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Ulyydian

Role Specializations (Weapons & equipment)

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Depending on system I could make it so that they could do the one appropriate to their level.

If that is not the case, then yes they would need to do the missions in order.

I'll have to test it and see if it will let you skip ahead.

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Excellent concept, but i fail to see how the Gunslinger (under the DPS section for PW)  would out DPS the Sharpshooter (focused) which has the 30% to Weapon Damage - Surely DPS specialization should have the 30% weapon damage?

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As for the level of the device.. I have seen it suggested to have a lower level of these items then possibly upgrading them later.  Would it be possible that this "Specialization NPC" could check for OL of the player + has XXX item in the hold.  if XXX item < level expectoed for player OL then offer to exchange it for new item at upgraded level? Perhaps even require the player to have a level specific component in inventory in addition to the item so the item build can be done?  Just like we do with a PM object now?

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Instead of increasing the others damage, I have removed the bonus damage from the others.

It will probably work out better that way,

 

Excellent concept, but i fail to see how the Gunslinger (under the DPS section for PW)  would out DPS the Sharpshooter (focused) which has the 30% to Weapon Damage - Surely DPS specialization should have the 30% weapon damage?

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  • Several changes to weapons to balance better, all additional dmg removed and replaced with other effects.
  • Gunslinger has slow weapons to match other dps classes
  • Sharpshooter now gets energy conservation
  • Assassin now reduces enemy damage
  • Cannoneer now slows down enemy speed

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Sounds VERY awesome, but a point to ponder, what about creating a device for each of those Specialisations so that you can always change tactics should it be required?

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Made alot of changes and updates on this.

I have the traders and explores classes planned out as well now.

I am working on getting the actual items in-game now.

Each level spec will be given the appropriate level items after the quest.

I am not sure if I can force a quest to skip based on level, but will see what I can do.

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Made alot of changes and updates on this.

I have the traders and explores classes planned out as well now.

I am working on getting the actual items in-game now.

Each level spec will be given the appropriate level items after the quest.

I am not sure if I can force a quest to skip based on level, but will see what I can do.

 

Interesting, thank you for the update.

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I wanted to give an update and get some feedback on what I am doing for the three "lame" classes as it were.

 

Jenquai Trader, Terran Explorer, and Progen Sent specifically.

 

See the screenshots of the combat focus for each spec.  The builders and miners lack the more combat related buffs.

 

I greatly appreciate any feedback on this as I want to certainly make them more valuable.

 

Combat Traders

 

KXM44XA.jpg

 

 

Combat Explorers

 

xI0RnCf.jpg

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Hey Ully, I was talking to someone the other night and we were discussing the fact that there is nothing out there to buff Bio-Repression.  The skill isn't of much use except in raid settings really but it may be nice to get something to help that skill a little.  Hacking has a couple of items out there....

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That's not the only skill, that was added to the original classes, after launch (EnB Origins) that don't have buffs.  The same can be said for shield leech, energy leech.  I don't think Shield Sap has such equipment buffs either.

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That's not the only skill, that was added to the original classes, after launch (EnB Origins) that don't have buffs.  The same can be said for shield leech, energy leech.  I don't think Shield Sap has such equipment buffs either.

The thing that would be good about those would be reduction in the time it takes to fire the skill at max level, outside of that, not much is needed for them... but I agree a concerted look at all the skills for all classes should have something out there to make the skill operate at max (Skill 10) or close to it...

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I think people are not understanding what I am currently doing.

I think I'm going to have to release a spreadsheet of each race / class spec so people can see what each class gets...

 

Bio-suppression is boosted on the terran warrior spec since they are the only one who gets that.

Shield sap is boosted on the warrior also...

 

If you notice the above the "spy" or JE combat spec gets a nice bonus to shield leech.

JW gets a boost to energy leech....

 

I posted this in the other thread as it was mis-read in there as well.

 

------------------------------------------------------------

 

Traders have two specs, a combat spec and a builder spec:

 

Terran - Adventurer, Artisan

Progen - Mercenary, Procurer

Jenqs - Swashbuckler, Inventor

 

So regarding the JT, they end up getting some very nice buffs compared to the Progen. Remember thought PT already have Critical so with the added dmg they do the most dmg of traders especially with shield inversion.

 

The Terrans advantage is that they are well rounded, but are also the fastest of the races.

The Jens are masters of manipulating dmg and resistances.

 

The screenshot also did not show the color specifications so let me clear that up:

 

Purple = weapon bonuses

Red = shield bonuses

Blue = reactor bonuses

Green = engine bonuses

 

So a particular spec gets ALL those bonuses not just part of them. So looking at the above the JT reduces an enemies damage by 50% and ALSO reduces their resistance by 50%. They also have increased critical and also better beam accuracy.

 

Remember the terrans and progens will do more dmg overall than the JT even with the boosts.
That makes them the BEST class for debuffing an enemy compared to the terrans 35% or the progens 20%.

