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fred orpaul
Tritan-Industries Legacy Rising
213
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Posted - 2013.02.06 16:41:00 -
[1] - Quote
currently day one you can use complex damage mods due to the fact that they are on a times one skill. to fit the equivalent tank is almost impossible for several weeks into the game.
granted this sorts its self out in the long run why not have a weaponry upgrades(x4) skill much like the shields and armor do so as to force the user to make a choice between the two.
this would lower the relevance of the damage output beats tactics approach to the early portion of the game, and encourage tactical and a more dynamic play from the beginning.
just a thought right now type 2 assaults with damage mods and ARs rule the map in the early game, killing so fast, due to the lack of a relevant tank against that sort of damage, that playing anything else is a liability, in both corp and pub matches. |
Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2013.02.06 16:59:00 -
[2] - Quote
+1 |
Chunky Munkey
Amarr Templars Amarr Empire
285
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Posted - 2013.02.06 18:21:00 -
[3] - Quote
No:
1. If you're fitting complex damage mods on day1, you have no idea how to make a fitting. 2. Tanks need a long time to skill into because they have far greater potential. 3. Type-II assaults & damage mods do not dominate the game, if anything, it is the shield-tanked B-series AR. |
Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2013.02.06 18:32:00 -
[4] - Quote
I don't see the point of changing it. The game is in full flow now, no more SP resets. There will always be veterans and there will always be noobs. The initial start and advantage this skill tree direction gave to some front line troops is there now for the new players to use, for the glass cannon build. If you're intending to be fighting soldier rather than a support or vehicles or scout, etc., weaponry should be one of your first skills to advance. If you're not going that route then spend elsewhere.
Other classes have similar skills to use that give similar advantages. Scouts can get into hacking. Each level gives a 5%(as far as I can remember) increase in hacking speed. At level 5 you can get complex hacking modules that give a 25% increase in hacking speed. A logistics suit which already has a better hacking speed than other suits can combine with the module to give amazing hacking speeds.
There are skill paths for whatever area you want to specialise in. Weaponry is just one.
Edit: I can't remember the exact % the hack skill or module give but the idea is the same as for weaponry. The actual skill will give a % increase per level and the levels open up modules to give further increases. Options, options. |
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