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cy6
Raging Pack of Homos
52
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Posted - 2013.06.13 23:27:00 -
[1] - Quote
When implementing the new racial assault weapons, please include a skill tree for each weapon separately (as in do not place combat/assault/rail all within the same skill tree). It only makes sense since A) scrambler had its own tree and B) it is unbalanced that 1 skill unlocks 3 variations of weapons. There should be a seperate skill for scrambler, rail, assault, and combat. Also, please require ALL the assault rifle variants to invest in the same light-weapon skill to unlock them. Being of the same type, it does not make sense that assault rifles require 1 point in light weapon whereas scrambler requires 2. Please require ALL assault rifle variants to have light weapon unlocked at 2.
Also, please include a militia variant of the racial assault rifles (militia scrambler, militia combat, militia rail, militia "assault" blaster) as the starter weapon for militia racial dropsuits. It doesnt make any sense that a caldari militia should start with a gallente militia rifle and vice versa. Therefore, please fit each starter kit with its appropriate racial assault rifle. Also, please allow the militia variants to be purchaseable via market so we can have a taste of the weapons prior to spec-ing into them. The militia variants shouldnt be difficult to make (more cpu/pg than basic but has less bullets in clip).
Also, finally, please rename the "assault" rifle to "blaster" rifle since it is a blaster type.
Feedback is appreciated. Thank you for reading |
Scheneighnay McBob
Bojo's School of the Trades
1567
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Posted - 2013.06.13 23:39:00 -
[2] - Quote
Support The thing about skills is an issue with more than just AR variants- swarm launchers need light weapon III while plasma launchers are both the worst weapon, and have the most requirements for a light weapon- needing light weapon IV |
cy6
Raging Pack of Homos
54
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Posted - 2013.06.13 23:46:00 -
[3] - Quote
Scheneighnay McBob wrote:Support The thing about skills is an issue with more than just AR variants- swarm launchers need light weapon III while plasma launchers are both the worst weapon, and have the most requirements for a light weapon- needing light weapon IV
That may be true but i want to stick with ARs for now since it will be the majority of the weapon choice (sadly). One step at a time brother. We will get to Swarm launchers and such eventually |
Meeko Fent
Mercenary incorperated
63
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Posted - 2013.06.13 23:50:00 -
[4] - Quote
Also, Change the Combat Rifle to the Slugthrower
Calling it a Combat Rifle is just as bad as Calling the GAR an AR. its an overused Generic term for Rifle. |
cy6
Raging Pack of Homos
54
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Posted - 2013.06.13 23:59:00 -
[5] - Quote
Meeko Fent wrote:Also, Change the Combat Rifle to the Slugthrower
Calling it a Combat Rifle is just as bad as Calling the GAR an AR. its an overused Generic term for Rifle.
are slugs the ammunition? ew |
Meeko Fent
Mercenary incorperated
65
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Posted - 2013.06.14 03:44:00 -
[6] - Quote
cy6 wrote:Meeko Fent wrote:Also, Change the Combat Rifle to the Slugthrower
Calling it a Combat Rifle is just as bad as Calling the GAR an AR. its an overused Generic term for Rifle. are slugs the ammunition? ew Go here. You'll get the Name after reading the first Paragraph on the Page |
Mobius Wyvern
BetaMax. CRONOS.
1909
|
Posted - 2013.06.14 04:33:00 -
[7] - Quote
cy6 wrote:When implementing the new racial assault weapons, please include a skill tree for each weapon separately (as in do not place combat/assault/rail all within the same skill tree). It only makes sense since A) scrambler had its own tree and B) it is unbalanced that 1 skill unlocks 3 variations of weapons. There should be a seperate skill for scrambler, rail, assault, and combat. Also, please require ALL the assault rifle variants to invest in the same light-weapon skill to unlock them. Being of the same type, it does not make sense that assault rifles require 1 point in light weapon whereas scrambler requires 2. Please require ALL assault rifle variants to have light weapon unlocked at 2.
