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Thread Statistics | Show CCP posts - 1 post(s) |
Noc Tempre
Imperfects Negative-Feedback
1820
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Posted - 2013.05.31 19:05:00 -
[31] - Quote
There was no point splitting up the skills unless the weapons were going to be handled individually. You better be getting a lot more for such an expensive SP sink. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
512
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Posted - 2013.05.31 23:46:00 -
[32] - Quote
Noc Tempre wrote:There was no point splitting up the skills unless the weapons were going to be handled individually. You better be getting a lot more for such an expensive SP sink.
The skills were a bit questionable even when they were cheaper and global too. I'm not really sure what they were thinking here with respect to the multipliers. |
Kelrie Nae'bre
not in a corporation
24
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Posted - 2013.06.01 08:52:00 -
[33] - Quote
What did 3% reload per level cost when it covered all light weapons? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
519
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Posted - 2013.06.01 17:12:00 -
[34] - Quote
Shijima Kuraimaru wrote:Unfortunately, Heavies can't carry nano hives and aren't always close to a resupply. Squad mates, and generous blueberries, with hives make life easier, but sometimes that little bit of extra ammo is needed. But at the current SP cost for low capacity weapons... It's ridiculous.
Worth mentioning that Max ammo isn't nearly as bad for the HMG, because a relative percentage of HMG ammo is much much higher than any other weapon in the game. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
519
|
Posted - 2013.06.01 17:13:00 -
[35] - Quote
Kelrie Nae'bre wrote:What did 3% reload per level cost when it covered all light weapons?
The mulitpliers were low for sidearms, higher for light weapons, highest for heavy weapons. They're all the same for all weapons now (and higher). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
531
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Posted - 2013.06.02 10:05:00 -
[36] - Quote
That was the case for all the old secondary skills actually, Sidearms had the lowest multiplier, then Light, then Heavy. Weapons are equally valuable now, in theory... |
Shijima Kuraimaru
WarRavens
206
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Posted - 2013.06.03 11:00:00 -
[37] - Quote
Zeylon Rho wrote:Shijima Kuraimaru wrote:Unfortunately, Heavies can't carry nano hives and aren't always close to a resupply. Squad mates, and generous blueberries, with hives make life easier, but sometimes that little bit of extra ammo is needed. But at the current SP cost for low capacity weapons... It's ridiculous. Worth mentioning that Max ammo isn't nearly as bad for the HMG, because a relative percentage of HMG ammo is much much higher than any other weapon in the game.
True. Ammo Capacity and reload speed can be helpful for a HMG, but they mean little to nothing for a dedicated forge gunner like me. |
D legendary hero
One-Armed Bandits Unclaimed.
76
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Posted - 2013.06.03 11:18:00 -
[38] - Quote
Treablo James Howard wrote:I'm just letting you know. The little things will make the biggest difference in the end.
if i missed that many rounds and need to reload, against one guy i need to be killed. plus, skill > tech everytime.
a famous general once said, "no plan survives first contact with the enemy." counting on .25 of a second doesnt mean anything, especially if lag takes that away from you and he still shoots you first. |
D legendary hero
One-Armed Bandits Unclaimed.
76
|
Posted - 2013.06.03 11:24:00 -
[39] - Quote
Shijima Kuraimaru wrote:Unfortunately, Heavies can't carry nano hives and aren't always close to a resupply. Squad mates, and generous blueberries, with hives make life easier, but sometimes that little bit of extra ammo is needed. But at the current SP cost for low capacity weapons... It's ridiculous.
even for heavies, the extra ammo dnt make much of a difference when you cant hit anything that too far to spit on.
and he has a point even though the rapid reload brings you reload down to 6.8 sec, the extra 1.2 sec doesnt make that big a difference, most cases when i have time to reload i have more than 8sec, and if i dnt im normally outnumbered and out gunned anyway. at that SP cost, its not worth it. maybe after 2 years and i have SP everywhere else, i'll do it. |
D legendary hero
One-Armed Bandits Unclaimed.
76
|
Posted - 2013.06.03 11:27:00 -
[40] - Quote
Zeylon Rho wrote:Shijima Kuraimaru wrote:Unfortunately, Heavies can't carry nano hives and aren't always close to a resupply. Squad mates, and generous blueberries, with hives make life easier, but sometimes that little bit of extra ammo is needed. But at the current SP cost for low capacity weapons... It's ridiculous. Worth mentioning that Max ammo isn't nearly as bad for the HMG, because a relative percentage of HMG ammo is much much higher than any other weapon in the game.
but it sort of balances out, due to other factors, because the additional ammo doesnt add up to a full clip and reload 8sec for less than a 1/3 of a clip, i might as well run away. plus with rounds doing the lowest damage per shot and having horrible range, it easier to switch to my side arm, and retreating to a supply depot instead of reloading and using 58 bullets... at 18 hp per hot with **** poor dispersion and range |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
540
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Posted - 2013.06.03 14:39:00 -
[41] - Quote
Shijima Kuraimaru wrote:Zeylon Rho wrote:Worth mentioning that Max ammo isn't nearly as bad for the HMG, because a relative percentage of HMG ammo is much much higher than any other weapon in the game. True. Ammo Capacity and reload speed can be helpful for a HMG, but they mean little to nothing for a dedicated forge gunner like me.
I wouldn't want to balance every weapon on the thought of what works well for HMGs anyway.
|
Shijima Kuraimaru
WarRavens
207
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Posted - 2013.06.04 08:40:00 -
[42] - Quote
Zeylon Rho wrote:Shijima Kuraimaru wrote:Zeylon Rho wrote:Worth mentioning that Max ammo isn't nearly as bad for the HMG, because a relative percentage of HMG ammo is much much higher than any other weapon in the game. True. Ammo Capacity and reload speed can be helpful for a HMG, but they mean little to nothing for a dedicated forge gunner like me. I wouldn't want to balance every weapon on the thought of what works well for HMGs anyway.
Well no, but had common sense prevailed, the extended skill trees would have been individualized for each weapon type, rather than the same skill repeated on each weapon. |
Jenova's Witness
The Unholy Legion Of DarkStar DARKSTAR ARMY
143
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Posted - 2013.06.04 08:52:00 -
[43] - Quote
Zeylon Rho wrote:Kelrie Nae'bre wrote:What did 3% reload per level cost when it covered all light weapons? The mulitpliers were low for sidearms, higher for light weapons, highest for heavy weapons. They're all the same for all weapons now (and higher). There used to be a proficiency skill that added up to 15% of a bonus to all of the above. |
wayrow1
GRIM MARCH
0
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Posted - 2013.06.04 09:38:00 -
[44] - Quote
Zeylon Rho wrote:Rapid Reload (+3% Reload Speed per level) 6x (1,865,520 SP to max) (requires Proficiency 2)
Forge Gun (not listed - please fix that) Heavy Machine Gun________8s________-1.2_______6.8s Assault Rifle______________3s________-0.45______2.55s Laser Rifle_______________4s________-0.6________3.4s Mass Driver______________4s________-0.6________3.4s Plasma Cannon___________3.5s______-0.525______2.975s Scrambler Rifle___________2.5s______-0.375_______2.125s Shotgun_________________0.6s______-0.09_______0.51s Sniper Rifle_______________4s_______-0.6________3.4s Swarm Launcher__________4.5s______-0.675______3.825s Flaylock Pistol____________2.5s______-0.375______2.125s Scrambler Pistol___________2.5s_____-0.375_______2.125s Submachine Gun__________3s_______-0.45________2.55s
where 1st value = base, 2nd value = modifier at rank 5, and 3rd value = base + modifier
Forge guns have no listed reload time, for whatever reason. However, it can be assumed that it would be a reasonably large difference, like the Heavy Machine Gun. Rapid Reload gives you 15% faster reload at max at a cost of about 2 million SP. What does 2 million SP get you? Well, in most cases it amounts to a difference of less than a second. I wouldnGÇÖt say itGÇÖs imperceptible exactly, but IGÇÖd have to question if itGÇÖs GÇ£worth itGÇ¥ for any but the slowest reloading weapons. This is another case where the flat percentage can seem relatively helpful for the slower weapons (Heavy ones), albeitGǪ extremely expensive for the questionable utility. You could save yourself 2 million SP by being more careful about where youGÇÖre reloading more often than not; as if you donGÇÖt have 8s to reload...you may not have 6.8s either.
For most of the light weapons and sidearms, it becomes a considerably more questionable endeavor. Is shaving a fraction of a second off your reload worth 2 million SP? Pre-uprising, you could say that the skill was benefitting all of your weapons at least (even if very marginally in some cases). Now, youGÇÖre faced with a 2 million SP buy-in to get less than a second off only a specific weapon type.
It calls to mind the similarly marginal bonus given to Caldari Assaults (Hybrid Reload speed +2%). However, in the case of the Caldari Assault, they unlock prototype suits, get the questionable reload bonus across multiple weapons if nothing else, and get a shield regen bonus at the same time. For that relatively broad set of gains, they pay with an 8x skill GÇô consider that rapid reload only gives you less than a second off reload for 6x.
The skillset currently seems pretty broken or warped in cost to me. I would say that adjustments need to be made to the individual percentages on the various weapon types to make this skill GÇ£worth itGÇ¥ in any sense of the word. Even at 25% for light weapons or sidearms, IGÇÖm not sure if the skill would warrant a 6x multiplier either. This needs to be addressed. waste of sp go hide for 2 secs to reload |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
541
|
Posted - 2013.06.04 10:56:00 -
[45] - Quote
Jenova's Witness wrote:Zeylon Rho wrote:Kelrie Nae'bre wrote:What did 3% reload per level cost when it covered all light weapons? The mulitpliers were low for sidearms, higher for light weapons, highest for heavy weapons. They're all the same for all weapons now (and higher). There used to be a proficiency skill that added up to 15% of a bonus to all of the above.
Someone that hadn't played pre-uprising would be unaware that the reload/etc. skills actually had different costs for sidearms/light/heavy weapons. The fact they had multiple tiers (standard and a proficiency) is even murkier. Either way, the current numbers speak for themselves I think. |
Laurent Cazaderon
What The French CRONOS.
1510
|
Posted - 2013.06.04 13:30:00 -
[46] - Quote
Hey there great thread. Nice work
I agree with you. A lot of those bonuses are pretty much useless and never considered by player before they just dont know what to do with their SPs.
Max Ammo Capacity 932,760 SP to max
I agree with your solution. Skills need to be scale regarding how much of a gain they offer at lvl 5. Now, regarding the SP investment, i think every weapon should get one to two more full magazines worth of ammo. Let's say 2 for "spray" weapons and 1 for more ballistic ones.
Forge Gun____________16_____+4_______20 => 5% is ok. Heavy Machine Gun____1500____+600____2100 => 8% Assault Rifle___________300____+120_____420 => 8% per level Laser Rifle____________500____+125_____700 => 8% Mass Driver___________18_____+4.5______24 => 7% Plasma Cannon________9______+3_______12 => 7% Scrambler Rifle________225_____+90______315 => 8% regarding the assault variant total ammo. I think it's closer to AR Assault Scrambler______360_____+144_____504 => 8% (well that works) Shotgun______________32_____+8_______40 => Sounds good Sniper Rifle___________25______+10____35 => 8% Swarm Launcher_______6_______+3_____9 => 10% Flaylock Pistol_________21______6______27 => 6% Scrambler Pistol_______42______12_____54 => 6% Submachine Gun______480_____+160____640 => 7% (would make 168..)
On the other hand, i'd disagree with a "clip size enhancement per level" . It could disturb the balance or make weapon behave differently than what they're intended to.
Rapid Reload (1,865,520 SP to max)
This skill costs way to much SP to be any kind of interesting. Couldnt agree more there. You pay this skill as much SPs as you needed (more or less) back in chromosome to get both basic and proficiency skill for rapid reloading so it only makes sense we get the same effect : 5% per level. 25% overall.
Also, i'd take down the multiplier one step to a x5.
Would give us :
Forge Gun (not listed - please fix that) Heavy Machine Gun________8s________2_______6s Assault Rifle______________3s________0.75______2.25s Laser Rifle_______________4s________1________3s Mass Driver______________4s________1________3s Plasma Cannon___________3.5s______-0.875______2,625s Scrambler Rifle___________2.5s______-0,625_______1.875s Shotgun_________________0.6s______-0.15_______0.45s (let's not forget this is per slug. full clip is like 1s saved) Sniper Rifle_______________4s________1________3s Swarm Launcher__________4.5s______-1.125______3,375s Flaylock Pistol____________2.5s______-0,625_______1.875s Scrambler Pistol___________2.5s______-0,625_______1.875s Submachine Gun__________3s________0.75______2.25s
Fitting Optimization (1,865,520 SP to max)
This skill is the most idiotic one there is in Dust imo. I dont what to say about it except SP sink. Under 10% per level (or more) i dont see why anyone would ruin SP there. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
542
|
Posted - 2013.06.04 17:38:00 -
[47] - Quote
Laurent Cazaderon wrote:Hey there great thread. Nice work
I agree with you. A lot of those bonuses are pretty much useless and never considered by player before they just dont know what to do with their SPs.
