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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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Sloth9230
Reaper Galactic ROFL BROS
1436
|
Posted - 2013.05.21 00:42:00 -
[2] - 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 |
Sloth9230
Reaper Galactic ROFL BROS
1436
|
Posted - 2013.05.21 00:50:00 -
[3] - Quote
EverNub wrote:Awesome more SP sinks! No, you see, specialization is different from SP sinks because... shut up |
Sloth9230
Reaper Galactic ROFL BROS
1439
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Posted - 2013.05.21 01:12:00 -
[4] - 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 |
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