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Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2012.12.06 16:36:00 -
[1] - Quote
Turret skills being damage oriented.
I feel this is a bad thing currently and would not mind if they went to different skill sets
AKA
For Hybrids
Large Operations should give the hybrid turrets a faster cool down rate 5% faster per lvl
Large Proficiency should give the hybrids 3% slower overheat per lvl.
Small operation 5% more Range.
Small proficiency 3% slower overheat per lvl.
Missiles
I do think missiles need a reload time on them after so many volleys aka after 5 volleys with the turret you need to reload it so you can not just constant spam with them.
Large Operations should have 5% faster reload speeds.
Large proficiency should be a 3% faster rate of fire.
Small operations 1 more shot per lvl before reload.
Small proficiency 3% faster rate of fire. |
Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2012.12.06 16:42:00 -
[2] - Quote
Nice. I'm not a vehicle operator myself other than an occasional LAV, but all that makes good sense. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.12.06 20:38:00 -
[3] - Quote
Caeli SineDeo wrote:Turret skills being damage oriented.
I feel this is a bad thing currently and would not mind if they went to different skill sets
AKA
For Hybrids
Large Operations should give the hybrid turrets a faster cool down rate 5% faster per lvl
Large Proficiency should give the hybrids 3% slower overheat per lvl.
Small operation 5% more Range.
Small proficiency 3% slower overheat per lvl.
Missiles
I do think missiles need a reload time on them after so many volleys aka after 5 volleys with the turret you need to reload it so you can not just constant spam with them.
Large Operations should have 5% faster reload speeds.
Large proficiency should be a 3% faster rate of fire.
Small operations 1 more shot per lvl before reload.
Small proficiency 3% faster rate of fire.
your words, speak wonder to my ears.
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Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.12.06 20:48:00 -
[4] - Quote
Caeli SineDeo wrote:Turret skills being damage oriented.
I feel this is a bad thing currently and would not mind if they went to different skill sets
AKA
For Hybrids
Large Operations should give the hybrid turrets a faster cool down rate 5% faster per lvl
Large Proficiency should give the hybrids 3% slower overheat per lvl.
Small operation 5% more Range.
Small proficiency 3% slower overheat per lvl.
Missiles
I do think missiles need a reload time on them after so many volleys aka after 5 volleys with the turret you need to reload it so you can not just constant spam with them.
Large Operations should have 5% faster reload speeds.
Large proficiency should be a 3% faster rate of fire.
Small operations 1 more shot per lvl before reload.
Small proficiency 3% faster rate of fire.
agreed CCP took the lazy route and just added dmg to the passive skills instead of thinking up proper useful ways to add good passive skills that wont totally ruin tank fights
and YES been sayin for a long while now that missiles NEED a reload function either after every volley or after a certain amount to bring it more inline with the other turrets since blasters can overheat, rails can overheat and have a charge up time, we know lasers will overheat judging from the infantry variant and im sure the autocannon if its anything similar to the hmg in design (hmg is called an autocannon) it would have an overheat as well so its really only missiles that dont have this drawback and a "reload" would bring it in line imho |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.06 21:15:00 -
[5] - Quote
Personally, I don't think any SP investment should increase damage (outside of maybe unlocking better weapons). SP should help you apply your dps, not increase your dps, ie. things like target acquisition - turn speed, zoom fidelity and whatnot - allow you to apply your dps and are okay, while things like increased damage or rate of fire are not okay. I'm kind of iffy on things like reload speed and overheat/cooldown, since it does affect your damage per minute capabilities when having to factor in downtime between firing. |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.12.06 22:03:00 -
[6] - Quote
Everything proposed by the OP with the exception of increased range has the effect of increasing damage per minute. Going this route will decrease OHK's, but won't increase the overall length of vehicle battles by much as you are increasing the rate of fire as you decrease DPS. It is two different routes to the same end. |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.12.06 22:08:00 -
[7] - Quote
Tiel Syysch wrote:Personally, I don't think any SP investment should increase damage (outside of maybe unlocking better weapons). SP should help you apply your dps, not increase your dps, ie. things like target acquisition - turn speed, zoom fidelity and whatnot - allow you to apply your dps and are okay, while things like increased damage or rate of fire are not okay. I'm kind of iffy on things like reload speed and overheat/cooldown, since it does affect your damage per minute capabilities when having to factor in downtime between firing.
Then you will have to remove all reload speed skills, all increased magazine size skills, and all lengthened overheat skills as well since these all directly affect damage per minute. Even reduced kick or dispersion directly affects damage per minute. You would be gutting a large portion of the skill tree. |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.07 00:01:00 -
[8] - Quote
Skihids wrote:Tiel Syysch wrote:Personally, I don't think any SP investment should increase damage (outside of maybe unlocking better weapons). SP should help you apply your dps, not increase your dps, ie. things like target acquisition - turn speed, zoom fidelity and whatnot - allow you to apply your dps and are okay, while things like increased damage or rate of fire are not okay. I'm kind of iffy on things like reload speed and overheat/cooldown, since it does affect your damage per minute capabilities when having to factor in downtime between firing. Then you will have to remove all reload speed skills, all increased magazine size skills, and all lengthened overheat skills as well since these all directly affect damage per minute. Even reduced kick or dispersion directly affects damage per minute. You would be gutting a large portion of the skill tree.
I don't know where I stand on reload/overheat related ones, but there's only one magazine increase skill isn't there (for the pistol)? The capacity skills are for reserve ammo I believe. Reduced kick and dispersion (and things like increased range) only affect your effective dps. They can be compensated for in one way or another, either by controlling recoil, or decreasing distance so the dispersion/efficiency rating aren't a problem.
The only things that directly affect dps are damage per bullet, rate of fire, bullets per mag and reload/overheat kind of things, with most of the importance on just the first 2.
I'm just saying this is my stance on things, and if CCP wants new players to be able to compete with vets, vets can't be dealing more damage purely from invested SP. Things like recoil and range can be overcome by player skill or play style, someone using the same exact gun as you that hits harder or faster just because they've spent SP is an unfair advantage for the veteran player (they also don't really make sense in terms of how do you shoot harder?). |
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