Laurent Cazaderon
Villore Sec Ops Gallente Federation
1333
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Posted - 2013.04.29 08:10:00 -
[1] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
I actually discussed that specific topic with Gavin Frankle at FanFest after the advancing the core presentation.
The point here is to make weapons keep their very specialized field of expertise. People already mentionned shotguns having a way too long range but that goes for mostly every weapon.
AR ended up with a mid-long range (120 max/55m optimal maxed out), actually pretty much the efficiency of a base laser rifle without any SS. Laser became very very long range weapons, same for HMGs and that were reaching even further than ARs etc...
Without any Range skills, each weapon is kinda locked in its range area. Making having balance squads even more important than before. Also, it opens a vast array of racial weapon variants using the base range as a specific characteristic.
=> The Rail Rifle mentionned in the CCP presents keynote will probably be long range AR with less DPS output.
Another advantage of the no range skill is that progressing through different weapon tier becomes more interesting as you get more and more range. Duvolle has 4 m more in optimal and that changes a lot.
So overall, i'm pretty much liking this decision. But i think it may require some adjustments. Even though i played Uprising i cannot give you guys any of the new ranges and stuff as i didnt have enough time. I didnt even play that much actually. Anyway, optimal Range feels a little bit limited on some weapons. Max range is one thing but optimal is actually the thing that matters. So i think some weapons may need a slight buff on that part.
Another important thing to know is that they are looking at changing the way damage falloff works. At the moment, it's pretty much I\O. Either the bullet hits you or it doesnt. A small step is enough to go from I to O. They'd like to smooth that part and same goes with the damage % reduction...
Also, it would make sense to see some range modules down the line just like EVE has. Would actually give the possibility to trade Damage or Defense for Range.
So there's some work planned there on the range matter. But overall i think it will make the game more interesting. |