Thaddeus Reynolds
Facepunch Security
520
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Posted - 2015.10.17 21:53:00 -
[1] - Quote
Aeon Amadi wrote: How do you feel about the proliferation of officer weaponry?
Proto was supposed to be for escalations, and Officer was supposed to be as a Hail Mary of sorts...now Proto is the norm, and people running officer are about as common as people running starter fits. It's a problem...and it should be addressed; however, something positive has come from this...we can now see which officer weapons are performing well, too well, or not well enough...take this opportunity to do a balance pass on them (None of this, they're rare they should be OP BS...they should be more powerful, but not any more powerful than PRO is to STD).
Aeon Amadi wrote: How do you feel about passive generation of those weapons?
I'm not a big fan of passive generation of Officer Weapons/Suits, due to the power level difference between them and the PRO tier equivalents. Like you bring up later, Experimental is also more powerful than PRO, but it is more powerful in a method that is just above what you would expect for the next tier after PRO...so it is not overwhelmingly powerful...as such even though I don't like passive generation of them, until such time as a crafting system could be implemented to build them...passive regeneration for EXP gear only is alright by me.
Aeon Amadi wrote: How do you feel about changes and how they'd affect the investments of players?
They would obviously negatively affect people who invested into the Experimental Lab, with the knowledge (and if they read the patch notes expectation) that the mechanic would eventually be changed...the Experimental lab was a interim feature for crafting, and should be treated as such. I repeat...it was made pretty clear that the Experimental Lab would eventually be changed. I would obviously benefit people who invested in Officer Gear xD.
Thoughts on how the Experimental Lab could Function: Have it try to produce Experimental Weapons that you have the skills to use (weight the drop table heavily in their favor once trained). Reduce the cost to upgrade the subsytem itself and refund components already spent. or Reduce/Remove Component Cost of Claiming Items (or associate a Component Cost of some sort to all the other subsystems to gain the benefits...would be interesting for the Weapon Damage One.)
Experimental Weapons: Can we get 'Marine' Versions added to the LP Stores? Please? FW Players have been very good this year! (this would be similar to the Faction Gear in Eve being slightly better than tech 2 in some areas)
Please Note: With the Raw Number of Officer Weapons and Suits in-game right now, it will take some time after any changes before we see people stop running them all over the place
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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