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Ripley Riley
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7180
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Posted - 2015.01.29 14:35:00 -
[1] - Quote
The new warbarge 'Augmented Ammunition Facility' subsystem is described as...
"Constantly crunching your combat numbers, this subsystem increases the relative power of your primary weapons through methodical preventive maintenance, rigorous calibration, tuning, and trials. Simply put, each additional level will give 1% more damage with your primary weapon."
This is a flat damage bonus that concerns many players, including myself. I am concerned with the reduction in TTK this subsystem will cause.
Allow the subsystem to instead be a player-chosen bonus to a single aspect of tank vs. gank. Allow only one bonus to be active at a time, and then require a 24 hour cooldown between adjustments. Numbers for each bonus are up for discussion. Like the damage increase, these bonuses would all be small; 1% more armor HP, 0.5% sprint speed, 2% armor repair amount per level.
- Damage
- Armor repair amount
- Shield recharge
- Armor HP
- Shield HP
- Sprint speed
This would allow players who feel their TTK is too low to activate the shield or armor HP.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Ripley Riley
Incorruptibles
7183
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Posted - 2015.01.29 15:01:00 -
[2] - Quote
Maken Tosch wrote:Not worth it at all. I might as well focus on the damage for the Ishukone Nova Knives. And if a Minscout user doesn't feel like it's worth it then none of the other classes will. Noted. The exact numbers aren't fixed in my proposal. Make the sprint speed roughly equal to that of a standard kincat. Whatever.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Ripley Riley
Incorruptibles
7201
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Posted - 2015.01.29 20:07:00 -
[3] - Quote
Joel II X wrote:I would happily go for more sprint speed, as long as it's actually worth using instead of having a .5% bonus. The 0.5% was meant to be per level of the subsystem. So, once maxed, it would be a 2.5% sprint speed boost.
I see now that the standard kincat gives a 5% increase in sprint speed. Maybe 0.75% per level then? 3.75% total.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Ripley Riley
Incorruptibles
7204
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Posted - 2015.01.29 20:37:00 -
[4] - Quote
Arkena Wyrnspire wrote:I'm not immensely concerned, personally. 5% damage won't make that much difference to TTK. You aren't just the tiniest bit worried about HMG, CR, and RR's? They can turn a durable non-sentinel dropsuit into a puddle inside of a second, as is.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Ripley Riley
Incorruptibles
7213
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Posted - 2015.01.30 02:30:00 -
[5] - Quote
Atiim wrote:If you're dying to CRs and RRs in less than a second, you're not using a "durable non-sentinel dropsuit". Just played a pair of matches with a gk.0; 3x ferro, 2x repairers. Standard ACRs vaporize me. RR's less so, but still very quickly.
Which is intended. They both have anti-armor damage profiles.
My concern is adding another 5% damage bonus on top of those profiles.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Ripley Riley
Incorruptibles
7215
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Posted - 2015.01.30 11:39:00 -
[6] - Quote
137H4RGIC wrote:5% bonus to any hp value versus a 5% damage boost is insignificant. I'd pick the damage boost every time. I really like the subsystem idea ccp thought up, but I agree that it will screw up ttk more than it already is. I removed the exact numbers from my OP because it seems all they were doing it causing confusion The exact numerical bonuses are up for discussion.
My proposal is that this 'augmented ammo facility' subsystem should provide a variety of bonuses and players must select one at a time.
Or we could have a new subsystem that provides the bonuses I mentioned, minus the damage bonus.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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