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Thread Statistics | Show CCP posts - 1 post(s) |
Summa Militum
Hidd3n Dragon
127
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Posted - 2014.12.17 17:09:00 -
[1] - Quote
I would like for a skill to be added that allows you to increase your clip size.
They just lowered the clip size of my Breach Assault Rifle and I find that to be ridiculous. I would like a skill that would increase the clipsize by 10% each level.
What do you people think? |
Atiim
Titans of Phoenix
14548
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Posted - 2014.12.17 20:17:00 -
[2] - Quote
That it would defeat the purpose.
The 1st Matari Commando
-HAND
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1386
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Posted - 2014.12.17 20:55:00 -
[3] - Quote
Maybe you should stop using military grade weapons to hold your things in place?
Please, make my Opus pretty...
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Arkena Wyrnspire
Fatal Absolution
20301
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Posted - 2014.12.17 20:56:00 -
[4] - Quote
A 50% clip size increase from a skill would be utterly obscene. No.
Also, no, because clip sizes are generally good atm.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Hector Carson
Fraternity of St. Venefice Amarr Empire
107
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Posted - 2014.12.17 21:06:00 -
[5] - Quote
Summa Militum wrote:I would like for a skill to be added that allows you to increase your clip size.
They just lowered the clip size of my Breach Assault Rifle and I find that to be ridiculous. I would like a skill that would increase the clipsize by 10% each level.
What do you people think? 3% would be acceptable
My Corp fights for whoever has money, Primarily PC battles
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4029
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Posted - 2014.12.17 21:34:00 -
[6] - Quote
There is no way to do this that would be fair for all weapons.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Meee One
Amakakeru-Ryu-no-Hirameki
1399
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Posted - 2014.12.17 21:45:00 -
[7] - Quote
Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. Especially HMGs
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4030
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Posted - 2014.12.17 21:50:00 -
[8] - Quote
Meee One wrote:Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. Especially HMGs
At 3% a level Mass Driver 6 shots: Level V would give it 0.9 Shots Swarm Launcher 3 shots: Level V would give it 0.45 shots Breach Shotgun 2 shots: Level V would give it 0.3 shots Plasma Cannon 1 shot: Level V would give it 0.15 shots
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Alena Ventrallis
Vengeance Unbound
2301
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Posted - 2014.12.17 21:50:00 -
[9] - Quote
Please, give my ARR more mag size. I dare you.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1386
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Posted - 2014.12.17 21:56:00 -
[10] - Quote
This skill would be absolutely/practically useless for some weapons, and provide absurdly powerful bonuses to others.
Absolutely useless: Plasma Cannons. Flaylocks. Breach Shotgun. Breach Forgegun.
Practically useless: Scrambler Rifle Assault Scrambler Rifle. Laser Rifle. Ion Pistol.
Absurdly Powerful: Everything else.
Please, make my Opus pretty...
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Jadd Hatchen
KILL-EM-QUICK
729
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Posted - 2014.12.17 22:11:00 -
[11] - Quote
Summa Militum wrote:I would like for a skill to be added that allows you to increase your clip size.
They just lowered the clip size of my Breach Assault Rifle and I find that to be ridiculous. I would like a skill that would increase the clipsize by 10% each level.
What do you people think?
Are you dumb? Reducing the clip size was a counter-balance to INCREASING the damage per bullet!!! If you want larger clips, then run Minmatar with combat rifles.
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Atiim
Titans of Phoenix
14551
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Posted - 2014.12.17 22:32:00 -
[12] - Quote
Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. While I am opposed to the idea, I could think of one way:
+3% Increase To Magazine Size and +1 Increase To Launcher Weapon Magazine Size per Level.
The 1st Matari Commando
-HAND
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1386
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Posted - 2014.12.17 22:37:00 -
[13] - Quote
Atiim wrote:Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. While I am opposed to the idea, I could think of one way: +3% Increase To Magazine Size and +1 Increase To Launcher Weapon Magazine Size per Level. That would be insanely OP for Plasma Cannons, and would strongly devalue the Officer Plasma Cannon.
Please, make my Opus pretty...
