Zeylon Rho
Subdreddit Test Alliance Please Ignore
1895
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Posted - 2013.08.19 00:32:00 -
[2] - Quote
CCP Logibro wrote:I'll see if I can get some info on what's happening with these skills in general (as per Zeylon's post). Just for my benefit and so I can cross check, what other skills have you guys noticed also not giving any actual benefit at certain levels?
Depends on how broad you want that question to be I think. As just mentioned, there are various skills that both have no passives and unlock neither skills or vehicles past a certain level. Dropsuit Command is done at 3, Vehicle Command is also at 3 I believe, Dropsuit Upgrades never needs to be above 4, most Vehicle Op skills have no passive and unlock another vehicle skill at 3, meaning they never needs to be above 3 (may be due to lack of ADV or PRO models of vehicle) Vehicle Maneuvering has a similar issue, everything is unlocked at level 3, and there is no passive. Other vehicle upgrade skills also cap out at 3 for gear, but they have passives.
Those are mostly skills with no passives. As far as passives that don't do anything, or fail to provide benefits, Scrambler Rifle Op's passive does nothing for the assault at any level.
The actual weapon passives you can figure out just by the numbers if they do literally nothing (re: my previous post). With max ammo you can see that a Forge Gun gets 4 rounds at rank 5, which means one of those 5 ranks didn't give him a round. Swarm Launcher, Plasma Cannon, and Mass Driver are more iffy because of rounding. While this produces some obvious examples of 1 Rank =/= to 1 Round (or 1 rank =/= nothing), I would humbly suggest you expand your concept of usefulness with respect to the other ammo totals as well. That is, just because you're getting "something" every level doesn't mean it's a great return on your SP investment.
This comes up with the reload bonus for instance. You're always getting "something", but that something might be imperceptible.
The other weapon skills get more murky as far as per-level bonuses go. Consider that I used the vanilla proto varieties for most weapons to determine the numbers in my post. It's entirely probable that you will not see any difference per level when using a STD or ADV variant in many of those cases. So, you have to decide if having a skill do at least "something" every level as a metric is something you want to tack against the proto variants as a benchmark... or perhaps ADV/STD instead. I still think having the fitting optimization skills apply a flat +1 PG per level when using a given weapon variety would be useful across the board (especially as a way to get surplus PG on your suit by using STD weapons under 5 PG). |