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[Veteran_Chao Wolf]
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Posted - 2012.06.20 14:08:00 -
[61] - Quote
Yes right now they are and that's one of the things we would like to have changed let there actually be a good recent to want to pull out ur Proto gear |
[Veteran_Moorian Flav]
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Posted - 2012.06.20 21:20:00 -
[62] - Quote
Moorian Flav wrote:Moorian Flav wrote:To not interrupt with weapon related skills provided in the skill tree yet provide greater customization, weapon mods should be reserved for such things as scopes, sliencer/muzzel, extended mags, better coolant (to keep from overheating as easily), different rounds (depending on the type of gun to affect usage but not actual power), and possibly even attachments. In short, actual physical modifications to the weapon. If there are mods that greatly increase handling, accuracy, fire rate, or power then that would defeat the purpose of buying different tier weapons at all. The weapon mods should only be slight tweaks to performance but also change the weapon visually. I know some think that is stupid but slight tweaks mean a lot to some. Plus, several slight tweaks together may add to a very favorable result. To unlock weapon mods should require skills in the skill tree and sometimes (depending upon the mod) require more output from the dropsuit being used. Allowing more diverse weapons alone would solve the want for more diverse weapons in the short term but I think it would increase market activity to have an overall set of diverse mods to customize the current list of weapons. I like my suggestion above better than scripts. Alot of people already think the game is very complicated and this would further that. What I suggested wouldn't cause as big a change to the UI, would add weapon customizations with slight tweaks, but not be so overpowerful to make the current weapon list mute as you could drastically change a weapon to replace another using scripts.
Forgot to add that all of the weapon mods I have suggested would simply cost more ISK (besides SP reqs) as each mod would be a further cost to the particular weapon. Plus with the mods I am suggesting being slight tweaks to performance, they could be relatively cheap (besides skill investment) per mod but that cost could quickly add up; the same as most expenses in DUST. |
[Veteran_Templar Two]
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Posted - 2012.06.21 13:03:00 -
[63] - Quote
I have a list of parts, already balanced and already with Skill requisites, ready to post. Should I post it or it's an act of hubris towards CCP? |
[Veteran_briyan jenkins]
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Posted - 2012.06.21 13:16:00 -
[64] - Quote
Agreed |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 15:05:00 -
[65] - Quote
Templar Two wrote:I have a list of parts, already balanced and already with Skill requisites, ready to post. Should I post it or it's an act of hubris towards CCP?
Post away. No fun theory crafting with the toys in the chest. |
[Veteran_Templar Two]
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Posted - 2012.06.21 16:07:00 -
[66] - Quote
Each weapon/vehicles still requires Skill to be unlocked/used but no more Advance/Prototype tiers: customization removes the need for that. I called the hypothetical Skill required to unlock/use parts Weapon Modifying (WM) and for Vehicle Modifier (VM)
TO = trade off WM = Weapon Modifier Skill VM = Vehicle Modifier Skill
PARTS
- Damage Enhancer.
Effect: increase the damage of the weapon. TO: none. WM: Lv 1 -Simply now the Part gives more damage instead than the Skill... Damage Skills now have no penalties whatsoever so the system is identical. Also this part has a level 1 WM requirement because ti will resolve the gap between newbies and veterans; now veterans get: 60% more damage from skills and mods+ access to more powerful weapons + access better armor + access to better vehicles.
- Fire Selector
Effect: changes how the weapon fires. TO: recoil changes. Types: -Full-auto: not available on SR & Forge Guns. -Semi-auto: can be applied to all weapons if the weapon manufacturer allows it. / WM: Lv 2 for Shotguns. -Bolt Action: for SR only. / WM: Lv 1 -3 Rounds Burst: for AR, SMG, Pistols, Shotguns. / WM: Level 3
- Special Ammo
Effect: can use special ammo. TO: small mag size & carry -33% ammo..not available for all weapons ??? WM: Lv 3 Types: -Mercury rounds: pass thorough objects, damage is the same of standard bullets. -Acid rounds/grenades: acid adds damage over time, lower basic damage than standard bullets. -Shock bullets/grenades: super effective against shields, useless against armor, disturb HUD.
Special ammo for vehicles: VM: Lv 3 -AA shells: very effective / TO: ineffective vs ground vehicles/troops. -AA lock-on missiles / TO: slow lock on. (exclusive to fighters) -AG rockets: rockets whit no lock-on designed to deal with land vehicles/troops /TO: Ineffective vs aircraft (exclusive to fighters) -Bombs (exclusive to fighters)
- Larger Magazine & Belts
TO: can't be used with Special Ammo or Underbarrel Attachments. WM: Lv 2 Mags: contains 33% more bullets Belts: carry 33% more ammo.
- Scopes & Sights
Effects: change the aspect of the sight or improve magnification. TO: none. WM: Lv 1 Types: -Scopes with various levels of magnification / WM: Lv 2 -Red dot sight: SMG, AR Shotguns -Holographic sight: not available for SR, Forge Guns, Gatling Guns. -Laser sigh: all weapons & removes aiming reticule. -Hybrid sight: Sight + 4x scope. WM: Lv 3
- Grips,Tripods,Stocks
Effect: reduce recoil. TO: none because these pieces should take the place of Accuracy Skills such as reduce sway. WM: Lv 2 Types: -Grips: are only for SMG & AR. -Tripods: only for SR & HMG. -Stocks: for shotguns and SMG.
