![Photo](https://www.huntedcow.com/upload/avatars/0-1000/2_small.jpg?_r=0)
Soldier & Purist
#1
Posted 08 December 2008 - 22:51
There has been some discussion on the forum regarding the Purist and Soldier classes in regards to ammo creation and ammo costs in general. The intention is/was that weaponary that utlizes ammo has a slightly higher damage rating than normal non-ammo weaponary. However we've been listening to your feedback and would like to know your thoughts to improved the classes based on your experiences in the game so far. Our current thoughts are as follows:
Purist
Increase the 'base' chance of ammo creation and reduce the Psi cost for ammo creation.
Soldier
Either:
Increase ammo/weapon capacities or implement stackable items - which would work for both medipacks and ammo.
This would have a knock on effect on other classes also, however we would like to hear your feedback on this and any other aspects of the game which you feel could be improved.
Many thanks for supporting the game and we appreciate your comments!
~ The Sigmastorm 2 Team
#2
ss_kigga
Posted 08 December 2008 - 22:54
#3
ss_skytc7v62
Posted 08 December 2008 - 22:55
#4
Posted 08 December 2008 - 22:55
Well could you possibly make the ammo for Purists stackable as well if that's what you do with soldiers?
It would be all ammo, not just Soldier ammo.
![:)](/public/style_emoticons/default/smile.png)
#5
ss_kigga
Posted 08 December 2008 - 22:55
Awesome.It would be all ammo, not just Soldier ammo.
----------------
Now playing: Godsmack - I Stand Alone
via FoxyTunes
#6
Posted 08 December 2008 - 22:55
#7
ss_dfire
Posted 08 December 2008 - 22:56
#8
ss_roojrotc
Posted 08 December 2008 - 22:56
#9
Posted 08 December 2008 - 22:57
In general I think this helps fix 1/2 the problem (stacking ammo). The other half is the energy expenditure (and getting hit) to reload and taking gear damage for it.
I like the soldier class but it needs to have a more discernible trade-off. Right now it seems to come with ammo costs that yield few benefits. I understand Varkaz' point about higher damage - but who hasn't gotten damage high enough yet? And, it's only about 3-4% higher overall. That doesn't do all that much given the damage functions....
#10
ss_goalieking
Posted 08 December 2008 - 22:57
ANY WHO
ya all ideas check out, love to see them added!
#11
Posted 08 December 2008 - 22:58
![:D](/public/style_emoticons/default/biggrin.png)
#12
ss_ejames2100
Posted 08 December 2008 - 22:58
![:)](/public/style_emoticons/default/smile.png)
Maybe 5 per BP space
![:)](/public/style_emoticons/default/smile.png)
#13
Posted 08 December 2008 - 22:59
#14
ss_drizzit
Posted 08 December 2008 - 22:59
#15
ss_resido
Posted 08 December 2008 - 22:59
![:)](/public/style_emoticons/default/smile.png)
**Thumbs Up**
#16
ss_kuba
Posted 08 December 2008 - 23:00
#17
Posted 08 December 2008 - 23:01
The Purist have great skills but the ammo thing i thing is not as good as i thought. The shard does around the same amount of damage as normal ammo. i found no difference in it But what i think might really be helpful is increasing amount of ammo in a shard. This could be so that the higher the level of the skill the more ammo u get to a maximum of 30 or 35 ammos
Pls comment...
#18
ss_militia
Posted 08 December 2008 - 23:02
I feel there should be no durability loss from firing a gun, as you are buying ammunition what is the point of the gun losing durability, a few examples of games that follow this principle would be World of warcraft, and everquest.
#19
ss_rulen
Posted 08 December 2008 - 23:03
#20
ss_supmet
Posted 08 December 2008 - 23:04
Guns in general.
I feel there should be no durability loss from firing a gun, as you are buying ammunition what is the point of the gun losing durability, a few examples of games that follow this principle would be World of warcraft, and everquest.
I'm pretty sure if I swung my sword everytime you shot your gun(and you didn't do maintenance on it), my sword would last longer.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users