Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
429
|
Posted - 2013.05.29 07:51:00 -
[1] - Quote
I think you should consider retooling the current secondary weapon skills (namely, Max Ammo, Fitting Optimization, and Rapid Reload). Pre-uprising, there was a sensible explanation for a fixed percentage basis on these kinds of skills: single skills impacted entire classes of weapons, meaning what was balanced for one weapon type would be hugely unbalancing for another. Uprising has changed that. Now, each and every weapon has its very own specific set of secondary skills. However, these skills remain a uniform block of fixed values which are often underwhelming for the cost or completely impractical for a given weapon type.
My impression is that CCP intends the game to have a long-haul approach to skill mastery and development, which would suggest you would like there to be a variety of desirable skills for people to invest in. If a particularly expensive skill has marginal or non-existent benefits, this relegates the skill to the dust bin. I believe the point will be clearer with specifics though:
Max Ammo Capacity (+5% Maximum Ammo Capacity per level) 3x (932,760 SP to max)
Forge Gun____________16_____+4_______20 Heavy Machine Gun____1500____+375____1875 Assault Rifle___________300____+75_____375 Laser Rifle____________500____+125_____625 Mass Driver___________18_____+4.5______22.5 Plasma Cannon________9______+2.25_____11.25 Scrambler Rifle________225_____+56.25___281.25 Shotgun______________32_____+8_______40 Sniper Rifle___________25______+6.25____31.25 Swarm Launcher_______6_______+1.5_____7.5 Flaylock Pistol_________21______+5.25____26.25 Scrambler Pistol_______42______+10.5_____52.5 Submachine Gun______480_____+120______600
where 1st value = base, 2nd value = modifier at rank 5, and 3rd value = base + modifier
Some of the Ammo Capacity skills do seem like they would benefit the user, but thereGÇÖs a questionable value here in general. For about a million SP, you get a small increase to your max ammo. Most of the time, considering how long you tend to survive in Dust, supply depots, nanohives, and death are more likely routes to have more ammo. All of those have a greater return in ammo as well. Basically, itGÇÖs more efficient to bring even a militia nanohive with you than to use a million SP to get what amounts to another clip in most cases.
Individually, some of the upgrades are more desirable. Another full magazine with an AR, a fair amount of HMG ammo, or a sizable lump of SMG rounds are all desirable aside from the possible waste of SP. On the other hand, itGÇÖs not clear if youGÇÖre even getting more than one round with the Plasma Cannon, and if youGÇÖre notGǪ why would you ever bother maxing the skill? The swarm launcher also seems to get 1 or maybe 2 more shots. The flat percentage approach to an ammo bonus just doesnGÇÖt seem equally valuable for across the different weapon types.
So, thereGÇÖs two basic problems with Max Ammo:
- ItGÇÖs probably easier to supplement your ammo in different ways.
- The relative value of the flat percentage varies wildly across weapon types and is questionable for the cost of 1 million SP
ItGÇÖs interesting that if the fruit of your labors in Ammo Capacity was literally GÇ£Add one more shotGÇ¥, several of the ammo skills would actually be better off. ItGÇÖs a pretty sad statement on an GÇ£ammo capacityGÇ¥ skill when a level doesnGÇÖt even grant you another shot. Ammo is relatively useful in comparison with the other two skills though.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
429
|
Posted - 2013.05.29 07:51:00 -
[2] - Quote
reserved |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
429
|
Posted - 2013.05.29 07:52:00 -
[3] - Quote
reserved |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
5
|
Posted - 2013.05.29 08:14:00 -
[4] - Quote
Those are some fugly charts. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
442
|
Posted - 2013.05.29 08:20:00 -
[5] - Quote
Jen Gelfling wrote:Those are some fugly charts.
Yeah, well... pasting my charts into the box borked their formatting, and their didn't seem to be a built-in tool for tables in the posting form. I tried to fix the spacing with underscores... |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
8
|
Posted - 2013.05.29 08:22:00 -
[6] - Quote
So what I'm getting out of this is outside of ammo capacity, all the secondary skills are a complete waste for the SP investment... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
442
|
Posted - 2013.05.29 08:30:00 -
[7] - Quote
Cosgar's Alt wrote:So what I'm getting out of this is outside of ammo capacity, all the secondary skills are a complete waste for the SP investment...
... and often, ammo capacity is as well too. They all have serious issues. The fact that equipment is a bit tighter makes ammo capacity marginally more useful, though really - a nanohive is one of the most likely things you'd still use your equip slot for with injectors and links having issues right now. |
Sebrone Jamleux
Namtar Elite Gallente Federation
16
|
Posted - 2013.05.29 09:59:00 -
[8] - Quote
It would also be better to get a fixed amount per level to the max ammo or magazine size. Plasma Cannons could get 2 more shots per level while Shottys could 2 more shots in the mag at level 5 and 1 more shot per level. |
Treablo James Howard
WarRavens
1
|
Posted - 2013.05.29 10:04:00 -
[9] - Quote
Cosgar's Alt wrote:So what I'm getting out of this is outside of ammo capacity, all the secondary skills are a complete waste for the SP investment...
When you get into a close combat fire fight with another using the same gun. And he happens to reload .25 seconds faster than you and finish you off. You'll be cursing the gods. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4067
|
Posted - 2013.05.29 10:06:00 -
[10] - Quote
The advantage these skills present don't seem worth the millions of SP at all. |
|
Treablo James Howard
WarRavens
1
|
Posted - 2013.05.29 10:12:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote:The advantage these skills present don't seem worth the millions of SP at all.
They will when the time is right.
How would you like your meta 10 suit and equipment to be lost over a .25 second reload difference?
Or better yet your district to be lost of that reload speed. Because instead of you defending a point he was able to hack it?
I believe Vin Diesel said. It doesn't matter if you win by an inch or a mile. Winning is winning. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
442
|
Posted - 2013.05.29 10:18:00 -
[12] - Quote
Treablo James Howard wrote:KAGEHOSHI Horned Wolf wrote:The advantage these skills present don't seem worth the millions of SP at all. They will when the time is right. How would you like your meta 10 suit and equipment to be lost over a .25 second reload difference? Or better yet your district to be lost of that reload speed. Because instead of you defending a point he was able to hack it? I believe Vin Diesel said. It doesn't matter if you win by an inch or a mile. Winning is winning.
Or.... you could switch to your sidearm and kill him at the cost of no SP. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
451
|
Posted - 2013.05.29 10:19:00 -
[13] - Quote
Fun fact with respect to firearms - for that less than a second advantage you're talking about, you could take all three current sidearm guns to Proto... |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
14
|
Posted - 2013.05.29 10:27:00 -
[14] - Quote
Treablo James Howard wrote:Cosgar's Alt wrote:So what I'm getting out of this is outside of ammo capacity, all the secondary skills are a complete waste for the SP investment... When you get into a close combat fire fight with another using the same gun. And he happens to reload .25 seconds faster than you and finish you off. You'll be cursing the gods. Mass Driver... |
Dehlia Metii
not in a corporation
4
|
Posted - 2013.05.29 17:01:00 -
[15] - Quote
Zeylon Rho wrote:Fun fact with respect to firearms - for that less than a second advantage you're talking about, you could take all three current sidearm guns to Proto...
I don't know... three proto weapons... or less than half a second off reload. Hard choice.
|
Treablo James Howard
WarRavens
1
|
Posted - 2013.05.29 17:33:00 -
[16] - Quote
I'm just letting you know. The little things will make the biggest difference in the end. |
I-Shayz-I
ZionTCD Unclaimed.
293
|
Posted - 2013.05.29 17:58:00 -
[17] - Quote
Thank you for addressing this issue with more detail.
I currently have level 3 fitting optimization for my SR since it really does help reduce the PG cost.
However, the one point you keep bringing up is that these skills cost tons for very little gains. The main problem I have with these skills is not having a reason to go past level 3 with them. To get to level 4 and 5 costs a huge amount more than it does to get just those first 3 levels. At that point, it's a better investment to spend points into skills like engineering to get more pg than I would from the optimization skill.
Even so, I've come to the understanding that late game these are the skills that determine the slight advantage you get from having a huge amount of sp. You could either specialize further and spend 10 million getting half a second off your reload, some more pg to fit better items, and a slightly larger ammo supply, or you could specialize into a completely different role.
To sum up my thoughts: These skills should be changed to become more weapon specific, but they should still act as late game skills that don't give you too much of an advantage over other players. |
Booby Tuesdays
Ahrendee Mercenaries
73
|
Posted - 2013.05.29 19:00:00 -
[18] - Quote
I was asking this same question last night. It seems to me that the math has changed. I run a MD, so every shell counts. I had a full extra clip last build with Capacity Proficiency. In Chromosome, all my numbers rounded down. A 5% increase to my basic 18 shell ammo pool nets me a .9 shell increase. Last build I didn't get anything from a .9 increase, this build I got an extra shell from the .9 addition. That's all fine and dandy, I figured CCP finally cut me a break, no way the next increase of 1.8 shells will give me 2 right? Well I'm happy to say that it did. Will lvl 3, with it's 2.7 shell increase give me 3 shells? Stay tuned. I could be wrong entirely as far as how the math calculates, I was last build. Is this skill adding 5% to 18 every time, or is it 5, 10, 15, etc each time? I'm confused as to how this skill mathematizes things... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
460
|
Posted - 2013.05.29 20:43:00 -
[19] - Quote
Several of the secondary skills were different pre-uprising. They also had more than one tier: for example Sidearm Rapid Reload would be followed up by Rapid Reload 'Proficiency". The first reload skill was effectively the same as the one we have now, (3% per level), but impacted ALL weapons of a given type... and was of course much much cheaper. It was the proficiency skill after it (2% to reload) that was comparatively of more questionable value.
I'd say when the opportunity cost was small pre-uprising (relatively cheap reload skill that impacts every light weapon? Yes.), there was a good reason to invest in a reload skill that was only 3% per rank. Not a huge difference for many weapons, but surely an improvement in some slight ways. The subsequent and expensive 2% reload skill? Not so much.
The newer versions have the same marginal base quality, with a much more narrow scope, and a cost higher than some of the proficiency skills pre-uprising. It's a perfect storm of suck.
I figure it could cut either way. If they made it cheaper, then the fact it's not a huge improvement might not be as huge a deal. However, it should probably be adjusted for given weapon types anyway (for the OP-mentioned disparity that is skill-value compared to the fixed SP cost). If they're not interested in making it cheaper, they should consider bringing the bonuses in line with the cost (and again, that's aside from scaling it to individual weapons better).
Booby Tuesdays wrote:I was asking this same question last night. It seems to me that the math has changed. I run a MD, so every shell counts. I had a full extra clip last build with Capacity Proficiency. In Chromosome, all my numbers rounded down. A 5% increase to my basic 18 shell ammo pool nets me a .9 shell increase. Last build I didn't get anything from a .9 increase, this build I got an extra shell from the .9 addition. That's all fine and dandy, I figured CCP finally cut me a break, no way the next increase of 1.8 shells will give me 2 right? Well I'm happy to say that it did. Will lvl 3, with it's 2.7 shell increase give me 3 shells? Stay tuned. I could be wrong entirely as far as how the math calculates, I was last build. Is this skill adding 5% to 18 every time, or is it 5, 10, 15, etc each time? I'm confused as to how this skill mathematizes things...
The rounding isn't always generous, as I understand it. I know Minmatar Assaults with that clip-size bonus aren't getting an extra shot in the Flaylock till rank 4 or so I think (their variant skill impacting sidearm clip-size).
It's entirely possible they changed their rounding math or something else when they shifted all these skills elsewhere. Mass Drivers work out to 4.5 percentage-wise of course, so it IS about 1 round per level. I'm curious if you'd get a fifth round at 5. It'd sure suck if it caps at 4 with the "4.5" value. |
Thor McStrut
Intara Direct Action Caldari State
17
|
Posted - 2013.05.29 20:54:00 -
[20] - Quote
This is a lot to read, but I agree. Every weapon needs there secondary prof skills to be tuned for the weapon it represents. |
|
Shijima Kuraimaru
WarRavens
206
|
Posted - 2013.05.29 23:45:00 -
[21] - Quote
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. |
Joseph Ridgeson
WarRavens
196
|
Posted - 2013.05.30 02:35:00 -
[22] - Quote
Rapid Reloading is the biggest trap. It barely becomes noticeable when maxed and for that many points you could have gotten anything else. What makes me really curious is why a nigh-useless skill went from X2 to X6...
I am surprised to see that fitting optimization is also incredibly worthless, probably more so. But it makes sense because weapons are not a PG drain, they are a CPU drain. Just amazing.
Be well. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
832
|
Posted - 2013.05.30 05:10:00 -
[23] - Quote
Joseph Ridgeson wrote:Rapid Reloading is the biggest trap. It barely becomes noticeable when maxed and for that many points you could have gotten anything else. What makes me really curious is why a nigh-useless skill went from X2 to X6...
I am surprised to see that fitting optimization is also incredibly worthless, probably more so. But it makes sense because weapons are not a PG drain, they are a CPU drain. Just amazing.
Be well.
You know how the flaylock pistol takes no PG to fit? some of these skills just make no sense. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
467
|
Posted - 2013.05.30 07:18:00 -
[24] - Quote
If I had to guess, I think they tried to "rebalance" fitting in uprising (all the people having issues with fits, more expensive core skills), and decided to alter the nature of the "weapon upgrade" skills (Chromosome fitting) for that. In Chromosome, like Sharpshooter et al., they were global skills for meeting fitting reqs.
There were also two tiers, like the other secondaries, a regular and proficiency (at 5% and 3% rates). However, both skills were CPU-based global reductions. The relative percentage gains on the large CPU numbers are of course... larger.
I think they realized after making fitting harder on both PG/CPU that there wasn't much in the way of making PG workable (Whereas CPU for weapons has a built-in reduction in the operation skill). So, getting leeway in your PG became the fitting skill. However, just swapping CPU for PG on the fitting skill doesn't really work like that, the smaller numbers even on the high end ensure that it's barely useful at high levels for the best possible weapons, and worthless on lower tiers.
I used the Scrambler example in the OP, but if you look at lower level scramblers (like standard) the picture is even bleaker. If a STD Scrambler Pistol requires 2 PG (which is the case I believe), and rounding is normalish (up from .5) than you wouldn't get a single point of PG out of maxed optimization (for 2 million SP). The situation is similar for lower tiers on other weapons (SMGs at 3 PG STD, etc.). |
Kelrie Nae'bre
not in a corporation
22
|
Posted - 2013.05.30 08:18:00 -
[25] - Quote
Zeylon Rho wrote:Some Suggested Changes
I'd thought I'd throw out a few idea on how the skills can be "fixed", as opposed to just suggesting they be changed in general.
Max Ammo Capacity
The foremost task here is adjusting the percentages to a point where the ammo gains are useful across all the weapon types. If it needs a boost to 8% per level, or such, that shouldn't be hard be hard to implement on an individual basis. Remember, the skill is at a disadvantage in utility when its effects are outdone by militia nanohives (because it currently gives about 1 clip at best).
Further give the benefit on rounding on the last rank. No one wants whether or not they're going to get an extra bit of ammo on the last (and most expensive rank) to be a question mark. If you can't just do +1 ammo per level on the low ammo gear, at least make sure the rounding benefits them on rank 5.
Finally, and I think most appealingly, add a percentage gain to max clip size (e.g. +5% max ammo, +2% max clip per level, etc.). This is harder to balance than simply more ammo, but I think at a low percentage it would make a useful and desirable addition to every weapon. The caveat is this: round down until rank 5, if they haven't gotten an extra round in their clip by 5, round up at that point. So, a 2% gain in clip size on a swarm launcher per level wouldn't result in an extra round till rank 5 (1 million SP or so).
On other weapons, this could similarly be both conservative but useful. If a new TAR has a 12-14 round clip (like another game's DMR), then they'd gain 1 or 2 rounds at most for rank 5. The standard AR would 6 more rounds in a clip at rank 5, etc.
I think it would give the skill desirability and usefulness beyond the more questionable value of a clip's worth of ammo to carry with you.
Fitting Optimization
If you can't adjust the skill for every weapon, consider making it a flat +1 to PG while that weapon is equipped. The skill retains its exorbitant cost, but gains a direct and appreciable benefit across the board. This makes the use of lower-tiered weapons in the class much more efficient as well.
Now, this would appear to have a side effect of actually "adding" PG to your suit on the lower tier (e.g. if you hit rank 5 with +5 PG, and equip a pistol using 2 PG). However, I think this is actually something that fits with the 6x cost you've given the skill. The person that get to use this skill at all has already hit Proficiency 4 - an extremely high bar in weapon specialization. It would cost them 2 million SP to actually reap that benefit, and it would ONLY come when they: A) Are using that weapon type. B) Are using low-tiered versions of that type. I would however limit the bonus to being in effect a single time per weapon type (e.g., no double bonus when dual wielding).
As in-universe justification, at the weapon mastery of capping a 2x Op, 5x Prof, and 6x Opt skills... you can feed the excess power from the fuel cells in your weapon back into your suit.
I like the max ammo idea with clip-size bonuses, but I've never managed to get a weapon to proficiency 4 - so the latter bit would be a long time coming. Just maxing Operation, Proficiency, and Optimization would be like... 4 million SP. That's pretty firmly in the domain of luxury skills there. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
469
|
Posted - 2013.05.30 15:56:00 -
[26] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote:Some Suggested Changes
I'd thought I'd throw out a few idea on how the skills can be "fixed", as opposed to just suggesting they be changed in general.
Max Ammo Capacity
The foremost task here is adjusting the percentages to a point where the ammo gains are useful across all the weapon types. If it needs a boost to 8% per level, or such, that shouldn't be hard be hard to implement on an individual basis. Remember, the skill is at a disadvantage in utility when its effects are outdone by militia nanohives (because it currently gives about 1 clip at best).
Further give the benefit on rounding on the last rank. No one wants whether or not they're going to get an extra bit of ammo on the last (and most expensive rank) to be a question mark. If you can't just do +1 ammo per level on the low ammo gear, at least make sure the rounding benefits them on rank 5.
Finally, and I think most appealingly, add a percentage gain to max clip size (e.g. +5% max ammo, +2% max clip per level, etc.). This is harder to balance than simply more ammo, but I think at a low percentage it would make a useful and desirable addition to every weapon. The caveat is this: round down until rank 5, if they haven't gotten an extra round in their clip by 5, round up at that point. So, a 2% gain in clip size on a swarm launcher per level wouldn't result in an extra round till rank 5 (1 million SP or so).
On other weapons, this could similarly be both conservative but useful. If a new TAR has a 12-14 round clip (like another game's DMR), then they'd gain 1 or 2 rounds at most for rank 5. The standard AR would 6 more rounds in a clip at rank 5, etc.
I think it would give the skill desirability and usefulness beyond the more questionable value of a clip's worth of ammo to carry with you.
Fitting Optimization
If you can't adjust the skill for every weapon, consider making it a flat +1 to PG while that weapon is equipped. The skill retains its exorbitant cost, but gains a direct and appreciable benefit across the board. This makes the use of lower-tiered weapons in the class much more efficient as well.
Now, this would appear to have a side effect of actually "adding" PG to your suit on the lower tier (e.g. if you hit rank 5 with +5 PG, and equip a pistol using 2 PG). However, I think this is actually something that fits with the 6x cost you've given the skill. The person that get to use this skill at all has already hit Proficiency 4 - an extremely high bar in weapon specialization. It would cost them 2 million SP to actually reap that benefit, and it would ONLY come when they: A) Are using that weapon type. B) Are using low-tiered versions of that type. I would however limit the bonus to being in effect a single time per weapon type (e.g., no double bonus when dual wielding).
As in-universe justification, at the weapon mastery of capping a 2x Op, 5x Prof, and 6x Opt skills... you can feed the excess power from the fuel cells in your weapon back into your suit. I like the max ammo idea with clip-size bonuses, but I've never managed to get a weapon to proficiency 4 - so the latter bit would be a long time coming. Just maxing Operation, Proficiency, and Optimization would be like... 4 million SP. That's pretty firmly in the domain of luxury skills there.
Well, that's the point I guess. If you have to spend 4 million SP to get there, it should at least be worth something. |
Dehlia Metii
not in a corporation
5
|
Posted - 2013.05.30 20:26:00 -
[27] - Quote
Useful skills? Madness! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
493
|
Posted - 2013.05.31 05:17:00 -
[28] - Quote
Dehlia Metii wrote:Useful skills? Madness!
I'd like them to be things that every player would at least "consider" for every weapon. It shouldn't be a matter of "reload? Well on that weapon it sucks", etc. With the skills specific to weapon types now, they have the power to fix this. |
Kelrie Nae'bre
not in a corporation
22
|
Posted - 2013.05.31 18:13:00 -
[29] - Quote
Maybe they can include this in the balance update? |
Driftward
Subdreddit Test Alliance Please Ignore
129
|
Posted - 2013.05.31 18:53:00 -
[30] - Quote
+1 and bump, nice discussion of the current (dismal) affairs of weaponry skills. |
|
Noc Tempre
Imperfects Negative-Feedback
1820
|
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
|
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
|
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
|
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
|
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
|
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
|
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 |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
540
|
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
|
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
|
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
|
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. |
|
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. |
|
CCP Remnant
C C P C C P Alliance
249
|
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. |
|
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.
|
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
69
|
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
|
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
|
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
|
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. |
|
Dante Kretschmer
D3LTA ACADEMY
51
|
Posted - 2013.06.10 14:40:00 -
[61] - Quote
Great thread, I agree with everything the OP stated. Changes have to be made to make these skills worthwhile or at least decent. For 2mil sp there are better investments |
RedBleach LeSanglant
Company of Marcher Lords Amarr Empire
310
|
Posted - 2013.06.12 20:24:00 -
[62] - Quote
Agree wholeheartedly with the OP |
D legendary hero
One-Armed Bandits Unclaimed.
157
|
Posted - 2013.06.12 21:44:00 -
[63] - Quote
bump 1+
^^this = yes |
Buster Friently
Rosen Association
767
|
Posted - 2013.06.28 00:54:00 -
[64] - 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.
Bumping for exposure.
Will this be coming in 1.2?
|
Arcturis Vanguard
Militaires-Sans-Frontieres
36
|
Posted - 2013.06.28 04:18:00 -
[65] - 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.
These were my exact thoughts as I was just reading through the body of the comments. |
2100 Angels
The Southern Legion RISE of LEGION
145
|
Posted - 2013.06.28 04:42:00 -
[66] - Quote
Laurent Cazaderon wrote: Regarding the PG skill. I'd honestly just take it off completely.
No. No no no no no. We have a distinct lack of skills that give reductions in PG as it is. Removal would be a terrible idea. |
Draco Cerberus
Hellstorm Inc League of Infamy
169
|
Posted - 2013.06.28 04:51:00 -
[67] - 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. Do you have an estimation of approximately when they will be adjusted? By estimate I mean other than Soon or Later. Sometime in the next 3-6 months or sooner? |
October SnowFox
Vacuum Cleaner. LLC RUST415
37
|
Posted - 2013.07.08 05:35:00 -
[68] - 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. Things like "Weapon balans" must be fixed in first step. I am "Logi" and I'm very disappointed in Scrambler Assault Rifle.... i m like cannon fodder... |
Oso Peresoso
RisingSuns
151
|
Posted - 2013.07.08 06:14:00 -
[69] - Quote
this analysis is right on the money. And this is why we have people that have played since closed beta who managed to sink their SP into worthless lvl 5 skills and then cry for a respec. |
Freya Tegley
Algintal Core Gallente Federation
8
|
Posted - 2013.08.01 21:01:00 -
[70] - Quote
So, the Flaylock alone is getting fixes for this? What gives? |
|
RINON114
B.S.A.A. General Tso's Alliance
373
|
Posted - 2013.08.03 02:37:00 -
[71] - Quote
Freya Tegley wrote:So, the Flaylock alone is getting fixes for this? What gives? I think with the short turnaround in the updates they haven't got much time to balance the skills and think of appropriate bonuses. That and the fact the flaylock has been at the top of all the forums for the past month. Future updates will see these skills fixed I'm sure. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1770
|
Posted - 2013.08.07 06:32:00 -
[72] - Quote
RINON114 wrote:Freya Tegley wrote:So, the Flaylock alone is getting fixes for this? What gives? I think with the short turnaround in the updates they haven't got much time to balance the skills and think of appropriate bonuses. That and the fact the flaylock has been at the top of all the forums for the past month. Future updates will see these skills fixed I'm sure.
Ehhh..... they mention the Swarm Launcher ammo skill by name in this thread, but they didn't change that one. |
Needless Sacermendor
Red Fox Brigade
350
|
Posted - 2013.08.18 22:57:00 -
[73] - Quote
Buster Friently wrote: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. Bumping for exposure. Will this be coming in 1.2? will this be coming in 1.4 or 1.5 !? |
Lillica Deathdealer
Mango and Friends
129
|
Posted - 2013.08.18 23:51:00 -
[74] - Quote
The man makes sense! With any luck we will get much more weapon specific skill trees as the dev commented. Personally I'd like to see more weapon specific skills as well, like how only the smg and AR have the sharpshooter skill. Why not make a skill for laser/scrambler rifles that plays with their unique functions as well? |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
63
|
Posted - 2013.08.19 11:49:00 -
[75] - Quote
Great thread, and good to see a dev response ackcnowledging the issues.
I wonder if some of the skill levels will be re-balanced. I always find it strange that your submachine gun proficiency levels cost as much as your assault rifle proficiency levels (for example). Personally I think it should cost less to level up a weapon that is a sidearm than a main weapon, even if they have the same corresponding meta-levels. |
zibathy numbertwo
Nox Aeterna Security
10
|
Posted - 2013.08.19 12:30:00 -
[76] - Quote
I-Shayz-I wrote:Thank you for addressing this issue with more detail.
I currently have level 3 fitting optimization for my SR since it really does help reduce the PG cost.
However, the one point you keep bringing up is that these skills cost tons for very little gains. The main problem I have with these skills is not having a reason to go past level 3 with them. To get to level 4 and 5 costs a huge amount more than it does to get just those first 3 levels. At that point, it's a better investment to spend points into skills like engineering to get more pg than I would from the optimization skill.
Even so, I've come to the understanding that late game these are the skills that determine the slight advantage you get from having a huge amount of sp. You could either specialize further and spend 10 million getting half a second off your reload, some more pg to fit better items, and a slightly larger ammo supply, or you could specialize into a completely different role.
To sum up my thoughts: These skills should be changed to become more weapon specific, but they should still act as late game skills that don't give you too much of an advantage over other players.
This, a MILLION TIMES this. The skills 100% need to be personalized for each weapon when appropriate, but there need not be such a massive difference between a day 1 player and a day 1,000 player that he has a never ending 600 round AR clip that does +50% damage that lets him pubstomp people into the next dimension. The gains should absolutely be small, but the decimal benefits and impartial benefits absolutely need to be fixed. The fact that I can put 2 million SP into a skill that reduces 25% PG when the weapon I have takes 3 PG and get no results is ridiculous in my opinion.
I think there should be a flat 1 PG removed at level 5 minimum. I'd like to be able to get that extra little bit just to get me that inch ahead of my enemies. I shouldn't have to use proto to benefit from a support skill. I shouldn't have to use advanced to benefit from a skill that doesn't even directly affect combat. I can use a militia AR and get extra ammo, extra damage, faster reload times, but I can't bring down its PG by even one point with max skills?
Honestly, I'm going out on a limb by saying there should be fitting benefits/rebalances for lower tier standard level equipment but I feel that it ever so slightly nudges people into using more expensive gear - which isn't good. A new player absolutely DOES NOT want to be in a game with everyone in proto gear. I'd rather have people running around with Exiles that cost 0 cpu and 0 pg than people running around with Duvolle's because the benefits from their skills make them idiots for not doing so OR, even worse, having useless skills that no one uses. I'm not investing 2m sp into something that will never benefit me. I play with almost exclusively standard level weapons when not doing PC, and I think others should get benefits that make that concept more viable.
I'm not sure if I'm ranting or if anyone understands what I'm saying, but I think that's my two cents. Feel free to disagree, I know a lot of people don't roll how I do.
tl;dr 1. Decimals should not exist in any of these benefits except for reload times. It doesn't make sense and nobody can make use of half of an AR round or half of a PG removed when it always rounds down. 2. There needs to be a benefit for upgrading the skill to 5 even if you're running militia like a dingus. If level 5 gives .5 PG off, it needs to round up and take off 1 full PG minimum no matter what weapon it is. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1911
|
Posted - 2013.08.19 13:36:00 -
[77] - Quote
They could alter all the skills to give fixed amounts really; it's a perk of having a separate skill for every weapon. If they decided "30 rounds" was a good chunk for AR for instance, then the skill description could just be "Adds 30 rounds to max ammo per level".
With a weapon-specific skill there's no reason not to, other than time constraints, and I'd assume balancing is worth at least a little time. Is [blank] enough ammo? Is [blank] enough of a difference in reload time? I think ammo changes are a little less balance-sensitive, as the game already provides multiple means of restoring your ammo.
Reload is a bit iffy - it obviously can be a factor in a fire fight, but it's unlikely to be a major one often otherwise.
Fitting probably has the largest global effect, as it impacts what you can actually bring with you. At the same time, it's a very late-skill, as I previously noted... you have to be at proficiency 4 to even start to skill into it and it has a very high multiplier. It's effectively a multi-million SP buy-in for a skill that applies only when you're using a given weapon type. I still maintain that a fixed +1 PG per level would be a good approach there, as it gives a very good benefit even when using STD equipment. I still like the idea of excess PG over what you need getting fed back into your suit totals, making it a desirable skill to "max" to ease up your fitting (e.g. - Rank 5 fitting with a STD Scrambler Pistol gets +3 PG to deal with in your fitting... at the cost of getting a very very expensive skill to rank 5 of course). |
|
|
|
Pages: 1 2 3 :: [one page] |