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  1. #11
    The idea is to make the perfect weapon "rare." So if you trim stuff, it beco[B]mes easier to get that perfect weapon.

    For Example:
    An AR with Assassin synergy, double Crit Bonuses, maybe a mag or damage bonus. Then on top of that, it gets a Crit bonus when it's mastered. Or Sniper Rifle with the same syn, bonuses, & mastery.

    With the current variables, it's hard to get the perfect weapon. This makes them rare.

    Unless you want to talk about making certain bonuses and/or masteries rare and others more common? Or is it already like that?
    Aliens exist! It's true! I see them in stores stocking shelves, making pizzas, etc. Yesterday I called a restaurant that delivered, and one of them brought me food. Still don't believe me? Maybe you know them by their more common name: Illegal Aliens.

  2. #12
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    Quote Originally Posted by Whippersnapper View Post
    The idea is to make the perfect weapon "rare." So if you trim stuff, it beco[B]mes easier to get that perfect weapon.

    For Example:
    An AR with Assassin synergy, double Crit Bonuses, maybe a mag or damage bonus. Then on top of that, it gets a Crit bonus when it's mastered. Or Sniper Rifle with the same syn, bonuses, & mastery.

    With the current variables, it's hard to get the perfect weapon. This makes them rare.

    Unless you want to talk about making certain bonuses and/or masteries rare and others more common? Or is it already like that?
    Yeah, I'm on board with that philosophy, my only problem is it's too rare. And, since we have 5 loadouts, presumably it will still take a long time (more than a person's lifetime) for people to fill them all with all of the exact weapons they want.

    It's a balancing act though; too common and your turnover gets higher, too rare and people just don't care enough - so they settle.

    I think that if they trim the fat they still won't fall into the "too common" category, because they are way over the deep end with rarity atm. I would be even fine with them holding the weapon recombination as a matrix option that opens at EGO 5000. (Or maybe even recombine: white @ 1000, green @ 2000, purple @ 3000, orange @ 4000, and synergies and masteries at 5000.)

    *BTW, atm, all bonuses are equally balanced in chance - but I do think there are some options in this area too.

  3. #13
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    Combat Shotguns

    Bonuses(5wgbo, 3p)

    (white,green,blue,orange)
    Reload
    Mag
    Fire rate
    Accuracy
    Dmg

    (purple)
    25% Stowed Weapon Clip Reloaded on Kill
    25% of Clip Reloaded on Melee Kill
    15% grenade DMG to targets below 50% health

    Masteries(5)

    ammo on melee kill
    dmg from last shot in mag
    damage on next shot after kill
    less dmg while reloading
    ego recharge on full reload

    Synergies @ the end


    Pump Shotguns

    Bonuses(5wgbo, 3p)

    (white,green,blue,orange)
    Reload
    Mag
    Fire rate
    Accuracy
    Dmg

    (purple)
    25% Stowed Weapon Clip Reloaded on Kill
    25% of Clip Reloaded on Melee Kill
    15% grenade DMG to targets below 50% health

    Masteries(5)

    Dmg
    ammo on melee kill
    dmg from last shot in mag
    damage on next shot after kill
    less dmg while reloading

    Synergies @ the end

    Sawed-off Shotguns

    bonuses(5wgbo, 3p)

    (white,green,blue,orange)
    Reload
    Dmg
    Mag
    Accuracy
    Melee dmg

    (purple)
    10% EGO Power Recharge on Full Reload
    15% grenade DMG to targets below 50% health
    25% of Clip Reloaded on Melee Kill

    Masteries(5)

    ammo on melee kill
    dmg from last shot in mag
    damage on next shot after kill
    less dmg while reloading
    ego recharge on full reload

    Synergies((4+2)+1)

    Synergy: Grenadier
    [1] +2% Damage
    [2] +4% Damage
    [3] +5% grenade damage to targets below 50% health
    [4] +10% grenade damage to targets below 50% health

    Synergy: Rolling Thunder
    [1] +10% Mag
    [2] +20% Mag
    [3] -10% Accuracy (no "hip")
    [4] -20% Accuracy (no "hip")

    Synergy: Quartermaster
    [1] +5% Reload
    [2] +10% Reload
    [3] +10% explosive damage for 5 sec. after full reload
    [4] +20% explosive damage for 5 sec. after full reload

    Synergy: Brutal (shotguns, chargeblades (wishful thinking), RLs, Dets, and infectors - I think RLs, Dets, and infectors should get a BIG base melee dmg increase - make it so you want to get a melee in as you run out of bullets)
    [1] +5% Melee DMG
    [2] +10% Melee DMG
    [3] +50% Reload on Melee Kill
    [4] +100% Reload on Melee Kill

    These are the +2

    Synergy: Speed Junky
    [1] +10% Reload
    [2] +20% reload
    [3] +10% speed for 5 sec. after the last shot in the mag
    [4] +20% speed for 5 sec. after the last shot in the mag

    Synergy: Juggernaut
    [1] -3% dmg taken after a kill
    [2] -6% dmg taken after a kill
    [3] Reload 25% of your mag on kill (30 sec. CD)
    [4] Reload 50% of your mag on kill (30 sec. CD)

    This is the last +1. If completely new synergies aren't an option then Cannoneer would be for pump and combat, and Sawed-off would still need one

    Synergy: Cannoneer (AR/LMG/SMG, pistols, Pump and combat shotguns)
    [1] +3% Fire Rate
    [2] +6% Fire Rate
    [3] +10% nano-effect chance for 2 sec after full reload
    [4] +20% nano-effect chance for 2 sec after full reload

    **Synergies may need 1 more to replace Cannoneer in total or to add a 5th for Sawed-offs.**

  4. #14
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    Rocket Launchers

    Bonuses(5+1wgbo, 3p)

    (white,green,blue,orange)
    Reload
    Mag
    Dmg
    Full dmg radius
    Crit mult

    (this is the +1, if this were in place I would suggest dropping dmg, because full dmg radius is better generally speaking, and this would make for consistency and identity)
    Melee dmg (w/ caveat under brutal synergy)

    (purple)
    10% EGO Power Recharge on Full Reload
    25% Speed Boost for 5 Seconds After Explosive Kill
    15% grenade DMG to targets below 50% health

    Masteries(5)

    ego recharge on full reload
    speed boost after reload
    ego refresh on explosive kill
    health on reload
    dmg from last shot in mag

    synergies @ the end

    Detonators

    Bonuses(5+1wgbo, 3p)

    (white,green,blue,orange)
    Reload
    Mag
    Dmg
    Full dmg radius
    Crit mult

    (this is the +1, if this were in place I would suggest dropping dmg, because full dmg radius is better generally speaking, and this would make for consistency and identity)
    Melee dmg (w/ caveat under brutal synergy)

    (purple)
    10% EGO Power Recharge on Full Reload
    25% Speed Boost for 5 Seconds After Explosive Kill
    15% grenade DMG to targets below 50% health

    Masteries(5)

    ego recharge on full reload
    speed boost after reload
    ego refresh on explosive kill
    dmg from last shot in mag
    health on reload


    Synergies((3+2)+1)

    Synergy: Grenadier
    [1] +2% Damage
    [2] +4% Damage
    [3] +5% grenade damage to targets below 50% health
    [4] +10% grenade damage to targets below 50% health

    Synergy: Quartermaster
    [1] +5% Reload
    [2] +10% Reload
    [3] +10% explosive damage for 5 sec. after full reload
    [4] +20% explosive damage for 5 sec. after full reload

    Synergy: Brutal (shotguns, chargeblades (wishful thinking), RLs, Dets, and infectors – I think RLs, Dets, and infectors should get a BIG base melee dmg increase - make it so you want to get a melee in as you run out of bullets)
    [1] +5% Melee DMG
    [2] +10% Melee DMG
    [3] +50% Reload on Melee Kill
    [4] +100% Reload on Melee Kill

    These are the +2, they are completely new synergies.

    Synergy: Speed Junky
    [1] +10% Reload
    [2] +20% reload
    [3] +10% speed for 5 sec. after the last shot in the mag
    [4] +20% speed for 5 sec. after the last shot in the mag

    Synergy: Juggernaut
    [1] -3% dmg taken after a kill
    [2] -6% dmg taken after a kill
    [3] Reload 25% of your mag on kill (30 sec. CD)
    [4] Reload 50% of your mag on kill (30 sec. CD)


    This is the +1 in case 2 new synergies are not an option - 1 more would still be needed if this were the case.

    Synergy: Stalker (all but BMG)
    [1] +5% Range
    [2] +10% Range
    [3] +5% EGO ability refresh on critical kill
    [4] +10% EGO ability refresh on critical kill

    **these may need 2 new and more appealing synergies, one to replace stalker, and one to make it 5**

  5. #15
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    Bolt Action Sniper rifles

    Bonuses(5wgbo, 3p)

    (white,green,blue,orange)
    Crit mult
    Reload
    Dmg
    Mag
    Fire rate (increments: x1.15, x1.25, x1.35, x1.45)

    (purple)
    10% EGO Power Recharge on Critical Kill
    25% Stowed Weapon Clip Reloaded on Kill
    10% EGO Power Recharge on Full Reload

    Masteries(5)

    ego duration on crit kill
    damage on next shot after kill
    crit % while crouched
    speed boost on last shot in mag (added)
    15% DMG on next grenade after a kill (expires after 10 sec.) (stolen from Bonuses)

    Synergies @ the end

    Semi-Auto Sniper Rifles

    Bonuses(5wgbo, 3p)

    (white,green,blue,orange)
    Crit mult
    Reload
    Dmg
    Mag
    recoil

    (purple)
    10% EGO Power Recharge on Critical Kill
    25% Stowed Weapon Clip Reloaded on Kill
    10% EGO Power Recharge on Full Reload

    Masteries(5)

    ego duration on crit kill
    damage on next shot after kill
    crit % while crouched
    speed boost on last shot in mag (added)
    15% DMG on next grenade after a kill (expires after 10 sec.) (stolen from Bonuses)

    [/b]Synergies[/b](5+2)

    Synergy: Assassin (all but BMG)
    [1]: +2% Crit Mult
    [2]: +4% Crit Mult
    [3]: +5% DMG for the next 10 sec after a critical kill
    [4]: +10% DMG for the next 10 sec after a critical kill

    Synergy: Grenadier (all but BMG)
    [1] +2% Damage
    [2] +4% Damage
    [3] +5% grenade damage to targets below 50% health
    [4] +10% grenade damage to targets below 50% health

    Synergy: Stalker (all but BMG)
    [1] +5% Range
    [2] +10% Range
    [3] +5% EGO ability refresh on critical kill
    [4] +10% EGO ability refresh on critical kill

    Synergy: Speed Junky
    [1] +10% Reload
    [2] +20% reload
    [3] +10% speed for 5 sec. after the last shot in the mag
    [4] +20% speed for 5 sec. after the last shot in the mag

    Synergy: Occam's Razor
    [1] +2% Damage
    [2] +4% Damage
    [3] 10% Reload
    [4] 20% Relaod


    These are the +2, they are synergy reworks if completely new synergies aren't an option (I like these much less than my new ones :-P)

    Synergy: Run-n-Gun
    [1] -10% Recoil
    [2] -20% Recoil
    [3] -10% Accuracy and -5% Movement Accuracy
    [4] -20% Accuracy and -10% Movement Accuracy

    Synergy: Rolling Thunder
    [1] +10% Mag
    [2] +20% Mag
    [3] -10% Accuracy (no Hip)
    [4] -20% Accuracy (no Hip)

    ** I feel like the sniper synergies are lacking, it was tough to put 5 together, and I don’t really like all the ones I placed. I’ll continue to think more about how to tune synergies to better fit snipers; maybe they need their own synergies, maybe accuracy could increase zoom in addition to it's current effect?... **

  6. #16
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    Pistols

    Bonuses(5+3wgbo, 3p)

    (white,green,blue,orange)
    Crit mult
    Dmg
    Mag
    Fire rate
    Falloff (added)

    (the +3 not too bad, but remove for identity IMO)
    Reload
    Recoil
    Accuracy

    (purple)
    10% EGO Power Recharge on Full Reload
    10% EGO Power Recharge on Critical Kill
    15% grenade DMG to targets below 50% health

    Masteries

    ego duration on crit kill
    ego recharge on full reload
    crit % to incoming targets
    crit % from hip
    speed boost on last shot in mag (added)

    synergies

    Synergy: Assassin (all but BMG)
    [1]: +2% Crit Mult
    [2]: +4% Crit Mult
    [3]: +5% DMG for the next 10 sec after a critical kill
    [4]: +10% DMG for the next 10 sec after a critical kill

    Synergy: Grenadier (all but BMG)
    [1] +2% Damage
    [2] +4% Damage
    [3] +5% grenade damage to targets below 50% health
    [4] +10% grenade damage to targets below 50% health

    Synergy: Rolling Thunder (all but BMG, Infector, det, RL)
    [1] +10% Mag
    [2] +20% Mag
    [3] -10% Accuracy (no "hip")
    [4] -20% Accuracy

    Synergy: Stalker (all but BMG)
    [1] +5% Range
    [2] +10% Range
    [3] +5% EGO ability refresh on critical kill
    [4] +10% EGO ability refresh on critical kill

    Synergy: Run-n-Gun
    [1] -10% Recoil
    [2] -20% Recoil
    [3] -10% Accuracy and -5% Movement Accuracy
    [4] -20% Accuracy and -10% Movement Accuracy

    **I did not add several synergies in order to keep the number at 5. I think this is a good idea, and should be used to give different weapons different identities through this method**

  7. #17
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    BMGs

    **I don’t use these anymore because they are uninteresting and all individuality has been strangled from them so that only a shadow of their potential exists. Because of this, I’m going to go off the rails here and try to fix that from the ground up - while also trying to add the necessary synergies for the other weapons that lack 5 interesting options.**


    Bonuses(4+1wgbo, 3p)

    (white,green,blue,orange)
    Charge
    Healing
    Dmg
    Recharge

    (these two are the +1, one fer tele-spanner and one for the rest)
    Max links (except tele-spanner)
    Range (only tele-spanner)

    (purple)
    +400% dmg and -80% healing
    +50% healing and -50% dmg
    50% Charge for 5 sec. after full reload


    Masteries(5)

    Damage and healing ticks 20% faster
    less dmg while reloading
    speed boost after reload
    health on reload
    ego recharge on full reload



    Synergies(5)

    Synergy: Speed Junky (bmg, sawed-off, RL, DET, infector, bolt, semi)
    [1] +10% Reload
    [2] +20% reload
    [3] +10% speed for 5 sec. after the last shot in the mag
    [4] +20% speed for 5 sec. after the last shot in the mag

    Synergy: Juggernaut (bmg, shotguns, RL, DET)
    [1] -3% dmg taken after a kill
    [2] -6% dmg taken after a kill
    [3] Reload 25% of your mag on kill (30 sec. CD)
    [4] Reload 50% of your mag on kill (30 sec. CD)

    Synergy: Gonna Have Me Some Fun (BMGs and infectors)
    [1] +10% fire rate (such that it counts for ticks)
    [2] +20% fire rate (such that it counts for ticks)
    [3] +10% Grenade damage while your shield is down
    [4] +20% Grenade damage while your shield is down

    Synergy: Votan-Tech (BMG)
    [1] +5 % Charge
    [2] +10% Charge
    [3] +10% Range
    [4] +32% Range

    Synergy: Occam's Razor (BMG and snipes)
    [1] +2% Damage
    [2] +4% Damage
    [3] +10% Reload
    [4] +20% Reload

    *I have not yet theory-crafted these new synergies, but I think they are within the realm of possibility**

  8. #18
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    Infectors

    Bonuses(5+1wgbo, 3p)

    (white,green,blue,orange)
    Reload
    Dmg (this should be made to work - if not do fire rate)
    Bug damage (stolen from purple)
    Range (added – meant to include homing range)
    +1 bug (added)

    (this is the +1, if this were in place I would suggest dropping dmg, because +1 bug would make for consistency and identity)
    Melee dmg (w/ caveat under brutal synergy)

    *Edit: Fire rate could replace DMG (which may even be better).

    (purple)
    10% EGO Power Recharge on Full Reload
    10% Bug Damage 3 Seconds After Shield Refresh
    15% grenade DMG to targets below 50% health

    Masteries(5)

    less dmg while reloading
    speed boost after reload
    ego recharge on full reload
    Range (added – meant to include homing range)
    bug dmg

    Synergies((3+2)+1)

    Synergy: Grenadier
    [1] +2% Damage
    [2] +4% Damage
    [3] +5% grenade damage to targets below 50% health
    [4] +10% grenade damage to targets below 50% health

    Synergy: Quartermaster
    [1] +5% Reload
    [2] +10% Reload
    [3] +10% explosive damage for 5 sec. after full reload
    [4] +20% explosive damage for 5 sec. after full reload

    Synergy: Brutal (shotguns, chargeblades (wishful thinking), RLs, Dets, and infectors – I think RLs, Dets, and infectors should get a BIG base melee dmg increase - make it so you want to get a melee in as you run out of bullets)
    [1] +5% Melee DMG
    [2] +10% Melee DMG
    [3] +50% Reload on Melee Kill
    [4] +100% Reload on Melee Kill

    These are the +2, they are completely new synergies.

    Synergy: Speed Junky
    [1] +10% Reload
    [2] +20% reload
    [3] +10% speed for 5 sec. after the last shot in the mag
    [4] +20% speed for 5 sec. after the last shot in the mag

    Synergy: Gonna Have Me Some Fun (BMGs and infectors)
    [1] +10% fire rate (such that it counts for ticks)
    [2] +20% fire rate (such that it counts for ticks)
    [3] +10% Grenade damage while your shield is down
    [4] +20% Grenade damage while your shield is down

    This is the +1 in case 2 new synergies are not an option - 1 more would still be needed if this were the case.

    Synergy: Stalker (all but BMG)
    [1] +5% Range
    [2] +10% Range
    [3] +5% EGO ability refresh on critical kill
    [4] +10% EGO ability refresh on critical kill

    **these may need 2 new and more appealing synergies, one to replace stalker, and one to make it 5**

  9. #19
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    Wow, very well thought through. So much information!

  10. #20
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    Proposed Changes Summary

    Ok, there’s my first pass on the changes that I think should be made to weapon rolls in order to bring the insanity under control - while making the options better/more interesting for the weapons that they can appear on.

    Each weapon now has:

    5 Basic bonuses
    3 Purple Bonuses
    5 masteries
    5 synergies

    I updated several current synergies in an attempt to make them better for the guns they go on:

    Assassin
    Grenadier
    Rolling Thunder
    Quartermaster
    Brutal

    I also added 5 new synergies to fix the options problem for; shotguns, snipes, BMGs, Infectors, detonators, and Rocket Launchers:

    Speed Junky (bmg,sawed-off,RL,DET,infector,bolt,semi)
    Juggernaut (bmg, sawed-off, RL, DET)
    Gonna Have Me Some Fun (BMGs and infectors)
    Votan-Tech (BMG)
    Occam's Razor (BMG and snipes)

    And, I proposed that you guys disperse all Loadout synergies to different rep vendors, then make them less of an investment than the vendor's mod synergies. While also making:
    • All vendor synergies stay confined to the appropriate rep. vendor
    • Remove the vendor synergy mods from the random pool and make them a rep. purchase only
    • Give the vendor a random window that only yields random weapons of its synergy
    • Give the vendor a orange version of each of that vendors weapon, obtainable at high rep.

    In addition to these changes I think we should get a EGO based “recombine” option that allows us to change the bonuses on our weapons, provided we have another weapon, with the bonus we need, to take it from. I proposed the EGO Tiers might look something like this:

    white @ 1000
    green @ 2000
    purple @ 3000
    orange @ 4000
    synergies and masteries @ 5000.


    Fix the rolls please /beg.

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