XxGhazbaranxX
Eternal Beings Dark Taboo
1716
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Posted - 2014.09.24 02:14:00 -
[1] - Quote
CCP Rattati wrote: I would think that removing the 70% efficiency against vehicles on small rails could be a start. Again, the ROF bonus was just not a good bonus, and especially bad for lower SP pilots. Let's think outside of the box and not fight for keeping it.
OK I think it is time to accept that CCP will not change their minds so lets help them think outside the box or, inside the box that is dust 514 and it's already established mechanics.
SOLUTION STEP 1: PUT THE SKILLS WHERE THEY COUNT
At 3%, this bonus is not going to get the community or the pilots anywhere so lets start off by looking at their counterparts; the weaponry skill tree. When we open this up we find that the percentage increase to this tree is in increments of 5% so, in the least, the percentage that we must augment these weapons potential per level is 5%. This would keep the tree in line with weaponry.
But this is an ADS skill tree not gunnery!! Well you are completely correct. We must take this bonus away from the ADS and give it to the turret skill in question. This way, no matter what the vehicle you will have a percentage to its raw power output.
Skill Tree
- Small Blaster operation = 5% turret rate of fire per level
- Small railgun operation = 5% turret damage per level
- Small missile operation = 5% turret damage per level
As you may notice in the above, the changes are to raw damage output on the rail and missiles and RoF on the blaster. This is due to the fact that RoF will barely affect these two weapons but with the blaster the effect would be more noticeable. This bonus will also benefit the community in general and not the ADS pilots. Training into gunner would be useful again for gunners instead of relying on the pilots skill.
SOLUTION STEP 2: EASE OF USE SHIP BONUSES
The skills in the ADSs kit should reflect the type of gameplay that it's designed for. For arguments sake lets say its for AV/AI support fire. Not meant to dominate but not meant to be completely useless; so what bonuses and in what amounts could we add to these vehicles for them to be usefull? Again here we have to look to a skill tree that reflect the isk/sp investment that they entail to keep things fair. In this we will look at the Dropsuit category of the skill tree. Here we can see that they also give bonuses in increments of 5% and not three; so the bonuses should not be lower than 5% at any point. We can also notice that they have 2 bonuses per level; one for fitting and another is racial specific that enhances one aspect of a weapon but not it's power. Potential Bonuses:
- GALLENTE ASSAULT DROPSHIP BONUS:
Primary: **10% reduction to small Blaster Spread** and 7% Small railgun distance level. Here you can notice that the emphasis is on utility and not on raw power; merely ease of use and since the spread is HUGE on the front turret that 10% dispersion is warranted and by no means overpowered. Distance on the railgun will permit the pilots to engage from farther away helping them maintaining line of site of the targets a lot easier. Since overall DPS of the turret is going to be nerfed considerably I believe that Being able to sustain fire from lets say a higher diver at a target or a longer first person view push would greatly effect the way the pilots engage in the Battlefield.
Secondary: 3% reduction to fitting cost of hybrid turrets
- CALDARI ASSAULT DROPSHIP BONUS:
Primary: 7% bonus to splash radius of missiles per level. The idea here is that since ADS will now be more vulnerable they will be able to have mechanics that will help them engage in a gameplay style that adheres to drive by scenarios. By increasing the blast radius of missiles they would go from 2.5 splash radius to 3.3 meters splash radius. This will help utility but not raw power output. By comparison the splash radius of the PLC is 3.5 and that of the mass driver is 4.4 at proto level.
Secondary: 3% reduction to fitting cost of small missile turrets
***IMPORTANT NOTE: since the primary and secondary skills are supposed to be 5 and 5 in the skill tree I simply subtracted 2 from the secondary bonus and left it at 3 and added it to the main bonus and set it at 7. The net result is the 10% devided increase in stats that a regular dropsuit would get. The only exception is the small blaster spread that is set to 10% because if you look at this video you will see how horribly huge it is on the front turret.
TL;DR
- remove any bonus that would modify damage from the ADS skill tree and place it under their respectful turret tree. You get the bonus if you skill the turret. Make it 5% to be in line with the counterpart gunnery skills.
- Create utility bonuses, primary and secondary, that would permit a certain amount of ease of use but not power to the ADS. These are two and are in line with the assault dropsuit tree to keep sp investment parity between items (suits and ships). Distance bonus for rails, splash radius for missiles and spread reduction for blaster on their respective ships. Both get a bonus to fitting as is the custom on the assault dropsuits. Subtracted 2% from fitting bonus and gave it to the utility bonus to better help utility and avoid fits that are too powerful.
Plasma Cannon Advocate
Dust 514 Survivor
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