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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
J-Lewis
Edimmu Warfighters Gallente Federation
12
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Posted - 2013.04.05 16:52:00 -
[1] - Quote
Singularity test server is now up and I have the market open: Disclaimer: Skills are subject to change before final release!
Skills that affect assault rifles:
Skills in the Weaponry > Weapons tree that affect ARs: - Assault Rifle (AR) Ammo Capacity -> +5% max ammo capacity per level. - AR Fitting Optimization -> 5% reduction in PG usage per level. - AR Operation -> 5% reduction in kick per level. Base skill for using ARs. - AR Proficiency -> +3% AR Damage per level. - AR Rapid Reload -> +3% Reload speed per level. - AR Sharpshooter -> 5% reduction to assault rifle dispersion per level. - Light Weapon Operation -> 3% reduction to weapon CPU usage per level. Base skill for Light weapons (?). - Weaponry -> Unlocks sidearms at level 1, light at 3, heavy at 5. (Note that weapon upgrades have been moved to its own skill! Weaponry will no longer unlock damage mods!)
Skills from the Weaponry > Weapon Upgrades tree that affect ARs: - Light Weapon (LW) Capacity -> +5% light weapon max ammo capacity per level. - LW Capacity Proficiency -> +3% light weapon max ammo capacity per level. - LW Rapid Reload -> +3% reload speed with light weapons per level. - LW Rapid Reload Proficiency -> +2% reload speed with light weapons per level. - LW Sharpshooter -> +5% light weapon max effective range (not optimal) per level. - LW Sharpshooter Proficiency -> +3% light weapon max effective range per level. - LW Upgrade -> 5% reduction to light weapon CPU usage per level. - LW Upgrade Proficiency -> 3% reduction to light weapon CPU usage per level. (Note: Sharpshooter remains the same as now; what was likely mentioned was the splitting of the AR operation skill, which effectively gave 2 bonuses)
If you have a request for something specific, just ask! |
J-Lewis
Edimmu Warfighters Gallente Federation
12
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Posted - 2013.04.05 17:00:00 -
[2] - Quote
Takahiro Kashuken wrote:Skill that effect vehicles and vehicles operations plz
Watch this space...
Nice ninja edit, I was almost done typing too... |
J-Lewis
Edimmu Warfighters Gallente Federation
12
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Posted - 2013.04.05 17:38:00 -
[3] - Quote
Light (and scout) suit relevant skills from the Skills > Dropsuits > Dropsuit Command tree:
- Dropsuit Command -> Unlocks Medium suits at 1, Light at 2, Heavy at 3.
- Gallente Light Dropsuits -> Unlocks standard at 1, advanced at 3, prototype at 5.
- Gallente Scout Dropsuits -> Unlocks standard at 1, advanced at 3, prototype at 5. -> Scout suit bonus: 5% reduction to scan profile per level. -> Gallente Scout bonus: +10% to dropsuit scan radius per level.
- Minmatar Light Dropsuits -> Unlocks standard at 1, advanced at 3, prototype at 5.
- Minmatar Scout Dropsuits -> Unlocks standard at 1, advanced at 3, prototype at 5. -> Scout suit bonus: 5% reduction to scan profile per level. -> Minmatar Scout Bonus: +5% to melee and nova knife damage per level.
NOTES: - No other racial light type suits so far. - There is much speculation about what the scout suit bonus means. - No details on specific suit stats as of yet. - The assumed tree for skilling into any dropsuit seems to be: Dropsuit Command -> [Race] [Size] Dropsuits -> [Race] [Role] Dropsuits. |
J-Lewis
Edimmu Warfighters Gallente Federation
14
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Posted - 2013.04.05 18:00:00 -
[4] - Quote
There is still only one race of heavy suit as of this writing, however, the heavy suits are divided into Basic and Sentinel:
- Amarr Heavy Dropsuits -> Unlocks standard at 1, advanced at 3, prototype at 5.
- Amarr Sentinel Dropsuits -> Unlocks standard at 1, advanced at 3, prototype at 5. -> Sentinel Suit Bonus: 5% reduction to weapon feedback damage per level (laser rifle overheating, possibly plash damage from your own explosives?). -> Amarr Sentinel Bonus: +2% to heavy weapon reload speed.
Other miscellaneous stuff to note about dropsuit upgrade related skills: - Armor Plating skill has a +2% bonus to efficacy (raw HP added from plates) per level. - Armor Repair Systems skill has a +5% armor repair module efficacy bonus per level instead of rate. - In general, skills that previously just unlocked stuff now also give a bonus (usually to efficacy). Some exceptions (sorry Logi bros, no repair bonuses on the repair tool operation skill yet).