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Atiim
Titans of Phoenix
14552
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Posted - 2014.12.17 22:40:00 -
[14] - Quote
Fizzer XCIV wrote:Atiim wrote:Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. While I am opposed to the idea, I could think of one way: +3% Increase To Magazine Size and +1 Increase To Launcher Weapon Magazine Size per Level. That would be insanely OP for Plasma Cannons, and would strongly devalue the Officer Plasma Cannon 6 round Alloteks pumping out 3336.7 DPS. The Splash Damage would out DPS an HMG.... You'd also get a 9 round Forge Gun, which means you can basically go to town with the AFG. I don't even want to know the horror that an 8 round Swarm Launcher would cause...
There's a reason why I said I'm opposed.
The 1st Matari Commando
-HAND
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TheEnd762
SVER True Blood Public.Disorder.
679
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Posted - 2014.12.17 22:43:00 -
[15] - Quote
How about a different skill with different bonus amounts for each weapon, so they can be scaled accordingly? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4032
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Posted - 2014.12.17 23:15:00 -
[16] - Quote
TheEnd762 wrote:How about a different skill with different bonus amounts for each weapon, so they can be scaled accordingly?
How would that work for a Plasma cannon such that each level of the skill was useful? Or a Breach Shotgun? Or Swarm Launcher? Even at +1 per level the skill would be horrifically overpowered.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Atiim
Titans of Phoenix
14552
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Posted - 2014.12.17 23:17:00 -
[17] - Quote
Pokey Dravon wrote:TheEnd762 wrote:How about a different skill with different bonus amounts for each weapon, so they can be scaled accordingly? How would that work for a Plasma cannon such that each level of the skill was useful? Or a Breach Shotgun? Or Swarm Launcher? Even at +1 per level the skill would be horrifically overpowered. Not only that, but it makes weapons very difficult to balance against each-other.
The 1st Matari Commando
-HAND
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TheEnd762
SVER True Blood Public.Disorder.
679
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Posted - 2014.12.17 23:21:00 -
[18] - Quote
Pokey Dravon wrote:TheEnd762 wrote:How about a different skill with different bonus amounts for each weapon, so they can be scaled accordingly? How would that work for a Plasma cannon such that each level of the skill was useful? Or a Breach Shotgun? Or Swarm Launcher? Even at +1 per level the skill would be horrifically overpowered.
Just don't have mag capacity skills for those weapons. Not every weapon has sharpshooter. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4032
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Posted - 2014.12.17 23:31:00 -
[19] - Quote
TheEnd762 wrote:Pokey Dravon wrote:TheEnd762 wrote:How about a different skill with different bonus amounts for each weapon, so they can be scaled accordingly? How would that work for a Plasma cannon such that each level of the skill was useful? Or a Breach Shotgun? Or Swarm Launcher? Even at +1 per level the skill would be horrifically overpowered. Just don't have mag capacity skills for those weapons. Not every weapon has sharpshooter.
And for weapons that are limited by small magazines such as the Combat rifle? This still would remove the primary factor that keeps them balanced.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1390
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Posted - 2014.12.17 23:33:00 -
[20] - Quote
TheEnd762 wrote:Pokey Dravon wrote:TheEnd762 wrote:How about a different skill with different bonus amounts for each weapon, so they can be scaled accordingly? How would that work for a Plasma cannon such that each level of the skill was useful? Or a Breach Shotgun? Or Swarm Launcher? Even at +1 per level the skill would be horrifically overpowered. Just don't have mag capacity skills for those weapons. Not every weapon has sharpshooter. The skill would just be OP for basically every weapon.
It would become like the old sharpshooter in Chromosome. Everyone would need it to be competitive, and it would create an absurdly large gap between noob and vet. Even if it was something as small as 2-3% per level.
Please, make my Opus pretty...
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TheEnd762
SVER True Blood Public.Disorder.
679
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Posted - 2014.12.18 00:34:00 -
[21] - Quote
Fizzer XCIV wrote:The skill would just be OP for basically every weapon.
True. There's only one weapon I can think of that it wouldn't be OP for. The Charge Sniper. Like if level 5 mag capacity allowed for a 5 round magazine. |
Leadfoot10
Molon Labe. General Tso's Alliance
2678
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Posted - 2014.12.18 01:21:00 -
[22] - Quote
The BAR had a ridiculous clip that has since been fixed. It remains to be seen if the pendulum went too far the other way.
I'm not sure that a clip size skill would do anything but broaden the gap between low and high SP players.
Therefore, I do not support the idea. If the clip size nerf was too strong, we should fix that first rather than introduce a new skill/dynamic to the game (and further rebalancing).
