Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Berserker007
Imperfects Negative-Feedback
287
|
Posted - 2013.05.17 17:52:00 -
[1] - Quote
before those complain, saying they are altering it in a few days, my reasons are to post this now w/ current gripes, and be able to update it once the new skill tree comes in to see if things were changed to make an effective difference. I'll start from the top
Infantry:
Dropsuit Command:
1). Only real change i could see would be to make the racial suits an 8x multi, and keep basic at 6x. That will total to ~4,2M SP sink, compared to the 5M 1a). Racial Bonuses: will have separate section for that
Dropsuit Upgrades:
1). Have dropsuit upgrades have some passive skill 2). Electonics, change to at most a 3x multiplier. Core skills shouldn't ever be in the range of what a basic proto frame dropsuit costs 3). Engy, same as #2 4). Systema Hacking, same as #2 5). Shield extension, change passive skill to a 3% efficacy 6). Shield recharger to a 2x skill, as aren't used "as much" for skilling or per cost of CPU needed on a dropsuit
Weaponry: 1). FItting costs skill reduce to 3x mult. Shouldn't cost same amount of SP to max as it does to get a proto basic frame suit 2). Rapid Reload, same as #1
Vehicles:
Command: 1). Up req of LAV to 5x skill to proceed to HAV's. Currently takes less SP to get into a Gung/Mady then a basic proto frame
Upgrades: 1). Engy to increase PG along w/ unlocking modules (or if does, have it state that)
Racial Bonuses:
Caldari:
Logi- change to efficacy at 2% . Works w/ my change of basic skill to 3%, so assaults have more HP, yet caldari logi stays same, but helps other suits across board to make me beefier Assault- give it old extenders bonus of -3% per level of shield extender cpu cost
Amarr:
Logi- ???, unsure Assault- possible raise to 10% reduction of heat build up; as from what people say it isn't noticeable atm w/ use of laser weapons (least for SR) Heavy- ??? unsure
Gallente:
Logi- keep as it Assault- keep as it Scout- ??? unsure
Minmatar:
Logi- ??? unsure, but keep as plays to its speed roles Assault- ???? unsure Scout0- keep, as plays to speed role |
Tankin Tarkus
Quafe Runners
9
|
Posted - 2013.05.17 18:27:00 -
[2] - Quote
u do know gunnlogi and the madrugar are basic tanks right? theres a reason they take less sp that a proto suit
besides the tank frame doesnt make the tank the modules do the only reason STD frames are really better than the MLT frames is the extra high/low slot |
Berserker007
Imperfects Negative-Feedback
287
|
Posted - 2013.05.17 19:52:00 -
[3] - Quote
Tankin Tarkus wrote:u do know gunnlogi and the madrugar are basic tanks right? theres a reason they take less sp that a proto suit
besides the tank frame doesnt make the tank the modules do the only reason STD frames are really better than the MLT frames is the extra high/low slot
really, they are only basic; i didn't realize that after only being here 11 MONTHS . Im not comparing the level of gear, but the SP required for it. If you wana be a sticker, even your proto tanks w/ -3 levels is about same as a proto assault suit.
ALso, if you wana get into detail, ever skill that overlaps for infantry and vehicle; the vehicle skill costs less; and requires less. Electronics is a 2x, Engy is a 2x, shield exteners a 2x (and only need lv3 for complex). Hardeners are a 2x and only need lv3 for complex; should i go on ?
That and getting your proto turrets are even cheaper SP wise now then they use to be; that and tank modules are cheaper then they were as well.
So yeah, it is hard to compare when your "Basic" tank is what all tankers run 99% of the time; where not all infantry run proto 99% of the time. As show me someone who specc'd tanks that actually calls in a Sica or Soma to a match (and not to rail snipe); answer is you probably dont. Real tankers run Gung/Mady.
I'm not making this into a tank vs infantry thread; was simply trying to see where things could be "evened" out.
|
EnIgMa99
Imperfects Negative-Feedback
333
|
Posted - 2013.05.20 14:59:00 -
[4] - Quote
Weapons need to be cheap cheaper than suits, playing with a new gun shouldn't be a 2-9 week investment to max it out |
Berserker007
Imperfects Negative-Feedback
287
|
Posted - 2013.05.20 15:01:00 -
[5] - Quote
w/ the info CCP Frame put out about what they are changing (is unless there is more did didnt say), i would hope the CPM will be quick to say that the changes they are putting out wont cut it, or aren't enough.
1). CPU & Engy skill still needs a lower multiplier, as most newer players (and hell even those w/ 11M SP0 still wont be maxed out on those skills. These 2 CORE SKILLS, will hinder ever players for weeks --> months on what they can fit and do with their suits. If compared to other core skills, they are all 2-3x skills; so why is this a 5x? (and where the vehicle version are 2x as well)?
2). Change the SR-O skill. Charge up time only affects the semi-auto variant, making it of no use to the assault. If anything, make the skill a 5% heat reduction cost; making the semi auto version more effective; and simply raise the heat build up onthe full auto (as can pretty much dump a full mag of it anyway)
3)."Reduced skill costs and level requirements for various vehicle skills" ; so now its easier to get a better fit tank; yet still harder to make a better fit dropsuit ?? As even prior vehicle skills were "less SP intensive" compared to their infantry counterparts
Overall, pending on some things, i guess right on some; yet CCP did wrong on others |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |