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martinofski
Rebelles A Quebec Orion Empire
117
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Posted - 2013.05.22 14:46:00 -
[31] - Quote
crazy space 1 wrote:the point of low ammo is to make the skill useful
The skill isn't useful for everyone.
HMG benefit from weapon capacity, since 1% is what, 100 bullet? I don't know how many bullets there is in there total.
Take the forge...the bonus in % is completely useless, at lvl 5, you might get 1 bullet. MD is in the same issue.
I say, change that skill depending on the weapon, provide number of bullets per lvl, not a %. |
Jaron Pollard
Uitraan Diversified Holdings Incorporated
124
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Posted - 2013.05.22 14:50:00 -
[32] - Quote
martinofski wrote:crazy space 1 wrote:the point of low ammo is to make the skill useful The skill isn't useful for everyone. HMG benefit from weapon capacity, since 1% is what, 100 bullet? I don't know how many bullets there is in there total. Take the forge...the bonus in % is completely useless, at lvl 5, you might get 1 bullet. MD is in the same issue. I say, change that skill depending on the weapon, provide number of bullets per lvl, not a %.
This comparison is bad. One round from a forge gun does how much damage?
How much damage does one round from HMG do, if it even manages to hit anything due to dispersion? |
howard sanchez
0uter.Heaven League of Infamy
527
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Posted - 2013.05.22 14:57:00 -
[33] - Quote
"should the base ammo pool of all weapons be increased?"
Why do so many players want to make the game easier, simpler, more vanilla for everyone?
Keeping weapon ammo limited and reducing the effectiveness of nanohives while restricting the commonality of supply depots does what?
It increases the value of every bullet! Because they are more difficult to replenish!
But instead of realizing how YOU, the individual merc, can turn this situation to your advantage - taking a few steps to ensure you have more ammo when the red berries don't - you ask for everyone to simply have more access to more ammo.
You do realize, I hope, that you are not asking for the situation to change for you...you are simply asking for the game to be less skill based and more simplistic for everyone.
If we keep the situation as it is and YOU work on proper trigger control and fire discipline while ensuring that nanohives are dropped where they will do the most good .... Then YOU have an advantage that the blue or red idiot across from you does not.
Why do I take the time? ... |
Soldier of Mawat
Militaires-Sans-Frontieres
61
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Posted - 2013.05.22 15:02:00 -
[34] - Quote
Jaron Pollard wrote:martinofski wrote:crazy space 1 wrote:the point of low ammo is to make the skill useful The skill isn't useful for everyone. HMG benefit from weapon capacity, since 1% is what, 100 bullet? I don't know how many bullets there is in there total. Take the forge...the bonus in % is completely useless, at lvl 5, you might get 1 bullet. MD is in the same issue. I say, change that skill depending on the weapon, provide number of bullets per lvl, not a %. This comparison is bad. One round from a forge gun does how much damage? How much damage does one round from HMG do, if it even manages to hit anything due to dispersion?
Yes his comparison is bad but he still has a point. With mass drivers or forge guns I believe that with lvl 5 ammo capacity the player should get one extra magazine worth of ammo. A skill that only gives a % wouldn't give enough extra ammo to those weapons to justify putting SP into that skill. It works for weapons for higher ammo counts but for mass drivers or forge guns it simply doesn't work. |
martinofski
Rebelles A Quebec Orion Empire
118
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Posted - 2013.05.22 17:17:00 -
[35] - Quote
Soldier of Mawat wrote:Jaron Pollard wrote:martinofski wrote:crazy space 1 wrote:the point of low ammo is to make the skill useful The skill isn't useful for everyone. HMG benefit from weapon capacity, since 1% is what, 100 bullet? I don't know how many bullets there is in there total. Take the forge...the bonus in % is completely useless, at lvl 5, you might get 1 bullet. MD is in the same issue. I say, change that skill depending on the weapon, provide number of bullets per lvl, not a %. This comparison is bad. One round from a forge gun does how much damage? How much damage does one round from HMG do, if it even manages to hit anything due to dispersion? Yes his comparison is bad but he still has a point. With mass drivers or forge guns I believe that with lvl 5 ammo capacity the player should get one extra magazine worth of ammo. A skill that only gives a % wouldn't give enough extra ammo to those weapons to justify putting SP into that skill. It works for weapons for higher ammo counts but for mass drivers or forge guns it simply doesn't work.
Exactly my point, it isn't worth spending SP in there. I didn't want to make a long comparison. I agree a Forge does alot of damage per bullet, but it isn't this 1 bullet that is going to prevent anyone from looking for nanohives or a supply depot.
You want a based on damage comparison? At lvl5 you'll have 10% more bullets, For the forge 2(1.6) extra bullet, about 1400-2800 dmg The MD will get 2(1.8) bullets, total of 500 dmg the TAC Duvolle, 30 more bullet, total of 2000 dmg AR duvolle, 30 more bullets, total of 1000 dmg shotguns, 2-3(2.4) more bullets, total of 80-120 dmg *not sure about real dmg per shot* Viziam laser, 50 more "shots", total of 750 dmg Boudless HMG , 150 more bullets, total of 2900 dmg
Look, we still have good difference, which also come to the fact they could add raw bullets per skill lvl, different for every weapons. I wasn't pushing to get more bullet in my forge or anything, just saying the skill was useless for it as an example.
Also, to point out, not every bullet from the forge does hit target. HMG 150 bullets is well enough to shoot continuously 4.5 seconds. Even with dispersion, I can kill 2-3 guys with that. So I still think the HMG benefit more from this than the forge and MD. I am pretty sure this skill is a better improvement for the TAC than the forge. How much guys can you kill with 30 bullets from a TAC duvolle? Probably 3.
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