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cy6
Raging Pack of Homos
56
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Posted - 2013.06.21 17:17:00 -
[1] - Quote
I am making a request for changing the ammo capacity skill from 5% per level to 10% per level. At the current skill at lv5, one does not get a sufficient plus of ammunition in the reserves at a lv5 skill. Changing the skill from 5% per level to 10% per level provides a considerable surplus of ammo while not affecting the balance of the gun/necessity of the nanohive. Consider the following at lv5 ammo capacity:
Assault/Breach/Tac rifle: 300(1.25) = 300 300(1.50) = 360
Sniper rifles 25(1.25) = 31.5 25(1.50) = 37.5
Tac Sniper rifle 30(1.25) = 37.5 30(1.50) = 45
Swarm/Assault Launchers 6(1.25) = 7.5 6(1.50) = 9
Mass/Breach Driver 18(1.25) = 22.5 18(1.50) = 27
Lazer Rifle 500(1.25) = 625 500(1.50) = 750
Shotgun 32(1.25) = 40 32(1.50) = 48
Breach Shotgun 14(1.25) = 17.5 14(1.5)0 = 21
Scrambler rifle 225(1.25) = 281.25 225(1.50) = 337.5
Assault Scrambler rifle 325(1.25) = 406.25 325(1.50) = 487.5
Plasma cannon 9(1.25) = 11.25 9(1.50) = 13.5
Forge Gun 16(1.25) = 20 16(1.50) = 32
HMG/BHMG/AHMG 1500(1.25) = 1875 1500(1.50) = 2250
SMG/BSMG 480(1.25) = 600 480(1.50) = 720
ASMG 504(1.25) = 630 504(1.50) = 756
Scrambler Pistol 25(1.25) = 31.25 25(1.50) = 37.5
Assault Scrambler Pistol 48(1.25) = 60 48(1.50) = 72
Breach Scrambler Pistol 42(1.25) = 52.5 42(1.50) = 63
Flaylock 21(1.25) = 26.25 21(1.50) = 31.5
As you can see, the 25% increase of ammunition does not provide sufficient backup ammo for 2 million soul investment whereas the 50% increase is much more viable for the 2 million sp investment while maintaining the weapon's balance and necessity for nanohives(except maybe for SMGs BUT they should have that much ammo anyway). |
Meeko Fent
Seituoda Taskforce Command Caldari State
87
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Posted - 2013.06.21 17:42:00 -
[2] - Quote
Hmm, So You want More Bullets?
I Like that People aren't Crying Respec anymore, Instead they want to Make the Skills that They Spec'd Into More Useful.
Good Post +1
Just Don't Go Saying that a Weapons Profiency Skill Needs a Buff. That's just Crazy |
Stile451
Red Star. EoN.
94
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Posted - 2013.06.21 18:29:00 -
[3] - Quote
cy6 wrote:Assault/Breach/Tac rifle: 300(1.25) = 300 300(1.50) = 360
Your numbers on the AR are way off(obviously a mistake).
Assault/Breach/Tac rifle: 300(1.25) = 375 300(1.50) = 450
Here's how I think the skill should work - you get either 5% per level or 2 rounds per level - whichever is higher(at 40 rounds the bonus is the same). This would be great for weapons with low ammo while not giving a huge advantage to high ammo weapons.
This account uses a mass driver and runs out of ammo often and this skill change wouldn't change that(I carry a nanohive and would still have to), my other account uses a heavy machine gun and runs out of ammo at least twice a night - I will either ask for a nanohive or go to a supply depot(this does not include the times I run low and go to restock). |
Django Quik
R.I.f.t
709
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Posted - 2013.06.21 18:38:00 -
[4] - Quote
No. The reason it's not like this is to make it worth your while to carry nanohives. GIving players more ammo invalidates nanohives. |
cy6
Raging Pack of Homos
57
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Posted - 2013.06.21 18:49:00 -
[5] - Quote
Stile451 wrote:cy6 wrote:Assault/Breach/Tac rifle: 300(1.25) = 300 300(1.50) = 360 Your numbers on the AR are way off(obviously a mistake). Assault/Breach/Tac rifle: 300(1.25) = 375 300(1.50) = 450 Here's how I think the skill should work - you get either 5% per level or 2 rounds per level - whichever is higher(at 40 rounds the bonus is the same). This would be great for weapons with low ammo while not giving a huge advantage to high ammo weapons. This account uses a mass driver and runs out of ammo often and this skill change wouldn't change that(I carry a nanohive and would still have to), my other account uses a heavy machine gun and runs out of ammo at least twice a night - I will either ask for a nanohive or go to a supply depot(this does not include the times I run low and go to restock).
ah yes i missed that one. thanks for the correction. |
cy6
Raging Pack of Homos
57
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Posted - 2013.06.21 18:57:00 -
[6] - Quote
Django Quik wrote:No. The reason it's not like this is to make it worth your while to carry nanohives. GIving players more ammo invalidates nanohives.
