Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
I-Shayz-I
ZionTCD Unclaimed.
240
|
Posted - 2013.05.18 10:31:00 -
[1] - Quote
I've been playing this game for a long time now, and still don't understand why some of these skills haven't changed either price or stats.
What really bugs me is why some of these skills are the same for each weapon, when each weapon has different values. Let's compare the AR with the HMG in terms of reload.
The reload speed on the HMG is 8 seconds. That's a long time, but can be reduced with the rapid reload skill. This skill takes level 5 weapon usage and level 2 proficiency just to get into, so not too bad. Skilling to level 5 in this skill takes about a million and a half for a 1.2 second reduction in reload. For a heavy, this is worth it when you add in the bonus to reload speeds that the Amarr Sentinels get, seeing as it's their only option right now.
The AR has a reload speed of 3 seconds though. with max rapid reload that goes from 3 to 2.55. That right there is not much of a different at all, especially for spending 1.5 million on that. The one assault suit bonus helps reduce it even more, but that's only if you decide to go into that racial variant. ____________________
Now let's compare the Scrambler Rifle to the Flaylock pistol in terms of pg
I'm not sure what the exact stats are for the both prototype weapons, but the proto Scrambler has a high pg usage of about 20, whereas the proto pistol only has 2 or 3. Both of their fitting optimization skills are set to 5% reduction.
A 25% reduction for the SR is AMAZING. That gives you an extra 5ish pg to use better modules or to fit something else with. The Flaylock on the other hand may or may not have any use for this skill as it doesn't even do ANYTHING until level 4, and then level 5 is absolutely meaningless to obtain. ____________________
My suggestion is that certain skill for guns be reworked to do different values of things. For instance, the reload speed for the AR should be reduced by maybe 5% per level instead of 3 for rapid reload, and the pg reduction to be 20% per level for the Flaylock (to the point where the pistol takes up no pg usage)
This would give AR users an easier sense of progression with their reload skill, and Flaylock users a more useful skill, among other things. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
233
|
Posted - 2013.05.18 10:46:00 -
[2] - Quote
I-Shayz-I wrote:I've been playing this game for a long time now, and still don't understand why some of these skills haven't changed either price or stats.
What really bugs me is why some of these skills are the same for each weapon, when each weapon has different values. Let's compare the AR with the HMG in terms of reload.
The reload speed on the HMG is 8 seconds. That's a long time, but can be reduced with the rapid reload skill. This skill takes level 5 weapon usage and level 2 proficiency just to get into, so not too bad. Skilling to level 5 in this skill takes about a million and a half for a 1.2 second reduction in reload. For a heavy, this is worth it when you add in the bonus to reload speeds that the Amarr Sentinels get, seeing as it's their only option right now.
The AR has a reload speed of 3 seconds though. with max rapid reload that goes from 3 to 2.55. That right there is not much of a different at all, especially for spending 1.5 million on that. The one assault suit bonus helps reduce it even more, but that's only if you decide to go into that racial variant. ____________________
Now let's compare the Scrambler Rifle to the Flaylock pistol in terms of pg
I'm not sure what the exact stats are for the both prototype weapons, but the proto Scrambler has a high pg usage of about 20, whereas the proto pistol only has 2 or 3. Both of their fitting optimization skills are set to 5% reduction.
A 25% reduction for the SR is AMAZING. That gives you an extra 5ish pg to use better modules or to fit something else with. The Flaylock on the other hand may or may not have any use for this skill as it doesn't even do ANYTHING until level 4, and then level 5 is absolutely meaningless to obtain. ____________________
My suggestion is that certain skill for guns be reworked to do different values of things. For instance, the reload speed for the AR should be reduced by maybe 5% per level instead of 3 for rapid reload, and the pg reduction to be 20% per level for the Flaylock (to the point where the pistol takes up no pg usage)
This would give AR users an easier sense of progression with their reload skill, and Flaylock users a more useful skill, among other things.
The Devs listed in their "FIXED" list that the Flaylock had no PG reqs by design. Which means proto/etc. requiring even 2 is a mistake. The skill should literally do nothing for the Flaylock because they design the Flaylock to not require PG... but they didn't redesign the skill. The only weapon that got a flipped stat on that is the Plasma Cannon (also no PG) which has a CPU reduction fitting skill.
In the olden days where Sharpshooter and what-not impacted every weapon evenly, there was a case to be made for not making reload speed insane, because those skill impacted multiple weapons at a time. So, if you made it so that it was noticeable with a quick weapon like an AR, you were potentially unbalancing the Mass Driver. The new system has all the skills separate, so they could in theory be customized with percentage differences that more accurately reflect the differences the weapons have in reload, fitting, ammo, and so on.
They... really didn't do this at all. |
I-Shayz-I
ZionTCD Unclaimed.
240
|
Posted - 2013.05.18 20:02:00 -
[3] - Quote
I'm hoping they address some of these little issues so that it makes the points spent in these skills actually worth it. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |