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Firepower Tree People Want


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#1 MechaBattler

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Posted 02 March 2017 - 01:01 PM

I can't seem to post images. I'm in a place that's using a really old version of internet explorer.

http://imgur.com/a/ZTjKH

I had to do this in MS paint. So You'll forgive me if the numbers in weird spots.

This revision emphasizes the universal skills at the start of the tree. They're also more linear, with a little variation in places. Cooldown takes up the middle of the tree. As the most sought after and universally useful.

I put range to the left with heat gen since it's more favorably to energy. But can be relatively easily picked up without investing in something you don't need if you want it for missiles or ACs. Velocity goes to the right and stays pretty linear to make it easy for PPC warriors. I suppose I should have swapped gauss charge and jam chance. Since gauss rifles don't need velocity as bad. But you get the general idea oft the tree.

Let me finish with this is the firepower tree people want. I'm fine with the PGI firepower tree, only gripe I have is duration being useless for PPCs and it's overrepresented.

Edited by MechaBattler, 02 March 2017 - 01:02 PM.


#2 soapyfrog

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Posted 02 March 2017 - 01:10 PM

Don't really want all those nodes at all tbh.

Also weapon buffs should all be generic or provide buffs to all weapon types simultaneously (e.g. missle spread, projectile velocity and beam duration all from the same node) otherwise it will still continue to promote boating as much as before.

#3 MechaBattler

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Posted 02 March 2017 - 01:18 PM

I kinda feel for PGI in this moment -_-;


You could throw spread, duration, jam chance, and gauss charge all under the same point. But this tree is still a better compromise than the first and second and live if you consider how modules work. If we're talking about amount of points, this doesn't add or take away from PGI's version, it just moves them around. So if you want less points to take, they're going to lower the total points you get to play with.

#4 Alistair Winter

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Posted 02 March 2017 - 01:31 PM

This is better than what PGI has. Not perfect, but I'd say it's a step in the right direction.

#5 soapyfrog

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Posted 02 March 2017 - 01:42 PM

View PostMechaBattler, on 02 March 2017 - 01:18 PM, said:

You could throw spread, duration, jam chance, and gauss charge all under the same point. But this tree is still a better compromise than the first and second and live if you consider how modules work. If we're talking about amount of points, this doesn't add or take away from PGI's version, it just moves them around. So if you want less points to take, they're going to lower the total points you get to play with.

Which is fine, there should be less nodes overall and less points to use on them. The nodes should be more significant is the point, AND this is a golden opportunity to stop encouraging boating anymore than it is simply naturally encouraged by the ease of having one weapon type to worry about.

Quirks and module actively rewarded boating. This is a chance to move away fro that. They should take it.

#6 MechaBattler

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Posted 02 March 2017 - 01:52 PM

You could take only cooldown, range, and probably heat gen and it would equally effect all of your weapons. Perhaps combine velocity with duration. LBX spread with missile spread. Magazine capacity with the missile version. Jam Chance reduction with the missile crit skill I guess. And gauss charge can just be on it's own, in the corner, where it belongs...

#7 Malrock

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Posted 02 March 2017 - 03:59 PM

Yes this would be a TREMENDOUS improvement over the current mess that is the weapons tree.





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