Also, please include a militia variant of the racial assault rifles (militia scrambler, militia combat, militia rail, militia "assault" blaster) as the starter weapon for militia racial dropsuits. It doesnt make any sense that a caldari militia should start with a gallente militia rifle and vice versa. Therefore, please fit each starter kit with its appropriate racial assault rifle. Also, please allow the militia variants to be purchaseable via market so we can have a taste of the weapons prior to spec-ing into them. The militia variants shouldnt be difficult to make (more cpu/pg than basic but has less bullets in clip).
Also, finally, please rename the "assault" rifle to "blaster" rifle since it is a blaster type.
Feedback is appreciated. Thank you for reading Uh...the separate skill tree thing has been the intention from the beginning, which is part of why each race will have a variant somewhat similar to the standard rifle type of each other race. |
RINON114
B.S.A.A. General Tso's Alliance
209
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Posted - 2013.06.14 04:46:00 -
[8] - Quote
Mobius Wyvern wrote:cy6 wrote:When implementing the new racial assault weapons, please include a skill tree for each weapon separately (as in do not place combat/assault/rail all within the same skill tree). It only makes sense since A) scrambler had its own tree and B) it is unbalanced that 1 skill unlocks 3 variations of weapons. There should be a seperate skill for scrambler, rail, assault, and combat. Also, please require ALL the assault rifle variants to invest in the same light-weapon skill to unlock them. Being of the same type, it does not make sense that assault rifles require 1 point in light weapon whereas scrambler requires 2. Please require ALL assault rifle variants to have light weapon unlocked at 2.
Also, please include a militia variant of the racial assault rifles (militia scrambler, militia combat, militia rail, militia "assault" blaster) as the starter weapon for militia racial dropsuits. It doesnt make any sense that a caldari militia should start with a gallente militia rifle and vice versa. Therefore, please fit each starter kit with its appropriate racial assault rifle. Also, please allow the militia variants to be purchaseable via market so we can have a taste of the weapons prior to spec-ing into them. The militia variants shouldnt be difficult to make (more cpu/pg than basic but has less bullets in clip).
Also, finally, please rename the "assault" rifle to "blaster" rifle since it is a blaster type.
Feedback is appreciated. Thank you for reading Uh...the separate skill tree thing has been the intention from the beginning, which is part of why each race will have a variant somewhat similar to the standard rifle type of each other race. I think the main point here is for all light weapons to unlock at the same level. As it stands, the AR is unlocked at level 1 of light weapon operation. The scrambler unlocks at level 2, laser rifle at level 3 (I think) and mass drivers as well as plasma cannons at level 4 (maybe MD is level 3 and LR is 4). The point remajns, some of the suckiest weapons unlock at higher levels, it seems odd... |
Disturbingly Bored
Universal Allies Inc.
272
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Posted - 2013.06.14 05:12:00 -
[9] - Quote
RINON114 wrote:The point remajns, some of the suckiest weapons unlock at higher levels, it seems odd...
CCP's way of telling you must be Pro if you expect to kill anything at all with the things.
Who do you respect more? The guy who goes 20/0 with the Assault Rifle, or the guy who goes 15/10 using only a plasma launcher? |
Krom Ganesh
Holdfast Syndicate Amarr Empire
23
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Posted - 2013.06.14 05:16:00 -
[10] - Quote
RINON114 wrote: I think the main point here is for all light weapons to unlock at the same level. As it stands, the AR is unlocked at level 1 of light weapon operation. The scrambler unlocks at level 2, laser rifle at level 3 (I think) and mass drivers as well as plasma cannons at level 4 (maybe MD is level 3 and LR is 4). The point remajns, some of the suckiest weapons unlock at higher levels, it seems odd...
What they should do then is have all weapons unlock at lvl1 of their respective weapon base skill but then require further increases to specific weapon skills to require increases to the base skill.
