have by and far the best damage profile in the game. with prof 3 (a reasonable SP investment for most players) it has a 95/119 profile. meaning it has just a slight weakness to shields but can wreck armor hard. This makes it the most versatile weapon, and being able to chew through both shields and armor with ease it's the best weapon to counter the dual tanking bricks that everyone is running these days.
The more I write on this the more the CR's (and all other kinetic weapons) profile bugs me. 95/110? Every other weapon is symmetrical. it should be 95/105.
Just removing that extra bit of damage to armor would do well to nerf the CR slightly enough to make the other weapons worth it.
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