IMO of course. |
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CCP Rattati
C C P C C P Alliance
13850
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Posted - 2014.12.18 03:31:00 -
[23] - Quote
We have contemplated an ammo module.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeadlyAztec11
Ostrakon Agency
6456
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Posted - 2014.12.18 03:39:00 -
[24] - Quote
CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo?
I'm down for that.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1390
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Posted - 2014.12.18 03:40:00 -
[25] - Quote
CCP Rattati wrote:We have contemplated an ammo module.
See guys! A reasonable solution! By making it a module that you have to equip and sacrifice a slot, instead of a passive skill, it suddenly becomes a good idea.
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1390
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Posted - 2014.12.18 03:41:00 -
[26] - Quote
DeadlyAztec11 wrote:CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo? I'm down for that. That would make an awesome module. It would have to be a very slow regenation, so it doesn't make Nanohives useless, but it could be balanced.
Please, make my Opus pretty...
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7478
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Posted - 2014.12.18 05:49:00 -
[27] - Quote
DeadlyAztec11 wrote:CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo? I'm down for that.
Could be a low slot module, give Shield Tankers a lot of room to stay out on the field and continue hit-and-run style attacks. In fact, that'd be about perfect IMO. Armor Tankers are in it for the short term, taking damage and dealing it whereas Shield Tankers are able to continue an engagement for as long as they'd like. Like a really annoying vulture.
Caldari Commando Snipers would be really interesting as well.
Long-Term Roadmap
More Hard Questions
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thehellisgoingon
The Unholy Legion Of DarkStar DARKSTAR ARMY
84
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Posted - 2014.12.18 06:03:00 -
[28] - Quote
CCP Rattati wrote:We have contemplated an ammo module.
And..... |
Meee One
Amakakeru-Ryu-no-Hirameki
1399
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Posted - 2014.12.18 11:33:00 -
[29] - Quote
CCP Rattati wrote:We have contemplated an ammo module. How about an equipment?
Assaults could get fitting reduction to it. And it wouldn't harm their tank,just their ability to support. (This could help logistics get more desireable too.)
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1421
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Posted - 2014.12.18 12:19:00 -
[30] - Quote
Yas i would like one idk why my scrambler rifle's ammo capacity was lowered. It was fine where it was
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Kallas Hallytyr
Skullbreakers
1150
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Posted - 2014.12.18 12:50:00 -
[31] - Quote
Meee One wrote:CCP Rattati wrote:We have contemplated an ammo module. How about an equipment? Assaults could get fitting reduction to it. And it wouldn't harm their tank,just their ability to support. (This could help logistics get more desireable too. ) That's a Nanohive...
If it's a module there are three notions that come to mind: - slow regeneration of ammo: personally I dislike as it devalues the ammo capacity skill and nanohives, and if too low would be pretty worthless. - spare ammo extension: total ammo reserve is increased by X%, letting you fight for longer but having no direct combat ability. - clip size extension: dangerous, like the skill. Applied to certain weapons would be borderline (or actually way over) OP (Kubo's PLC with like four shots anyone?) or entirely pointless (the ScR, which can never really fire its full clip anyway so you might as well reload.)
Personally, I only really see the reserve ammo module being reasonably balanced. In its own way it would actually buff nanohives used by that player (whether friendly or enemy) since nanohives grant ammo as a percentage - a larger reserve gives a larger amount restored per pulse, meaning yo don't need to top up to full, so that hive stays longer.
Alt of Halla Murr. Sentinel.
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Tesfa Alem
Death by Disassociation
635
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Posted - 2014.12.18 12:59:00 -
[32] - Quote
Its called the Minmatar Assault.
Redline for Thee, but no Redline for Me.
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Devadander
Woodgrain Atari
166
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Posted - 2014.12.18 13:32:00 -
[33] - Quote
Alena Ventrallis wrote:Please, give my ARR more mag size. I dare you.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
144
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Posted - 2014.12.18 13:41:00 -
[34] - Quote
The only fair way to increase clip size or provide the option would for it not to be a skill but an item ..