Finally; Stamina skills have changed rather drastically: - Dropsuit Biotic Upgrades - Base skill -> Unlocks the ability to use biotic modules. -> +1% sprint speed, max stamina and stamina regen per level. - Cardiac Regulation -> Unlocks access to cardiac regulator modules to increase max stamina and stamina recovery rate -> +2% to cardiac regulator module efficacy per level - Kinetic Catalyzation -> Unlocks access to kinetic catalyzer modules to increase sprinting speed -> +1% to kinetic catalyzer module efficacy per level.
Apart from that, the nesting will change; how I do not know. |
J-Lewis
Edimmu Warfighters Gallente Federation
16
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Posted - 2013.04.05 18:08:00 -
[5] - Quote
Godin Thekiller wrote:I want to know a couple of things:
Q: What's the bonuses for the Enforcer HAV's? A: - Caldari Enforcer HAV -> Unlocks the ability to use Caldari Enforcer HAVs. -> +3% to missile damage and range per level. -> +2% to maximum zoom per level. - Gallente Enforcer HAV -> Unlocks the ability to use Gallente Enforcer HAVs. -> +3% to blaster damage and range per level. -> +2% to maximum zoom per level.
Q: Is the Marudar module in? A: I don't believe so. Are you referring to an alleged siege module?
Q: Is the Pilot Suit here? A: Unfortunately not as of this writing. I'm sure it will make it for Uprising however.
Q: Have they put in Minmatar and Amarr HAV's? A: Not for the foreseeable future. Suits seem to take priority.
Q: Have they put in Minmatar and Amarr turrets? A: Same as above.
Q: If the Pilot Suit is here, can you tell me its bonuses? A: See pilot suit question.
Edit: As for your extra questions:
Q: Is there any bonuses for Vehicle command? A: Not beyond unlocking further skills. This could change.
Q: Is there any bonuses for racial HAV's? A: Regular HAVs seem to behave like Basic suits: No roles beyond what you fit them for. |
J-Lewis
Edimmu Warfighters Gallente Federation
16
|
Posted - 2013.04.05 18:19:00 -
[6] - Quote
DUST Fiend wrote:I want to like the Minmatar Scout, but that melee / nova knife bonus will be useless if they didn't fix melee
It might also have the highest speed. And it just means that finishing off an enemy with a melee is an actual option for once; since you're going to be sneaky sneaky anyway.
But I digress, yes, melee and the NK need some love (not just skills, I'm talking mechanics).
Godin Thekiller wrote:As expected, they ****** over pilots. Thank you anyways..... +1 Chin up and take it with a grain of dust (har har), it's all very much subject to change, and we've had prior cache scrapings show that at least there IS a pilot suit down the pipe, and my money is on it arriving sometime in the Uprising beta expansion. |
J-Lewis
Edimmu Warfighters Gallente Federation
16
|
Posted - 2013.04.05 18:48:00 -
[7] - Quote
Speaking of new weapons: - If you thought the MD was annoying, just wait for the Flaylock. It's a pistol sized MD. Skill bonuses to PG usage, blast radius, damage and reload speed. - Plasma Cannon is a Light weapon. It also has a charge time. - Scrambler rifle is a variable charge semi-automatic rifle. It can overheat.
On the topic of builds this is pretty typical :CCP: when it comes to their (not actually expansions) expansions: - Lots of bugfixes - Lots of new bugs - A couple of new dropsuits/equipement (ships/modules EVE wise) - Usually some spiffy new visuals - Sometimes a new feature (PC in this case) - Misc UI improvements - Tweaking of existing items (rebalancing) - Ridiculously long patch notes.
Their major content patches have always been rather light on meat.
Bacon rations anyone? |
J-Lewis
Edimmu Warfighters Gallente Federation
16
|
Posted - 2013.04.05 18:51:00 -
[8] - Quote
Necrodermis wrote:Bojo The Mighty wrote: Has anyone noticed that you can't see the Scout details in the skills!
there aren't any probably. CCP hates scouts if you haven't noticed. See my earlier post. |
J-Lewis
Edimmu Warfighters Gallente Federation
16
|
Posted - 2013.04.05 18:56:00 -
[9] - Quote
Good god(in) man; this reminds me of that "MY RAVEN WAS EQUIPPED WITH THE FOLLOWING" thread that one time on the EVE forum. |
J-Lewis
Edimmu Warfighters Gallente Federation
17
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Posted - 2013.04.05 20:13:00 -
[10] - Quote
Godin Thekiller wrote:wth? Why is my post popping up so much? Will it ever end? |
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J-Lewis
Edimmu Warfighters Gallente Federation
17
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Posted - 2013.04.06 16:01:00 -
[11] - Quote
It's all there, you just need to un-tick the "show only available" box in the market window. You'll find it under Infantry Gear. |
J-Lewis
Edimmu Warfighters Gallente Federation
19
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Posted - 2013.04.08 11:10:00 -
[12] - Quote
What really needs to be thought about is how much SP should realistically be expected to affect a given load out.
