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VEXation Gunn
Imperfects Negative-Feedback
170
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Posted - 2013.06.09 20:16:00 -
[1] - Quote
Right now for weapons we basically just have damage(rof/alpha) and range. The only variable is AOE weapons like MD/Flaylock/nades.
Looking at suits all we have is shields, lolarmor, speed(which is normally a scout running for its life).
So what I am proposing is CCP stop being lazy and bring in damage types for weapons/suits/vehicles now.
Please refer to http://wiki.eveonline.com/en/wiki/Damage_types if you need more info.
The 4 types for reference are
-Electromagnetic -Thermal -Kinetic -Explosive
My idea is this and I will use Amarr AR as example
-Give guns diff settings (single/burst/auto) -Give guns diff scopes -Give guns different specials (like SR can build up charge) -Give guns similar ranges (though you can have guns be primary long range with higher x scope and bad hip fire if needed)
The SR will have a primary and secondary damage type with the other 2 just being neutral too
-SR will do EMP as primary (Say 25% bonus) -SR will do Thermal as secondary (Say 12.5% bonus)
Suits
Just like with weapons, suit can have built in resists based upon what race they are. Also I think for each suit it can have shield resists and armor resists.
There needs to be 3 types of tanks for players to choose from.
-buff -rep/recharge -resist
resist is really the only new tank type. We know it works with vehicles already. I think its fair to have both passive and active resist mods.
Nades/AV
They should no longer be separated in AV/normal and should just do specific damage types.
Example:
Winmatar Epic nade could do primary explosive with 150% damage while it only does normal vs all else.
I have been saying since last summer that ccp needs more variation to be able to actually balance it. I know that on vex I run scout/smg and I am only really effective at 6 meters or less. That's with proto weapons and almost maxed out smg skills.
Also I fully expect CCP shanghai to ignore this because, well, they know better.
Thoughts? |

VEXation Gunn
Imperfects Negative-Feedback
171
 |
Posted - 2013.06.09 20:26:00 -
[2] - Quote
lllIIIlI IIIlIl wrote:I think it's time to give up.
We gotta give CCP ideas for then they have their next release on 14/5/2014 to celebrate open open beta |

VEXation Gunn
Imperfects Negative-Feedback
173
 |
Posted - 2013.06.09 20:45:00 -
[3] - Quote
Kitten Empress wrote:Winmatar? 150% against Armor? ... /me shudders
Sure but then vehicles get resists just like suits do. So vehicle users can plus their resist holes in dust like we do in eve.
So if you encounter say amarr tanks you switch to your fits run minmatar epic nades to have advantage. You kill the tanker and the tanker then spawns in with a tank fit with high resists vs explosive damage. It comes down to adapting and countering each other.
I think what ccp has to get rid of is that idea that they want it to take 22 years to specialize in everything. Its just dumb. CCP needs to sell the ability to be versatile on the battlefield. Hence we need a horizontal skill tree not a damn vertical one that take 5 months to get enough sp to be good at stuff.
What I hate seeing is that it takes player 5 months to be good enough to do corp battles sp wise. Most of my friends I got to play quit after academy because they ran right into proto squads almost every match. If ccp gave us a lot of weapons/suits/equp/vehicles to choose from then make what we have now like 2 years of sp and be done with it. There is so much left that ccp hasn't even put in the game to add years and years of sp too. |

VEXation Gunn
Imperfects Negative-Feedback
176
 |
Posted - 2013.06.09 21:21:00 -
[4] - Quote
Scheneighnay McBob wrote:Aren't damage types already like that? We just need the ability to change damage types for projectile weapons.
Not anywhere close to this. |
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