Max Ammo Capacity 932,760 SP to max
I agree with your solution. Skills need to be scale regarding how much of a gain they offer at lvl 5. Now, regarding the SP investment, i think every weapon should get one to two more full magazines worth of ammo. Let's say 2 for "spray" weapons and 1 for more ballistic ones.
Forge Gun____________16_____+4_______20 => 5% is ok. Heavy Machine Gun____1500____+600____2100 => 8% Assault Rifle___________300____+120_____420 => 8% per level Laser Rifle____________500____+125_____700 => 8% Mass Driver___________18_____+4.5______24 => 7% Plasma Cannon________9______+3_______12 => 7% Scrambler Rifle________225_____+90______315 => 8% regarding the assault variant total ammo. I think it's closer to AR Assault Scrambler______360_____+144_____504 => 8% (well that works) Shotgun______________32_____+8_______40 => Sounds good Sniper Rifle___________25______+10____35 => 8% Swarm Launcher_______6_______+3_____9 => 10% Flaylock Pistol_________21______6______27 => 6% Scrambler Pistol_______42______12_____54 => 6% Submachine Gun______480_____+160____640 => 7% (would make 168..)
On the other hand, i'd disagree with a "clip size enhancement per level" . It could disturb the balance or make weapon behave differently than what they're intended to.
Rapid Reload (1,865,520 SP to max)
This skill costs way to much SP to be any kind of interesting. Couldnt agree more there. You pay this skill as much SPs as you needed (more or less) back in chromosome to get both basic and proficiency skill for rapid reloading so it only makes sense we get the same effect : 5% per level. 25% overall.
Also, i'd take down the multiplier one step to a x5.
Would give us :
Forge Gun (not listed - please fix that) Heavy Machine Gun________8s________2_______6s Assault Rifle______________3s________0.75______2.25s Laser Rifle_______________4s________1________3s Mass Driver______________4s________1________3s Plasma Cannon___________3.5s______-0.875______2,625s Scrambler Rifle___________2.5s______-0,625_______1.875s Shotgun_________________0.6s______-0.15_______0.45s (let's not forget this is per slug. full clip is like 1s saved) Sniper Rifle_______________4s________1________3s Swarm Launcher__________4.5s______-1.125______3,375s Flaylock Pistol____________2.5s______-0,625_______1.875s Scrambler Pistol___________2.5s______-0,625_______1.875s Submachine Gun__________3s________0.75______2.25s
Fitting Optimization (1,865,520 SP to max)
This skill is the most idiotic one there is in Dust imo. I dont what to say about it except SP sink. Under 10% per level (or more) i dont see why anyone would ruin SP there.
Thanks for the feedback. Do you think a flat 1 PG per level on fitting a given weapon type would be too much as well? I'm not sure what else would be relevant with a post-proficiency-IV skill at 6x. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
544
|
Posted - 2013.06.05 01:29:00 -
[48] - Quote
Shijima Kuraimaru wrote:Zeylon Rho wrote:Shijima Kuraimaru wrote:Zeylon Rho wrote:Worth mentioning that Max ammo isn't nearly as bad for the HMG, because a relative percentage of HMG ammo is much much higher than any other weapon in the game. True. Ammo Capacity and reload speed can be helpful for a HMG, but they mean little to nothing for a dedicated forge gunner like me. I wouldn't want to balance every weapon on the thought of what works well for HMGs anyway. Well no, but had common sense prevailed, the extended skill trees would have been individualized for each weapon type, rather than the same skill repeated on each weapon.
Right. The prior system seemed predicated on the idea that the skills were "more valuable" for heavy weapons, as all of the skills were at their peak cost for heavy weapons. It was interesting in a way too, because despite being "global" skills, the heavy weapon skills were effectively only impacting TWO weapons (and there are still only two heavy weapons).
That aside, they have all the skills the same now, with all the costs the same. This seems to ignore both their prior inclination, but also common sense as far as the usefulness with respect to various weapons. This ranges from the skills being of little use (most of the reload) to absolutely no use at all (fitting skill for Flaylock pistols).