Are you implying everyone MUST carry a nanohive? what if a suit is unable to carry nanohives due to pg/cpu restriction? are you implying that they should have to carry nanohives if they want to spec specifically into a weapon? are you also implying that everyone MUST spec into nanohive? Let me just tell you that no matter how much ammo a player carries, nanohives will ALWAYS play a role on the battlefield.
Fact is, ammo capacity is not worth the 2 million sp. besides, nanohives investment is only like 200k sp opposed to ammo capacity. In turn, nanohives are already cheaper. In addition, nanohives replenish more ammo than +50% to maximum ammo capacity (they can refill full ammo while ammo capacity would only add an aditional half of total). THerefore, nanohives > capacity skill at 5% AND 10% per level.
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Scheneighnay McBob
Bojo's School of the Trades
1720
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Posted - 2013.06.21 19:05:00 -
[7] - Quote
CCP says they changed the skills so they can personalize them for every weapon. Fact is, every weapon now has its own ammo capacity skill, but they're still all the same.
Also, the swarm launcher operation skill needs to change. It's currently +5% swarm launcher clip size per level; with a 3 volley clip to start, it doesn't do anything. |
cy6
Raging Pack of Homos
57
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Posted - 2013.06.21 19:09:00 -
[8] - Quote
Scheneighnay McBob wrote:CCP says they changed the skills so they can personalize them for every weapon. Fact is, every weapon now has its own ammo capacity skill, but they're still all the same.
Also, the swarm launcher operation skill needs to change. It's currently +5% swarm launcher clip size per level; with a 3 volley clip to start, it doesn't do anything.
are you saying that if they wanted to change the ammo capacity skill they would have to do so specifically per weapon? as in one at a time? that does indeed suck. but its necessary to make a 2 million sp skill useful.
also, im down with making swarm launcher ops from 5% per level to 10% per level. this would yield 3(1.5) = 4.5 or approximately 5 at ops lv5. sounds good to me. I would like to see more tank buster builds with all the LAVs murdering everyone. |
ZDub 303
TeamPlayers EoN.
454
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Posted - 2013.06.21 19:50:00 -
[9] - Quote
cy6 wrote:Scheneighnay McBob wrote:CCP says they changed the skills so they can personalize them for every weapon. Fact is, every weapon now has its own ammo capacity skill, but they're still all the same.
Also, the swarm launcher operation skill needs to change. It's currently +5% swarm launcher clip size per level; with a 3 volley clip to start, it doesn't do anything. are you saying that if they wanted to change the ammo capacity skill they would have to do so specifically per weapon? as in one at a time? that does indeed suck. but its necessary to make a 2 million sp skill useful. also, im down with making swarm launcher ops from 5% per level to 10% per level. this would yield 3(1.5) = 4.5 or approximately 5 at ops lv5. sounds good to me. I would like to see more tank buster builds with all the LAVs murdering everyone.
CCP Remnant actually stated that all of the secondary skills (anything past operation) were generic placeholders. They didn't have enough time to complete it before Uprising 1.1 and that they will be developing secondary skills over the next few patches.
I would expect to see 1.2 bring gauss rifle and combat rifle to round out the complete set of light weapons, and then a rework of all light weapon secondary skills for 1.3 or 1.4. At which point he'll probably move on to finishing heavy weapons and sidearms. |
cy6
Raging Pack of Homos
58
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Posted - 2013.06.21 19:53:00 -
[10] - Quote
ZDub 303 wrote:cy6 wrote:Scheneighnay McBob wrote:CCP says they changed the skills so they can personalize them for every weapon. Fact is, every weapon now has its own ammo capacity skill, but they're still all the same.
Also, the swarm launcher operation skill needs to change. It's currently +5% swarm launcher clip size per level; with a 3 volley clip to start, it doesn't do anything. are you saying that if they wanted to change the ammo capacity skill they would have to do so specifically per weapon? as in one at a time? that does indeed suck. but its necessary to make a 2 million sp skill useful. also, im down with making swarm launcher ops from 5% per level to 10% per level. this would yield 3(1.5) = 4.5 or approximately 5 at ops lv5. sounds good to me. I would like to see more tank buster builds with all the LAVs murdering everyone. CCP Remnant actually stated that all of the secondary skills (anything past operation) were generic placeholders. They didn't have enough time to complete it before Uprising 1.1 and that they will be developing secondary skills over the next few patches. I would expect to see 1.2 bring gauss rifle and combat rifle to round out the complete set of light weapons, and then a rework of all light weapon secondary skills for 1.3 or 1.4. At which point he'll probably move on to finishing heavy weapons and sidearms.
oh nice. well I think it is just as important to state the "placeholder" skill fixes. Assuming they are going to keep things like ammo capacity (which is good imo only if tweaked), then offering suggestions like this thread would only make their work easier. |
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Meeko Fent
Seituoda Taskforce Command Caldari State
103
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Posted - 2013.06.24 21:16:00 -
[11] - Quote
Django Quik wrote:No. The reason it's not like this is to make it worth your while to carry nanohives. GIving players more ammo invalidates nanohives. It wont invalidate Nanohive. you'll still run out of bullets. it will just make Firefights More Sustainable for Highly-Specc'd Players.
I use SMGs with my AV fit, and those guys Rip your ammo Reserves like none other. |
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