JRleo jr
Xer Cloud Consortium
141
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Posted - 2014.07.29 03:36:00 -
[1] - Quote
Logi Bro wrote:So we know there are a significant amount of SP sinks in the skill tree currently, and I'd like to propose a fix to it. This is in General Discussions since these are my musings, and I want input before I ask they be made.
First, which skills are in need of bonuses? Here are the skills (infantry only, since I have no intimate knowledge of vehicles) that have little or no use.
Dropsuit Command All basic dropsuit skills (12 total) Dropsuit Upgrades Weaponry
So, a total of 15 skills that need bonuses. To save my self a lot of typing for every bonus, let me say here that for each basic suit skill, the skill only applies to the suits that are under that skill, example: Amarr Heavy Dropsuit skill only applies to Amarr heavy basic suits, Amarr sentinels, and Amarr commandos. Here are my thoughts:
Dropsuit Command +1% base shield and armor per level
Dropsuit Upgrades -1% CPU/PG cost of all modules per level
Weaponry +3% to total ammo capacity per level (+1 per level to weapons with small ammo count, ex swarm launchers, plasma cannons)
Amarr Heavy Dropsuits +2% armor from armor plates per level (all types)
Amarr Light Dropsuit -2% CPU/PG cost of laser weaponry per level
Amarr Medium Dropsuits -2% CPU/PG cost of all armor plates
Caldari Heavy Dropsuits +2% shield from shield extenders per level
Caldari Light Dropsuits -2% CPU/PG cost of rail weaponry per level
Caldari Medium Dropsuits -2% CPU/PG cost of all shield modules
Gallente Heavy Dropsuits +2% armor repair module rate per level
Gallente Light Dropsuits -2% CPU/PG cost of plasma weaponry per level
Gallente Medium Dropsuits -2% CPU/PG cost of armor repair modules
Minmatar Heavy Dropsuits +2% kinetic catalyzer effect per level
Minmatar Light Dropsuits -2% CPU/PG cost of projectile weaponry per level
Minmatar Medium Dropsuits -2% CPU/PG cost of biotic modules per level
Please share your thoughts/comments, this is a rough draft, after all. Anything less than 2% per level is not welcome Look at biotic upgrades, useless.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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JRleo jr
Xer Cloud Consortium
141
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Posted - 2014.07.29 03:42:00 -
[2] - Quote
True Adamance wrote:Ripley Riley wrote:Logi Bro wrote: I can definitely see how that would a problem, I was just throwing this out ahead of the Delta discussions, seeing as they have listed, "efficacy bonuses" as one of the topics of delta, and I figure this is probably one thing they can include with that.
If all dropsuits of one racial type received a small bonus to fitting their preferred racial tanking module we might have an easier time of balancing. Just spitballing...
- Amarr +1% to armor plate efficacy per level.
- Gallente +2% to armor repair module rate per level.
- Minmatar +2% shield recharger efficacy per level.
- Caldari +1% to shield extender efficacy per level.
These bonuses would apply to any dropsuit within that races' lineup. Actually in most cases the Amarr don't/ cannot out HP tank gallente....we deal with resistances not plate stacking. And 5% ar or plate efficiency, that's 5 or so extra armor, which is why I despise 1% per level skills.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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