It makes you wonder why they split the skills up to begin with. People actually picked up the old skills (if only because they impacted many weapons at once). No one wants the skills as-is. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
5
|
Posted - 2013.06.05 13:59:00 -
[49] - Quote
I like most of Laurent's more specific suggestions, though I think 1 extra round per clip at rank 5 wouldn't be too horrible as a max ammo bonus - even if you have to cut the percentage bonus to 1% per level with a round-up at 5. Any slight bonus in there might make it better. It's just too easy to get an ammo re-supply through other means.
I like the "1 rank = 1 PG" when the weapon type is equipped, solution to the fitting. I'm still not sure if that makes it desirable at 6x, but for the barriers to entry (prof 4, 6x) it's better... |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
68
|
Posted - 2013.06.05 16:59:00 -
[50] - Quote
I think the Optimization skill should be something specific to each weapon or just remove it. Maybe it is there for unlocks when we get customization but atm - pass
I also think that the Reload skill should be a 1x or 2x - it is already far down the weapon tree so you can infer that if you have used a weapon for that long you "know" how to shave time off your reload. It should be a reawrd once you have gone that far, not another chore. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
570
|
Posted - 2013.06.06 01:08:00 -
[51] - Quote
Daxxis KANNAH wrote:I think the Optimization skill should be something specific to each weapon or just remove it. Maybe it is there for unlocks when we get customization but atm - pass
I also think that the Reload skill should be a 1x or 2x - it is already far down the weapon tree so you can infer that if you have used a weapon for that long you "know" how to shave time off your reload. It should be a reawrd once you have gone that far, not another chore.
As it is, I'm not sure if the reload is worth ANY SP for some weapons. The fitting optimization has similar issues (as noted, the Core Flaylock has 2 PG, so at Rank V Optimization, you may not actually reduce the PG use of the highest PG gun at all). That's an extreme example, but they all have issues.
I don't have any issues with the skills being expensive per se, they just need to be worth it. Cheaper but still worthless wouldn't be a good route to go in my mind. |
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CCP Remnant
C C P C C P Alliance
249
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Posted - 2013.06.06 01:34:00 -
[52] - Quote
Part of the reason we moved to the per-weapon skill tree was so that we could give weapon-specific skills. Due to time constraints at the end of last release we didn't get to "personalize" them as much as we'd like (using percentage bonuses instead of single round bonuses for weapons with smaller capacities like the Swarm Launcher, for instance).
Rest assured, we'll be addressing these secondary skills as soon as we can. It's not ideal and I apologize for that, but we are fixing it. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
571
|
Posted - 2013.06.06 02:19:00 -
[53] - Quote
CCP Remnant wrote:Part of the reason we moved to the per-weapon skill tree was so that we could give weapon-specific skills. Due to time constraints at the end of last release we didn't get to "personalize" them as much as we'd like (using percentage bonuses instead of single round bonuses for weapons with smaller capacities like the Swarm Launcher, for instance).
Rest assured, we'll be addressing these secondary skills as soon as we can. It's not ideal and I apologize for that, but we are fixing it.
Good to know, thanks for the response. |
Laurent Cazaderon
What The French CRONOS.
1517
|
Posted - 2013.06.06 08:08:00 -
[54] - Quote
I could live with the 1 pg less per level for fitting optimisation. But that won't fit every weapons. And some would reach 0 PG. Got to be carefull there.
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
69
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Posted - 2013.06.06 13:51:00 -
[55] - Quote
Zeylon Rho wrote:Daxxis KANNAH wrote:I think the Optimization skill should be something specific to each weapon or just remove it. Maybe it is there for unlocks when we get customization but atm - pass
I also think that the Reload skill should be a 1x or 2x - it is already far down the weapon tree so you can infer that if you have used a weapon for that long you "know" how to shave time off your reload. It should be a reawrd once you have gone that far, not another chore. As it is, I'm not sure if the reload is worth ANY SP for some weapons. The fitting optimization has similar issues (as noted, the Core Flaylock has 2 PG, so at Rank V Optimization, you may not actually reduce the PG use of the highest PG gun at all). That's an extreme example, but they all have issues. I don't have any issues with the skills being expensive per se, they just need to be worth it. Cheaper but still worthless wouldn't be a good route to go in my mind.