WARNING Long post
I have 70 million SP in EVE; but when I fly a Rifter (a frigate), only 6 million SP affect my Rifter's performance. Just for frame of reference: It takes a newbie about 6 months to get to that same level of performance if they specialize, at which point player skill is what will determine the outcome. What I gain with more SP consists of two things: - Broader specialization: the other 64 million SP I have apply to making any number of other ships and fittings effective. - The luxury of being able to make more mistakes before losing.
This is why Core skills are so important, those are the skills that affect virtually everything (CPU and PG increases, extra Shields and Armour, Speed). Core skills are allowed to effect a broad swathe of things, but they should also be skills that are prerequisite for specialization. Specialization is more narrow, and the more SP you invest into a given specialization, the less returns you gain. In the above example, I say that 6 million SP effect my Rifter, but of those 6 million SP at least 4 million are invested in the fifth level of a variety of skills. Level 5 is a luxury in most cases, and the newbie can actually be quite effective in his Rifter with level 4 in the same skills at just 2 million SP invested.
The skill problem DUST has at the moment is that specialization skills are too broad. For example: Sensor Dampening affects dropsuits when it should affect the module it unlocks. I have this skill trained and yet I don't fit the module it unlocks, because the passive bonus is what I trained the skill for, not the module.
To their credit CCP are fixing this in a lot of places where it is an issue: - The Hand to Hand skill now effects the efficacy of melee boosting mods instead of giving the user a direct increase in damage. - Stamina skills get the same treatment, with one core skill (1% to stamina, stamina regeneration and speed), and several boosting the effects of biotic mods. The amount of SP affecting your suit depends on the fittings, which is as it should be (this is how EVE does it, and rightfully so).
What I'd like to see is a redo of the Weapon skill tree (the one where the notorious [size] Weapon Sharpshooter is under). To summarize it (I'll probably make a thread about this soonGäó): I want to see some of the size dependent skills merged, and spitted into their respective components; Sharpshooter comes to mind.
To explain this properly, I need to make something clear: - Effective range is the sum of Optimal + Falloff: "This weapon has 30m Optimal- and 70m Falloff range, its effective range is 100m"
In my opinion, all [size] Weapon Sharpshooter skills should be combined into two skills that effect all weapons. The two skills would be one for Optimal and one for Falloff, instead of just one for Effective range (which doesn't affect Optimal). This is similar to EVE, where we have two gunnery skills for this: Sharpshooter [rank 2] (for optimal range) and Trajectory Analysis [rank 5] (for falloff range).
By separating the two, you give players choice in what weapon type and play style they want to specialize into; weapons with more Optimal, or weapons with more Falloff, and whether they like fighting in optimal or falloff, instead of picking the size your suit uses and rolling with it.
Example: - My weapon has a base Optimal of 30m and Falloff of 70m for an effective range of 100m. - After a few matches of getting out ranged, I decide I want more total range. - 12.8k SP to get Level one Sharpshooter [rank 2] would grant me a whopping 1.5m extra effective range. - 32k SP to get Level one Trajectory Analysis [rank 5] would grant me 3.5m extra effective range. To get the equivalent amount of range from Sharpshooter requires at least level 2 (3m) which costs more than level 1 Trajectory Analysis. However, Sharpshooter might be worth picking if you fight in optimal range instead (If I had a penny for every time an extra 3m of Optimal could have made a difference I'd be rich).
To rephrase: Heavy [rank 3], Light [rank 2] and Sidearm [rank 1] Weapon Sharpshooter become Handheld Weapon Sharpshooter [rank 2] and Handheld Weapon Trajectory Analysis [rank 5]. The new skills affect Optimal and Falloff (the sum of which is effective range) respectively.
Thanks for reading!
TL;DR the skill change is good, but I want to see more work in the Weapon skill tree. |
J-Lewis
Edimmu Warfighters Gallente Federation
21
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Posted - 2013.04.08 13:46:00 -
[13] - Quote
A'Real Fury wrote: If you want something that is antipersonnel then CCP could introduce a new vehicle class that sits between LAVs and HAVs which gives you 2 turrets, better Armor and Shields than a LAV/Worse than a HAV, but slower than a LAV/Faster than a HAV.
Finally I would like to see a new turret which functions in a similar fashion to an MD. very effective at short range but limited at long range.
WTB Boundless MTAC 15M ISK!
Because AFAIK MTACs are going to be the medium size ground vehicles (proper mechs, not exoskeletons). |
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