- Barrel Attachment
Types: -Suppressors. / TO: reduces MER. / WM: Lv 2 -Flash Suppressor. / WM: Lv 2
- Underbarrel Attachments
TO: can't be used with Special bullets, you carry -50% ammo & have limited secondary ammo. Types: -Shotgun: only for AR / WM: Lv 2 -Grenade Launcher: only for AR / WM: Lv 3 -Flamethrower: only for AR. / WM: Lv: 4 -Healing/Repair ray, universal. ??? -Shock Launcher that fires Shock rounds, not for forge guns, HMG, gatling guns...the bigger the weapon the less secondary ammo. ???
Now I have made a small list, even a familiar one, BUT we could have dozens of parts not just these ones. Also I din't consider the unique racial parts that we could have so the possibilities are enormous. |
[Veteran_Moorian Flav]
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Posted - 2012.06.21 16:30:00 -
[67] - Quote
I like most of the above section but as said previously, if there are mods that greatly increase handling, accuracy, fire rate, or power then that would defeat the purpose of buying different tier weapons at all. There's already a dropsuit module that increases weapon damage so I do not see the need for a damage enhancer on the weapon as well. Specific weapon handling should also be left to the design of the weapon itself to make the different tiers matter. I do like the actual weapon add-ons though such as scopes, round types, etc though. The exact implementation described I don't exactly agree with either as everything that can be purchased should be linked to a branch in the skill tree. An item should never replace a skill (the grips, tripods, stocks section suggested replacing accuracy skill). |
[Veteran_Templar Two]
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Posted - 2012.06.21 17:23:00 -
[68] - Quote
^^^ Actually I forgot to "copy & paste" the initial part of that post so the entire concept is incomplete. Now it's there: everything should make more sense now.
Getting a bonus form a Dmg Mod that you fit in a Dropsuit makes sense: that Mod/Part is physically there, is real.
Having a piece of paper, a entry in a menu, that says "you do 25% more damage & you are 25% more accurate" is frankly not believable. |
[Veteran_Templar Two]
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Posted - 2012.06.27 16:34:00 -
[69] - Quote
The more I play the more I feel we should have customization; it feels so unnatural to have pre-set look a like models of everything in a MMO FPS. Sure you can fit Dropsuit but the system is so limited for vehicles & weapons, we coudl have far more. Really this the single greatest missing feature of Dust 514.
Please guys we must discuss this because a FPS without weapon/vehicle customization Dust 514 will not be considered well by the FPS community. I don't want to make a list of game that have customization but believe me it's so popular nowadays that not having it will be a mistake. We must push for customization now or I fear we will never get it. |
[Veteran_Moorian Flav]
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Posted - 2012.06.27 17:29:00 -
[70] - Quote
I was hoping for a dev response by now as I also support weapon customization. I think there are alot of good ideas in this topic and hope CCP uses them. |
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Nomed Deeps
The Exemplars
91
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Posted - 2012.06.28 17:54:00 -
[71] - Quote
Quote:In short, actual physical modifications to the weapon. If there are mods that greatly increase handling, accuracy, fire rate, or power then that would defeat the purpose of buying different tier weapons at all.
+1 |
Eirnin Solista
Seituoda Taskforce Command Caldari State
34
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Posted - 2012.06.30 06:13:00 -
[72] - Quote
Tech 3 vechicles could be interesting, that fits the EVE theme, neh? |
[Veteran_Templar Two]
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Posted - 2012.07.01 06:59:00 -
[73] - Quote
^^^ I don't know how Tech 3 vehicles work but if customization were introduced it should not be restricted to few vehicles/weapons/dropships. |
Bjorn Shepherd
Crux Special Tasks Group Gallente Federation
7
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Posted - 2012.07.01 07:15:00 -
[74] - Quote
Forums Veteran wrote:I agree, especially with different weapon scopes. The current assault rifle scope is difficult to use. I like the scope from the E3 2011 Video.
Also, I would like to see where they could go if they brought in a weapon customization feature similar to the new Tom Clancy's Ghost Recon game(on a side-note, I know this is not supposed to be a normal fps-I'm just stating a comparison). Maybe where you can practically take the model from the store and rebuild it from the ground-up? As someone else said on a similar post, they could put weapon customization in as a AUR purchase. I would definitely pay for that honestly.
I really like the E3 2011 scope, but disagree on the Ghost recon style customization. The new Ghost Recon game blew, and overpowered combos arose that everyone used. If this happened in Dust, heads would (metaphorically) roll. the standard scope on the assault rifles is rather annoying, so maybe different looking scopes is a good idea, and different weapon skins. |
[Veteran_Templar Two]
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Posted - 2012.07.02 06:51:00 -
[75] - Quote
^^^ Future Soldier customization was excellently devised...sadly parts were not balanced well. Anyway there are dozens of games that delivered great customization (I will only name them when it will be inevitable) so there are better example than FS. |
[Veteran_Templar Two]
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Posted - 2012.07.05 14:00:00 -
[76] - Quote
CCP are you considering customization?
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Lastshot 556
Seituoda Taskforce Command Caldari State
4
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Posted - 2012.07.20 04:06:00 -
[77] - Quote
i like the idea of customizing weapons, gives people a reason not to call in the tanks for every round |
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