shady merc
RisingSuns
8
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Posted - 2013.06.27 00:21:00 -
[1] - Quote
While I do not agree with removing Damage mods and shield/armor enhancers all together I believe they need to be looked at. most notably Damage enhancers and shield extenders. Both of these items double their bonuses when going from enhanced to prototype. This kinda of bonuses to older player I believe does hurt the newer player experience. However older player should get better bonuses compared to the newer players thats just the mmo side of dust coming out. However on certain items its just to much.
here an example let say we have a newer player thats just now finished his enhanced dropsuit load out. looks something like this. Merc 1 highs 3 : enhanced damage mod,enhanced shield extender,enhanced shield extender low 2: doesn't matter at this moment weapon : Gek-38
and lets compare him first to an older player in the same dropsuit with prototype modules. Merc 2 highs 3 : complex damage mod, complex shield extender, complex shield extender low 2 : weapon :Gek-38
betwenn merc1 and merc2 there is a difference of 5% damage and 66 hit points (not taking into effect passive skils and low slots ) in merc2 favor.
now lets look at merc3
merc3 highs 6 : 2x enhanced damage mod, 4x extended shield extenders low 2: weapon Gek-38
merc 1 and merc 3 stack up just like merc1 and 2 5% percent damage and 66 hitpoints. (actually slightly less then 5% damage due to staking penatly)
So with out passive bonuses or stronger guns we are asking merc1 to basically fight someone with twice as many high slots this doesn't seem right. And this is just the tip of it. lets see merc 4 join the battle
merc4 proto dropsuit high 4 : 2x complex damage mods, 2x shield extenders, OR 1 complex damage mod, 3x shield extender low weapon duvolle assualt rifle
So far Merc 4 version 1 beats merc 1 by 15% damage and 66 hitpoints, version 2 beats merc 1 by 5% damage and 122 hitpoints. Lets not forget Merc 4 also has a proto gun which mean he doing more base damage as well as getting more from his percentage increase.
now this didn't even take into affect the bonuses from the low slots,Which for the most part are setup better as proto is usally getting a 5% bonus over extended. We also did take into passive skills most notably the weapon prof. skill giving 3% bonus to weapon damage. Lets say in 1 week merc 1 and merc 4 fight again. after merc4 puts 2 level into the prof skill.
merc4 version 1 beats merc 1 by 21% damage and 66 hitpoints, version 2 wins by 11% damage and 122 hitpoints.
proposal would be not to change the prototype gear. instead lets do this
milita shield ext. 22 hitpoints standard shield ext. 33 hitpoints enhanced shield ext. 44 hitpoints prototype 66 hitpoints
milita dmg 3% standard dmg 5% enhanced dmg 7% prototype dmg 10%
I believe these 2 changes could go a long way in helping out new player experience. If this isn't enough then maybe looking at opening the weapon prof skill up at weapon 4 instead of 5 letting the newer players spend points into it before upgrading to the proto weapon they can't fit or afford to use.
tell me what you think. |