If weapons had specialized parts that could be placed In sockets on the weapon for an enhancement to one stat at the cost of another
For example scopes clips barrel mods crystals (lasers)
It could easy be made balanced but I know nothing like that will ever be in dust
Yet another slave of Mortedeamor
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
144
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Posted - 2014.12.18 13:43:00 -
[35] - Quote
Fizzer XCIV wrote:CCP Rattati wrote:We have contemplated an ammo module. See guys! A reasonable solution! By making it a module that you have to equip and sacrifice a slot, instead of a passive skill, it suddenly becomes a good idea. Could be doable
Yet another slave of Mortedeamor
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Fox Gaden
Immortal Guides Learning Alliance
5479
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Posted - 2014.12.18 15:50:00 -
[36] - Quote
DeadlyAztec11 wrote:CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo? I'm down for that. I think it just means you could carry more ammo. Like the ammo modules for vehicles.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2852
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Posted - 2014.12.18 16:25:00 -
[37] - Quote
Atiim wrote:Fizzer XCIV wrote:Atiim wrote:Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. While I am opposed to the idea, I could think of one way: +3% Increase To Magazine Size and +1 Increase To Launcher Weapon Magazine Size per Level. That would be insanely OP for Plasma Cannons, and would strongly devalue the Officer Plasma Cannon 6 round Alloteks pumping out 3336.7 DPS. The Splash Damage would out DPS an HMG.... You'd also get a 9 round Forge Gun, which means you can basically go to town with the AFG. I don't even want to know the horror that an 8 round Swarm Launcher would cause... There's a reason why I said I'm opposed.
No no no, you want more swarms and I would love to have more plasma and more forge.
This is clearly a balanced proposal
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1036
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Posted - 2014.12.18 17:05:00 -
[38] - Quote
Slave of MORTE wrote:Fizzer XCIV wrote:CCP Rattati wrote:We have contemplated an ammo module. See guys! A reasonable solution! By making it a module that you have to equip and sacrifice a slot, instead of a passive skill, it suddenly becomes a good idea. Could be doable I fore see cal sentinel with all dmg mods in highs and clip extenders in lows with asfg on a roof
This is different from now, how?
Fack it, might as well board the hype-train again. At least there's tracks this time.
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Summa Militum
Hidd3n Dragon
130
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Posted - 2014.12.18 17:55:00 -
[39] - Quote
If need be the ammo increase per level can vary depending on the weapon; the HMG would get less per level than a shotgun or assault rifle.
I just want a way to fix the ammo amount of my Breach Assault Rifle. The clip was dropped and the total ammo capacity was cut in half. All this is supposed to be justified with a slight damage increase, so slight it is not even worth anything.
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Hector Carson
Fraternity of St. Venefice Amarr Empire
108
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Posted - 2014.12.18 18:10:00 -
[40] - Quote
Alena Ventrallis wrote:Please, give my ARR more mag size. I dare you. Ya there gonna leave RR out of it there OP already no need to add to it
My Corp fights for whoever has money, Primarily PC battles
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DeadlyAztec11
Ostrakon Agency
6468
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Posted - 2014.12.18 19:40:00 -
[41] - Quote
Aeon Amadi wrote:DeadlyAztec11 wrote:CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo? I'm down for that. Could be a low slot module, give Shield Tankers a lot of room to stay out on the field and continue hit-and-run style attacks. In fact, that'd be about perfect IMO. Armor Tankers are in it for the short term, taking damage and dealing it whereas Shield Tankers are able to continue an engagement for as long as they'd like. Like a really annoying vulture. Caldari Commando Snipers would be really interesting as well. Yep. The Caldari Commando would be ridiculous but awesome.
It would most benefit the Assault class while helping the Caldari the most since they tend to have low ammo pools and a low rate of fire.
I actually remember one of my first ideas back in beta was a module that resupplied ammo. Everyone said it would be OP or would make logis redundant. Well, they were and still are wrong.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Beren Hurin
Onslaught Inc RISE of LEGION
2463
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Posted - 2014.12.18 20:19:00 -
[42] - Quote
What if it was more as personal equipment in an equipment slot? |
Soldner VonKuechle
SAM-MIK General Tso's Alliance
1037
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Posted - 2014.12.18 20:25:00 -
[43] - Quote
Beren Hurin wrote:What if it was more as personal equipment in an equipment slot?
Like a nanohive?
Or more like a nanohive you didn't have to deploy?
Fack it, might as well board the hype-train again. At least there's tracks this time.
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
30
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Posted - 2014.12.18 22:32:00 -
[44] - Quote
CCP Rattati wrote:We have contemplated an ammo module.
Make sure it's a high slot module, dingus. Make more modules that fit the highs.
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lateriss
ObscuriLateris
16
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Posted - 2014.12.18 23:45:00 -
[45] - Quote
CCP Rattati wrote:We have contemplated an ammo module.
That would be awesome.
>...>
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