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![[Veteran_Xanik Motiff] [Veteran_Xanik Motiff]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_Xanik Motiff]
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Posted - 2012.06.24 20:04:00 -
[1] - Quote
This isnt a feedback from me but I want feedback from you guys, Do you think that weaponry skills like capacity reload time ect, should be independent for each different type of weapon or like eve where its more better damage accuracy reload for all weapons? |
![[Veteran_Darkz azurr] [Veteran_Darkz azurr]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_Darkz azurr]
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Posted - 2012.06.24 22:15:00 -
[2] - Quote
With the sniper rifle skills you have to get the skill that increases sniper rifle dmg to lvl 5 before you can get the skill to make less sway, personally I would prefer this the other way round but that's just me. And to answer your question, I think it's fine as it currently is. Independent for each weapon |
![[Veteran_William Caulder] [Veteran_William Caulder]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_William Caulder]
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Posted - 2012.06.24 23:19:00 -
[3] - Quote
While i have not explored all the weapons yet being a sniper it does seem that to get that skill that decreases sway you need sniper operation level 5, this seems to high, yes agree that it should be a skill but perhaps it should be a separate skill with the requirement to train in at lv 3 instead of 5
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![[Veteran_Zero Harpuia] [Veteran_Zero Harpuia]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_Zero Harpuia]
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Posted - 2012.06.25 08:28:00 -
[4] - Quote
I wish lvl II wasn't a dead skill with most of the unlock skills, and even lvl III is useless unless you use Aurum. Also, a skill set to effect installations would be nice, like Turret Damage, Turret Thermodynamics, Hacking, etc. |
![[Veteran_Zalifer Nakamoda] [Veteran_Zalifer Nakamoda]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_Zalifer Nakamoda]
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Posted - 2012.06.25 08:41:00 -
[5] - Quote
This is a fine thing. The skill system is oki doki for me, and I want it to stay the way it is. |
![[Veteran_Asno Masamang] [Veteran_Asno Masamang]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_Asno Masamang]
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Posted - 2012.06.25 15:10:00 -
[6] - Quote
Greetings,
Xanik Motiff wrote:Do you think that weaponry skills like capacity reload time ect, should be independent for each different type of weapon or like eve where its more better damage accuracy reload for all weapons? Actually, I kind of prefer the way it is in Dust over EVE. Please note though that I am looking at the whole weaponry skill tree and the way it works. Mind you there are a couple of questionable areas and a few tweeks I would like to see, but overall I really like it and find it is quite intuitive.
Some of the tweeks I would like to see are mostly cosmetic, while others are more functional;
- Change the current tier one skills to have the title proficiency and make the second tier specialization. So for example Swarm Laucher Proficiency is the current Swarm Launcher skill and Swarm Launcher specialization is the current Swarm Launcher Proficiency.
- Move damage increases to the specialization tier and move accuracy increases to the proficiency tier. Current for the Sniper rifle you get your damage increase with each level of Sniper Rifle and you get your accuracy improvement with each level of Sniper rifle proficiency.
- Change the capacity skills to reflect total capacity, not magazine capacity and make it actually improve your total capacity.
- Clearly delineate what weapons size class SMGs fall under. Are they sidewarms or are they light. (my gut says they are sidearm, but without the capacity skill affects, I can't really tell).
- Move the Nova Knife to a sidearm or grenade slot. Please note that this would require an alteration of the grenade slot layout, but I feel that should happen anyway... 3 grenade slots for heavy, 2 for assault and pilot, 1 for Scout, Logistics, and Command). If it is classed as a sidearm, apply the weapon size skills to it.
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![[Veteran_Mode Torson] [Veteran_Mode Torson]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_Mode Torson]
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Posted - 2012.06.25 19:42:00 -
[7] - Quote
Visible skill tree.
It is too confusing right now. I don't know what goes where, or what possibilities I have in my future. I feel like I am stumbling around in the dark.
A visible path is very important if regular FPS players (that want simple entertainment) to play this game. At the moment most of them will switch to another game as soon as they get a little frustrated with the very confusing skill progression.
This game is marketing towards a very different market of gamers, and it needs to adjust to their expectations. |
![[Veteran_TheAmazing FlyingPig] [Veteran_TheAmazing FlyingPig]](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.25 19:48:00 -
[8] - Quote
I like it the way it is.
I want snipers to focus on sniping skills, assaults to focus on assaulting skills, and all of that stuff. In Eve, there's the Small Hybrid Weapon skill. There's also the Medium and the Large, all three of these skills requiring different levels of the previous skill along with a new book. At level 5, each of these skills branhces off into, say, Small Blaster Specialization and Small Railgun Specialization. Sort of forces you to specialize if you want to be good, but in no way prevents you from picking up Minmatar or Amarrian weapons. |
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