 

While the progen and terran are great for soloing, the JT really shines in a group with this.

It also makes "leaders" plan on using certain specs for certain jobs.

As noted above the JT will become the master debuffer along with the "spy".

Those two combined are going to reduce dmg by 50%, fire rate by 40%, and resistance by 50%.

Quite handy in raids wouldn't you agree :)

 

Also just to clear up confusion about how stats are working, they increase with equipment level.

Example of the JT combat spec weapon progression:

 

2aqt5eG.jpg

 

I hope that clears things up for you.

 

Please re-read the very first post in this thread as it has been updated with all the specs:

  • Upvote 1

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Thanks for further explanation Ulyydian.  I like that you're working on making the classes better, especially the neglected classes, further explanation makes me like what you're doing more.  Thanks for the proposed improvements to all the classes, especially the Scout, Sentinel, and Seeker.

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+1

I like it because all the Races and Classes get something and nothing is taken away from them.

This is kind of like the Skill tree in World of Warcraft (iirc?) 
IMO to add to this, to get access to the additional skills Only After a Tech/skill is maxed or

the path is only chosen at birth (as you are suggesting?)

 

After level 9 beams----->The Assassin Skill/Rank

After Max Psionic Shield----->The Guardian Skill/Rank

After Max Summon---->The Fury Skill/Rank

Or what ever combination DEVs decide.

Fury_zpsfdc0449c.jpg

 

I'd say you got to make a hard decision (at Birth) and/or Expensive in skill points and

Credits After Max (10-20 Skill Points and 5-6 Million credits).

 

What Skill(s) levels would you give you's give up?

JD

No build weapons?
Engines to L7

Critical targeting

Scan

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Almost like skill trees but not quite.

 

Example:

 

At Lv 10 a Terran Warrior can choose ONE of three paths:

 

1: The Leader - Role: Tank - Massive tanking ability, only progen warr has more.  

2: Saboteur - Role: Dmg / Debuff - They literally debuff the enemy very hard in many areas

3: Cannoneer - Role: Dmg / Artillery - Missiles with massive range and dmg, but immobile during seige mode.

 

Once chosen there is no going back and no switching.

Further progression into your special nets you better gear with better bonuses.

All gear goes from 2-9 depending on max skill level.

Quests at the appropriate level mentioned in the first post will net you a FULL set of gear for your level.

Weapons, Shield, Reactor, Engine, and a special device.

 

That means a person can have three TW's with a different spec that play very differently each way.

For someone like me that that makes the class very fun to play.

 

For PVP you would have 21 "classes" to factor in instead of just 9.

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Interesting.  I do have more than 1 JE and JW.  Since it comes as sets of equipment, I would have 2 questions. 

 

If one gets dinged, quality wise, can I do a mission to replace the dinged one with the same piece of equipment?

 

Can the equipment from a specialty be mixed & matched with non-specialty equipment?

 

I could see having Terrwyn (my other JE) choosing the spy equipment, but sometimes putting some of it in her vault, to put existing equipment for the mining buffs.  Sculptor, Golden Tooth, Veiled Oyoroi, Harpy, etc.  I do like the 2 mentioned in the OP, and it will be  a tough decision, so I'm leaning towards having one JE do each.   I do like that you have to pick one, rather than switching back & forth.

 

Either way, I like the specialties.

  • Upvote 1

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You can mix and match the equipment however you want.

The "set" is just designed to give you specific bonuses for your chosen role.

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I have added a google spreadsheet showing the intended set bonuses for each specialization.

You can see me updating this in real time as I continue working on this.

As I finish stuff on the spreadsheets I will also be adding items into the database.

 

https://docs.google.com/spreadsheet/ccc?key=0AlYQwNGHIDBzdDhfMVJ6Qy1xT2pzU2xwdFZhS2t1M3c&usp=drive_web#gid=0

 

Currently finished:

 

Jenquai Guardian, Fury, and Assassin

 

Working on Terran Warriors now.

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Some interesting stuff here. I think that existing toons that would obviously not be able to "make tough decisions at birth" should have the opportunity to redistribute SPs already gained in order to fit their choice of specialisation? This should be implemented as an option that can be activated to use once only, but at any time after the choice of specialisation has been made. This will give the player the time to consider the profile of their toon before deploying the redistribution of the existing SPs.

Faliure to address the plight of existing toons could potentially lead to much arm waving and protestiation by the masses who might feel their toons have been "nerfed" or "gimped" by the upgraded format. The populous are a sensitive lot, we all remember what happened to in game numbers after the waking nightmare "adjustments"... The last thing we need is to lose a lot of players over something, that if implemented properly, should be an interesting improvement to the game.

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Existing toons will be able to take a quest to get their spec gear, much like new players.

Trust me it's designed mainly for them, not for new players :)

 

I have finished the spreadsheets and will now start adding more items in.

All spec items have been planned out at this point.

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Cool, will players be able to replace an item, with the same item, if it gets it's quality dinged?

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