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xAckie
Ahrendee Mercenaries EoN.
259
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Posted - 2013.07.22 13:11:00 -
[1] - Quote
the multipliers for these core skills is too much. They need to be reduced to a 3x max.
You cant even build a decent advanced suit without maximising these skills. And it will take over a month and a half of pointless grind before a player can get the last two points of these skills before a player can grind for equipment.
I bet most players dont bother playign the game when it comes to having to max these skills out. Its too boring to play if you arent able to grind for weapons or equipment to try them out. |
Cosgar
ParagonX
2963
|
Posted - 2013.07.22 13:19:00 -
[2] - 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. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
107
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Posted - 2013.07.22 13:23:00 -
[3] - Quote
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.
This is true. I just finished getting my electronics to 3 and with the help of weapon ops I can now start grinding for gear. (I'm a scout btw) |
BL4CKST4R
WarRavens League of Infamy
822
|
Posted - 2013.07.22 14:25:00 -
[4] - Quote
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. |
Niuvo
The Phoenix Federation
270
|
Posted - 2013.07.22 14:31:00 -
[5] - Quote
It sux to cap, I feel like I can't play for something anymore. |
Cosgar
ParagonX
2967
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Posted - 2013.07.22 14:33:00 -
[6] - 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. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
312
|
Posted - 2013.07.22 15:07:00 -
[7] - Quote
xAckie wrote:the multipliers for these core skills is too much. They need to be reduced to a 3x max.
You cant even build a decent advanced suit without maximising these skills. And it will take over a month and a half of pointless grind before a player can get the last two points of these skills before a player can grind for equipment.
I bet most players dont bother playign the game when it comes to having to max these skills out. Its too boring to play if you arent able to grind for weapons or equipment to try them out.
These skills have such a broad bonus and are so important that I think the cost is appropriate. CPU and PG upgrades benefit EVERY dropsuit. Also the CPU/PG are an overlooked aspect in ways a player can use their skill points to maximize there potential. As someone who runs logi, my PG and CPU are a balancing act between, weapons, defense, and equipment. I can't be a master of everything, but I can be a master of one aspect. The increase in PG and CPU start to make my suit more and more effective to the point where is can be a jack of all trades. Before this is seen as OP, it takes about 6 mil in secondary PG/CPU related skills for suits and weapons just to maximize my suit.
The skills may seem like an SP sink but they go a long way, and they're universal. |
RydogV
Shadow Company HQ
229
|
Posted - 2013.07.22 15:54:00 -
[8] - Quote
These skills should be hard to max based on the simple reason that they are a priority for most players...hence their value. It was tough to swallow that reality when first redesigned in the 'Uprising' expansion but this was the right call by CCP. It should not change. |
Killar-12
Intrepidus XI EoN.
232
|
Posted - 2013.07.22 16:05:00 -
[9] - Quote
xAckie wrote:the multipliers for these core skills is too much. They need to be reduced to a 3x max.
You cant even build a decent advanced suit without maximising these skills. And it will take over a month and a half of pointless grind before a player can get the last two points of these skills before a player can grind for equipment.
I bet most players dont bother playign the game when it comes to having to max these skills out. Its too boring to play if you arent able to grind for weapons or equipment to try them out. Agreed with you about skill multiplier especially for basic/militia gear
I don't have too much trouble with advanced suits but still. |
xAckie
Ahrendee Mercenaries EoN.
262
|
Posted - 2013.07.22 17:18:00 -
[10] - Quote
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 |
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xAckie
Ahrendee Mercenaries EoN.
262
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Posted - 2013.07.22 17:20:00 -
[11] - Quote
RydogV wrote:These skills should be hard to max based on the simple reason that they are a priority for most players...hence their value. It was tough to swallow that reality when first redesigned in the 'Uprising' expansion but this was the right call by CCP. It should not change.
I agrere they are a priority. They are a core skill. Thats why I find it odd the SP sink is so big, which basically stops players grinding for equipment for a really long time. Other core skills that are applicable across the board are 3x (or 2x) |
Cosgar
ParagonX
2998
|
Posted - 2013.07.22 17:23:00 -
[12] - 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. |
Aquinarius Zoltanus
0uter.Heaven EoN.