I agree - I actually pointed out the Flaylock Pistol Optimization the first day (or that week) it came out. On the reload, I know it isnt much but last build even going one or two levels made a difference for me on some weapons.
And my point was that some of these skills dont have to be excessive if they are already placed far down the tree. I have never held or fired a weapon in my life but I think that like most anything else, when you use it more and more you become much more adept, making you more precise and doing things instantaneously.
Personally I would prefer the skill to be easier to achieve and only shave a small amount of time than it stay at a high multiplier and make the reload animation ridiculously short - that doesnt even fall into line with the Dust methodology of the elite level only being slightly better than the standard so the collection of the many elite skills is what sets the player apart, not just the one.
Remnant - great to here the skills will become more weapon specific. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
99
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Posted - 2013.06.06 14:26:00 -
[56] - Quote
Can I get an ammo capacity skill for my Nanocircuitry skill? I run out of those all the time and would like to increase my carrying capacity (I use them like I do a gun shooting them at friendlies). |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 14:10:00 -
[57] - Quote
FG needs an extra shot/ skill lv... one of thoses points doesnt give you anything |
Thor McStrut
Reckoners
26
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Posted - 2013.06.07 19:04:00 -
[58] - Quote
Laurent Cazaderon wrote:I could live with the 1 pg less per level for fitting optimisation. But that won't fit every weapons. And some would reach 0 PG. Got to be carefull there.
Fitting optimization should remain percentage based, but shouldn't be in every skill tree. IMO, part of the problem is that currently, all weapons are relatively easy to fit into nearly any dropsuit you'd like, baring heavy on non-heavy suits. Eve gets around this dilemma by making some weapons fitting req very high, with certain ships gaining a substantial bonus to fitting them, so that you can't throw them onto everything.
Once CCP fleshes out proper suit bonuses and proper tertiary skills (after proficiency) then we will start to see that last .75 PG start to matter.
Just off the top of my head here with little thought, but for weapons like the Flaylock and MD, a tert skill that improves blast radius. Something along the lines, lore wise, of improving the explosives in your shells. For laser weapons like the scramblers, a tert skill that allows you to focus your crystals better, improving damage. Ect...
Tertiary skills should be deep SP sinks, at least x6 but prob x8 skills. For weapons that have substantial PG requirements, the fitting opt. skills should be tert skills. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
689
|
Posted - 2013.06.08 14:35:00 -
[59] - Quote
They could probably add 8x tertiary skills.... and KEEP the fitting skills and just make them work. Weapons aren't as easy to fit on many suits as you suggest (obviously, PG isn't a factor with something like the Flaylock, but that's a separate issue). If anything, fitting in general has become more difficult as they've tightened up the CPU/PG on suits, and made fitting skills 5x. |
Laurent Cazaderon
What The French CRONOS.
1541
|
Posted - 2013.06.10 13:06:00 -
[60] - Quote
Thor McStrut wrote:Laurent Cazaderon wrote:I could live with the 1 pg less per level for fitting optimisation. But that won't fit every weapons. And some would reach 0 PG. Got to be carefull there.
Fitting optimization should remain percentage based, but shouldn't be in every skill tree. IMO, part of the problem is that currently, all weapons are relatively easy to fit into nearly any dropsuit you'd like, baring heavy on non-heavy suits. Eve gets around this dilemma by making some weapons fitting req very high, with certain ships gaining a substantial bonus to fitting them, so that you can't throw them onto everything.
Once CCP fleshes out proper suit bonuses and proper tertiary skills (after proficiency) then we will start to see that last .75 PG start to matter. Just off the top of my head here with little thought, but for weapons like the Flaylock and MD, a tert skill that improves blast radius. Something along the lines, lore wise, of improving the explosives in your shells. For laser weapons like the scramblers, a tert skill that allows you to focus your crystals better, improving damage. Ect... Tertiary skills should be deep SP sinks, at least x6 but prob x8 skills. For weapons that have substantial PG requirements, the fitting opt. skills should be tert skills.
This is something i brought up a while back. And i suggest something like that in the armor\shield balance thread to make armor tanking bettet than what it is now.
Regarding the PG skill. I'd honestly just take it off completely. And regarding skills improving blast radius, bad idea imo. AOE weapons need to have a very restricted radius. Especially the flaylock that is already a "aim at feet" weapon that supports pesky gameplay. |
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