IE: If I want to get AR op to lvl3, I first have to get light weapon op to lvl3 as well |
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RINON114
B.S.A.A. General Tso's Alliance
209
|
Posted - 2013.06.14 05:18:00 -
[11] - Quote
Disturbingly Bored wrote:RINON114 wrote:The point remajns, some of the suckiest weapons unlock at higher levels, it seems odd... CCP's way of telling you must be Pro if you expect to kill anything at all with the things. Who do you respect more? The guy who goes 20/0 with the Assault Rifle, or the guy who goes 15/10 using only a plasma launcher? I don't know if I respect them for that reason, maybe that they can actually aim and hit stuff that well with both the AR or the plasma cannon. I think I would admire the plasma cannon user's gall more than anything... |
RINON114
B.S.A.A. General Tso's Alliance
209
|
Posted - 2013.06.14 05:21:00 -
[12] - Quote
Krom Ganesh wrote:RINON114 wrote: I think the main point here is for all light weapons to unlock at the same level. As it stands, the AR is unlocked at level 1 of light weapon operation. The scrambler unlocks at level 2, laser rifle at level 3 (I think) and mass drivers as well as plasma cannons at level 4 (maybe MD is level 3 and LR is 4). The point remajns, some of the suckiest weapons unlock at higher levels, it seems odd...
What they should do then is have all weapons unlock at lvl1 of their respective weapon base skill but then require further increases to specific weapon skills to require increases to the base skill. IE: If I want to get AR op to lvl3, I first have to get light weapon op to lvl3 as well Agreed, but they should bring down the multiplier or make the light weapon operation skill provide a bonus. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
24
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Posted - 2013.06.14 05:29:00 -
[13] - Quote
RINON114 wrote: Agreed, but they should bring down the multiplier or make the light weapon operation skill provide a bonus.
Don't the op skills provide a cpu reduction bonus? |
cy6
Raging Pack of Homos
54
|
Posted - 2013.06.14 05:31:00 -
[14] - Quote
Mobius Wyvern wrote:cy6 wrote:When implementing the new racial assault weapons, please include a skill tree for each weapon separately (as in do not place combat/assault/rail all within the same skill tree). It only makes sense since A) scrambler had its own tree and B) it is unbalanced that 1 skill unlocks 3 variations of weapons. There should be a seperate skill for scrambler, rail, assault, and combat. Also, please require ALL the assault rifle variants to invest in the same light-weapon skill to unlock them. Being of the same type, it does not make sense that assault rifles require 1 point in light weapon whereas scrambler requires 2. Please require ALL assault rifle variants to have light weapon unlocked at 2.
Also, please include a militia variant of the racial assault rifles (militia scrambler, militia combat, militia rail, militia "assault" blaster) as the starter weapon for militia racial dropsuits. It doesnt make any sense that a caldari militia should start with a gallente militia rifle and vice versa. Therefore, please fit each starter kit with its appropriate racial assault rifle. Also, please allow the militia variants to be purchaseable via market so we can have a taste of the weapons prior to spec-ing into them. The militia variants shouldnt be difficult to make (more cpu/pg than basic but has less bullets in clip).
Also, finally, please rename the "assault" rifle to "blaster" rifle since it is a blaster type.
Feedback is appreciated. Thank you for reading Uh...the separate skill tree thing has been the intention from the beginning, which is part of why each race will have a variant somewhat similar to the standard rifle type of each other race.
What about the militia variants of the racial assault rifles? doesnt make sense that caldari, amarr and minmatars would have gallente's assault rifle as their basic starter weapon. It would only make sense if each race started with a militia variant of their racial assault rifle. |
RINON114
B.S.A.A. General Tso's Alliance
210
|
Posted - 2013.06.14 11:31:00 -
[15] - Quote
Krom Ganesh wrote:RINON114 wrote: Agreed, but they should bring down the multiplier or make the light weapon operation skill provide a bonus.
Don't the base op skills provide a cpu reduction bonus? You are correct, sorry I was thinking of weaponry which is right now an SP sink. |
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