197
|
Posted - 2013.07.22 17:30:00 -
[13] - Quote
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!'. |
Cosgar
ParagonX
2998
|
Posted - 2013.07.22 17:34:00 -
[14] - 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. |
xAckie
Ahrendee Mercenaries EoN.
262
|
Posted - 2013.07.22 17:37:00 -
[15] - Quote
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.
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xAckie
Ahrendee Mercenaries EoN.
262
|
Posted - 2013.07.22 17:39:00 -
[16] - Quote
Cosgar wrote: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.
not core skills |
Seymor Krelborn
DUST University Ivy League
364
|
Posted - 2013.07.22 17:44:00 -
[17] - Quote
xAckie wrote:Cosgar wrote: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. not core skills
no but some core skills can take over a month to train to 5.... hull upgrades for example |
Cosgar
ParagonX
3000
|
Posted - 2013.07.22 17:46:00 -
[18] - 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. |
xAckie
Ahrendee Mercenaries EoN.
262
|
Posted - 2013.07.22 17:52:00 -
[19] - Quote
Cosgar wrote: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.
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
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
229
|
Posted - 2013.07.22 18:00:00 -
[20] - Quote
xAckie wrote:RydogV wrote:These skills should be hard to max based on the simple reason that they are a priority for most players...hence their value. It was tough to swallow that reality when first redesigned in the 'Uprising' expansion but this was the right call by CCP. It should not change. I agrere they are a priority. They are a core skill. Thats why I find it odd the SP sink is so big, which basically stops players grinding for equipment for a really long time. Other core skills that are applicable across the board are 3x (or 2x)
Looking at it the wrong way - It is better for a player to chase a higher level suit which will give them more CPU/PG as well as slots (and a bonus if its a specialized one) than maxxing out Electronics and Engineering.
Only add what you need to make your suits work.
Think about what you want to use - find the quickest way to get there, whether it be skilling up weapon operation or core upgrades or a weapon prof (1-3) to avoid stepping up to a more expensive weapon. |
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Cosgar
ParagonX
3003
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Posted - 2013.07.22 18:00:00 -
[21] - 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. |
xAckie
Ahrendee Mercenaries EoN.
262
|
Posted - 2013.07.22 18:06:00 -
[22] - Quote
Daxxis KANNAH wrote:xAckie wrote:RydogV wrote:These skills should be hard to max based on the simple reason that they are a priority for most players...hence their value. It was tough to swallow that reality when first redesigned in the 'Uprising' expansion but this was the right call by CCP. It should not change. I agrere they are a priority. They are a core skill. Thats why I find it odd the SP sink is so big, which basically stops players grinding for equipment for a really long time. Other core skills that are applicable across the board are 3x (or 2x) Looking at it the wrong way - It is better for a player to chase a higher level suit which will give them more CPU/PG as well as slots (and a bonus if its a specialized one) than maxxing out Electronics and Engineering. Only add what you need to make your suits work. Think about what you want to use - find the quickest way to get there, whether it be skilling up weapon operation or core upgrades or a weapon prof (1-3) to avoid stepping up to a more expensive weapon.
why would I want to run proto suits in pubs (just to fit advanced gear). A 80-90kk loadout for a pub match??? . I am not trying to fit proto weapons etc.
Its not SP for equipment so you can diversify your play - its a prerequisite. |
xAckie
Ahrendee Mercenaries EoN.
262
|
Posted - 2013.07.22 18:12:00 -
[23] - Quote
Cosgar wrote: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.
I know what is 'important and plan accordingly', thank you very much. I have been here since replication. So the SP tree is not new to me.
the fact is you have to/ are forced to do the PG/ CPU core skills. Otherwise there is no point in looking at other modules/ equipment.
There isnt a choice. Thats the way the suit limitations have been built. I think it is very odd CCP have put in an artificial barrier / roadblock like this, which only puts players off.
Its not like when I make a choice to max out grenades or decide to stop at 3 is it
or stop at level 4 nanohives and not protoing them - these are decisions that you take to form your character. The other is just an SP/ time sink |
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