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Sloth9230
Reaper Galactic ROFL BROS
1435
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Posted - 2013.05.21 00:24:00 -
[1] - Quote
Since this Idea went over pretty well in another thread, I figured I'd share it and get everyone else's opinion on it.
TheAmazing FlyingPig wrote:Alaika Arbosa wrote:CRAZYHORSE ONE EIGHT wrote:Sloth9230 wrote:Now then, what I propose: We keep the "Grenadier" skill as is, but we cut the damage on all grenades, and then add proficiency skills for the different grenade types.
Dude... I'm so smart. I actually quite like that. It allows for entry level followed by specialisation. As much as I would hate for my locus grenades to get an initial nerf, the idea is good. I could support this idea too. Set it up so that Grenadier is just an SP sink skill (or make it work like Demo does for Explosives) and then have each type have its own skill. If they did this though, the multiplier should be reduced to compensate for the SP sink of Grenadier. This solution is better than the one I suggested. +1 to you good sir.
Basically, the grenadier skill would still do what it currently does, lvl 1 unlocks all std grenades and lvl 5 unlocks all proto grenades. However, all grenades would get their base damage cut by 10% and the skill would go from 4x to 2x.
In order counteract the damage cut, we would give each individual grenade type a proficiency skill. Say a 3x skill that increases damage by 3% per level.
Lets take an AV grenade for example: Current base damage = 1600 New base damage would = 1440 Base damage with pro skill to lvl 5 = 1656
This would grant everyone access to all grenades, but would also force them to spec further into a particular grenade type in order to maximize their effectiveness.
I was also thinking that we could add skills with different effects besides damage. Splash/AoE range for flux and locus grenades. Seeking for AV grenades. And perhaps even skills that effect how far you can throw them
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VicBoss
Militaires-Sans-Frontieres
242
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Posted - 2013.05.21 00:32:00 -
[2] - Quote
Then do the same with all of the other weapons too. AR has less range till you spec into it then it would be back to normal. Forge gun should have another skill so they have to spec into 5 to keep charge times less than the current breach. (Sarcasam ends here)
To be honest Grenades DONT have an extra damage skill and IMO should get that on top of what they have.
and remove the contact grenades or only give them 1 grenade. The end
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Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
80
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Posted - 2013.05.21 00:33:00 -
[3] - Quote
I really like this idea. |
Sloth9230
Reaper Galactic ROFL BROS
1436
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Posted - 2013.05.21 00:42:00 -
[4] - Quote
VicBoss wrote:Then do the same with all of the other weapons too. AR has less range till you spec into it then it would be back to normal. Forge gun should have another skill so they have to spec into 5 to keep charge times less than the current breach. (Sarcasam ends here)
Why do we even have skills? Weapons should just come with proficiency, ammo capacity, sharpshooter, and fitting optimization skills already factored in
We need to get rid of all skills that do something besides unlock stuff |
EverNub
IMPSwarm Negative-Feedback
14
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Posted - 2013.05.21 00:46:00 -
[5] - Quote
Awesome more SP sinks! Hey lets also just focus on fixing core stuff like hit detection and map bugs first..just an idea? |
Sloth9230
Reaper Galactic ROFL BROS
1436
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Posted - 2013.05.21 00:50:00 -
[6] - Quote
EverNub wrote:Awesome more SP sinks! No, you see, specialization is different from SP sinks because... shut up |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
420
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Posted - 2013.05.21 00:53:00 -
[7] - Quote
Sloth9230 wrote:Basically, the grenadier skill would still do what it currently does, lvl 1 unlocks all std grenades and lvl 5 unlocks all proto grenades. However, all grenades would get their base damage cut by 10% and the skill would go from 4x to 2x.
In order counteract the damage cut, we would give each individual grenade type a proficiency skill. Say a 3x skill that increases damage by 3% per level It's not a bad idea. However, grenade types should not be split any more than AR types should be split. Just add more skills beyond Grenadier like other weapons. Proficiency, Capacity, Fitting, etc. however, be careful what you wish for. You might make AV grenades less powerful for noobs, but my full on proto is going to rip you a new QQ hole. |
DJINN leukoplast
Hellstorm Inc League of Infamy
453
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Posted - 2013.05.21 00:55:00 -
[8] - Quote
So pretty much you are suggesting another SP sink and another way for tanks and vehicles to easily dominate the field because nobody has the right equipment. Unless of course they sink a bunch of SP into something that isn't even that effective (AV nades that is, regular nades are fine).
I would be Ok with this if we kept the damage and stats on nades how it is now, but then add a proficiency skill that adds an additional 2-3% damage per level (one proficiency for AV nades, and one for locus nades). |
DigiOps
Kirkinen Risk Control Caldari State
260
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Posted - 2013.05.21 00:59:00 -
[9] - Quote
EverNub wrote:Awesome more SP sinks! Hey lets also just focus on fixing core stuff like hit detection and map bugs first..just an idea? This pretty much. Those things should have came before new weapons were added. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
89
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Posted - 2013.05.21 01:01:00 -
[10] - Quote
DJINN leukoplast wrote:So pretty much you are suggesting another SP sink and another way for tanks and vehicles to easily dominate the field because nobody has the right equipment. Unless of course they sink a bunch of SP into something that isn't even that effective (AV nades that is, regular nades are fine).
I would be Ok with this if we kept the damage and stats on nades how it is now, but then add a proficiency skill that adds an additional 2-3% damage per level (one proficiency for AV nades, and one for locus nades).
This would encourage people to join the ranks of us dedicated AV guys.
It would give us a job besides go poke at that tank in the rideline. |
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Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
421
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Posted - 2013.05.21 01:09:00 -
[11] - Quote
I'm looking forward to seeing more weapons in the explosives tree. Mortars, anyone? How about C-4 explosives that can be attached to LAVs and tanks for juicy remote detonation! |
Sloth9230
Reaper Galactic ROFL BROS
1439
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Posted - 2013.05.21 01:12:00 -
[12] - Quote
Full Metal Kitten wrote:I'm looking forward to seeing more weapons in the explosives tree. Mortars, anyone? How about C-4 explosives that can be attached to LAVs and tanks for juicy remote detonation! I tried putting a nanohive on an LAV so I could give others ammo, I failed |
DJINN leukoplast
Hellstorm Inc League of Infamy
453
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Posted - 2013.05.21 01:17:00 -
[13] - Quote
Cyrius Li-Moody wrote:
This would encourage people to join the ranks of us dedicated AV guys.
It would give us a job besides go poke at that tank in the rideline.
Dedicated AV is about as rare as the dodo, and I agree there needs to be more incentive/reason to spec into it, but this isn't it.
Now giving AV nades a prof skill that adds a good percentage to the current damage would definitely persuade more to lean a little more into AV. But nerfing what we currently have then adding extra SP sinks to bring them back up, is not good.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
184
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Posted - 2013.05.21 01:20:00 -
[14] - Quote
I supported this idea in the other thread, I support it here too. |
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