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Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
2963
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Posted - 2013.07.22 13:19:00 -
[1] - Quote
Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them more endgame oriented skills. In fact, you can get by putting levels into skills that lower fitting requirements like weapon operations and save the SP. |
Cosgar
ParagonX
2967
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Posted - 2013.07.22 14:33:00 -
[2] - Quote
BL4CKST4R wrote:Cosgar wrote:Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them more endgame oriented skills. In fact, you can get by putting levels into skills that lower fitting requirements like weapon operations and save the SP. That would be a good thing so newbies don't get destroyed so easily. You don't have to level the skill to 5, just put a level in when you feel like you need it. I have a pretty decent fit right now because I balanced other core skills like shield/armor upgrades to increase EHP, which is a lot more important than putting on expensive modules or weapons. |
Cosgar
ParagonX
2998
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Posted - 2013.07.22 17:23:00 -
[3] - Quote
xAckie wrote:Cosgar wrote:Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them more endgame oriented skills. In fact, you can get by putting levels into skills that lower fitting requirements like weapon operations and save the SP. but the multiplier doesnt affect what you can run around on a suit with the max CPU and PG does once you have got the levels you can fit what you want its the dead end grind that would take an average player 2 or months or more to do. Which to me seems to detract from any fun of the game 25% to CPU/PG is a huge payoff for a passive bonus. That's the ability to equip better weapons, modules, and equipment... all at once. Having a higher multiplier forces players to pick and choose what to invest into and what to fit. It's an important balancing factor. Besides, there are cheaper core skills that you should be focusing on anyway like increasing your base dropsuit EHP, reducing fitting costs on weapons, and biotics. Like I said earlier, circuitry and engineering are more endgame oriented, when you have all the best modules and need a bit more CPU/PG to fit them. |
Cosgar
ParagonX
2998
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Posted - 2013.07.22 17:34:00 -
[4] - Quote
Aquinarius Zoltanus wrote:Cosgar wrote: 25% to CPU/PG is a huge payoff for a passive bonus. That's the ability to equip better weapons, modules, and equipment... all at once. Having a higher multiplier forces players to pick and choose what to invest into and what to fit. It's an important balancing factor. Besides, there are cheaper core skills that you should be focusing on anyway like increasing your base dropsuit EHP, reducing fitting costs on weapons, and biotics. Like I said earlier, circuitry and engineering are more endgame oriented, when you have all the best modules and need a bit more CPU/PG to fit them.
While everything that you said is absolutely true, my argument is just that it is a very 'feel bad' kind of thing to grind towards. Grinding towards a new weapon doesn't feel so bad because once you get there, you have access to something cool and new. But to me it really doesn't feel fun to think, 'Yay, I just finished a grueling grind, hitting cap more than 2 weeks in a row and not spending any SP, now I get to have 5% more PG!'. There are skills in EVE that take a year to learn. Count your blessings. |
Cosgar
ParagonX
3000
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Posted - 2013.07.22 17:46:00 -
[5] - Quote
xAckie wrote:Cosgar wrote:xAckie wrote:Cosgar wrote:Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them more endgame oriented skills. In fact, you can get by putting levels into skills that lower fitting requirements like weapon operations and save the SP. but the multiplier doesnt affect what you can run around on a suit with the max CPU and PG does once you have got the levels you can fit what you want its the dead end grind that would take an average player 2 or months or more to do. Which to me seems to detract from any fun of the game 25% to CPU/PG is a huge payoff for a passive bonus. That's the ability to equip better weapons, modules, and equipment... all at once. Having a higher multiplier forces players to pick and choose what to invest into and what to fit. It's an important balancing factor. Besides, there are cheaper core skills that you should be focusing on anyway like increasing your base dropsuit EHP, reducing fitting costs on weapons, and biotics. Like I said earlier, circuitry and engineering are more endgame oriented, when you have all the best modules and need a bit more CPU/PG to fit them. but its not endgame I have about 7.2m sp. i have barely started my charachter - I am no where near endagme. plus there is weapons, vehichles, hacking speeds, grenades etc to go for I have to grind for the PG to be maxed out - poss grind the dropsit core if I need more pg to fit the equipment an advanced suit. Core skills arent endgame thats why they are core skills and I am not trying to proto everything on the suit. the only proto bit are complex shields I am not sure I can be bothered to grind for 2 months to max out a skill, forced to play the same way. Thats my point really. Its an incredibly large hump for no real reason. Look at how the skill tree is set up. It's pretty much a guideline saying "you should probably work on x before you work on y." Having these skills at a lower multiplier means everyone would have insane amounts of fitting flexibility. I only have 3 levels in each right now and the differences are extremely noticeable, especially with skills like LW operations maxed. I can literally fit a freedom MD or Allotek nanohives on an advanced suit, that's a huge advantage. |
Cosgar
ParagonX
3003
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Posted - 2013.07.22 18:00:00 -
[6] - Quote
xAckie wrote:everyone who skills into the skills will get the fitting flexibility. So i dont understand the point. People have to skill into them as there becomes a natural barrier where there there is no point in skilling into advanced equipment etc as you cant fit it on an advanced suit.
its the dead time/ the sp sink/ turning players off I doubt anyone is put off from grinding for 2 passive skills when you have modules, weapons, and weapon secondaries. You're right, everyone has to grind for the same skills, but what order you grind them makes the difference. I have a 15% bonus to my CPU/PG and a 15% reduction to CPU for light weapons and sidearms, which allows me to hybrid tank with shield energizers and complex ferroscale plates because I made the choice to focus on modules and cheaper fitting reduction skills. Figure out what's important and plan accordingly. End of story. |
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