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The Robot Devil
BetaMax. CRONOS.
17
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Posted - 2013.03.15 08:44:00 -
[1] - Quote
A grenade damage modifier would be nice. Maybe even some skills or modules that change the splash, distance thrown or even how many a merc can carry. This skill/module would help with av fits and would give more skills and modules to use for more diversity on the field. There could aslo be some for demolition just to add things or one skill/module for both. I like the tanks that are hard to kill. I was in a match yesterday with 3 hardcore tanks and no one on my team could kill them. They killed me and my team over and over to victory. They are tanks, they are supposed to be hard to kill. With that said, I did almost kill one of the tanks. I ran up to it while it was destroying our team and ht it with three standard av grenades and slid 2 prox mines under the tank. To my dissatisfaction I died from my own demo. I only have standard av and a skill or module may have helped me but then again it may have just killed me quicker. |
The Robot Devil
BetaMax. CRONOS.
18
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Posted - 2013.03.15 09:42:00 -
[2] - Quote
I like the fact that not all sklls give you a bonus. I believe that some skills should give a bonus but some should only unlock things. AV are powerful but with the correct fitting on a vhicle the are not that great. I enjoy the idea of a large amount of skills and modules, as the game stands there are not near enough. Spending my SP should be a carefully thought out process. The skills we have now are all core skills and I can't wait till it triples or more. One of the fun things od EVE is the skill tree and the huge amount of options it gives a pilot. |
The Robot Devil
BetaMax. CRONOS.
22
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Posted - 2013.03.15 17:04:00 -
[3] - Quote
I can take it either way but I would like to see about 75-100 new skills and modules in the next year. |
The Robot Devil
BetaMax. CRONOS.
22
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Posted - 2013.03.16 10:06:00 -
[4] - Quote
I don't think any weapon will one shot a well fitted tank. All other weapons have damage mods why not grenades and explosives? I do not want anything unbalanced but 2 well fitted mercs should be able drop a tank into low armor if they have good tools. I think there should be modules for everything from extended distance for repair tools to more ammo in a magazine. There also needs to be more versions of every module and as many new modules. I want a horn on my LAV and there should be a low resource module that we can fit to add a horn. I am not looking for advantages over another weapon I am looking for diversity and choices of play types. I want the tanks hard to kill but not impossible if I had been paying more attention to my distance I may have killed the tank instead of myself. |
The Robot Devil
BetaMax. CRONOS.
22
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Posted - 2013.03.17 11:17:00 -
[5] - Quote
Django Quik wrote:You want more damaging AV nades? Level up in AV nades. An extra module just for grenades would be a waste of a module and probably cost more in isk, SP, CPU and PG than just speccing up to the better AV nades.
I am looking for the waste because there should be modules for every piece of equipment. We can modify anything in the game except grenades, nanohives, uplinks, demolitions and injectors. I think the more modules and skills we have the better because we need diversity and lots of options to make the diversity gap wider. |
The Robot Devil
BetaMax. CRONOS.
22
|
Posted - 2013.03.18 13:40:00 -
[6] - Quote
In terms of percentage all modules and skills are a percentage above the previous version. No matter if it is hard numbers like 22 HP on a shield module fitted to a suit or 10% to damage if you do the math it is all a percentage. Grenades, demolitions and logi stuff are the only items that are not modified directly from a module or skill and almost all other items have multiple skills that modify it. ALL other everything can be manipulated , be it your clone, weapon, vehicle, dropsuit or any module why not have a set of skills and modules designed to make equipment and explosive work differently. I understand that the explosives skill sets allow you to do more damage per item when compared to items under it but that is all they can do. Unlike every other item explosives and equipment do not have stats that change with skills or mods, they are as you buy them and all of their stats are the same no matter who has them. No other items are like this. I cannot change the amount of CPU/PG they drawn, amount carried,range they have, damage they do or speed they work. |
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