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Suggestion: Remove weapon mods from skill trees

Posted by whimsical on December 17, 2014  /   Posted in Uncategorized

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Canada Goose Outlet It is not only the fact that all those negative stats mostly made me https://www.nationaalzweminstituuteindhoven.nl running around without any attachments but also how you actually earn the mods and what canada goose outlet store montreal kind of stats they can have.As already said, get rid of the negative stats. I think nobody really likes that. If you then think the positives stats are too good, just tweak them down a bit. Suggestion: canada goose uk regent street Remove neg. stat rolls altogether.The “kind” of stat is not related to the weapon mod itself. For me it doesnt make sense why a magazine should increase stability while a stock or grip reduce reload speed. It should be the other way around. canada goose outlet uk review Suggestion: Have fixed major atributes on certain weapon attachments comparable to TD1 related to canada goose outlet store uk the type of mod. Like magazines can have canada goose outlet mississauga either extended capacity or reload cheap canada goose speed or both (but then balanced obviously), sights give either headshot damage or precision, grips give stability or “weapon handling” and so on.This is also partly related to no.2 where canada goose outlet near me i was asking for proper major stats. I understood the design change to “unlock” weapon attachments instead of gathering them throughout the game which required a grind for certain identical weapon mods if you want to mod different weapons with the same mod type. What I don like is the way it is implemented (via. unlock in a skill tree). You actually removed one layer from the possible loot table, which potentially can give us players those canada goose decoys uk happy looting moments. So I would have wished they do it like you unlock skins (clothes) in TD1. weapon attachments canada goose outlet uk can still drop as loot, Canada Goose Parka but once you found it its unlocked for every weapon you can use it with and a duplicate will never drop again. Additionally a change here would also be a good chance to re introduce at least one minor stat on the attachments as well, which allows for even more build diversity. crit chance (small value).Suggestion: Remove weapon mods from skill trees. Add them to an canada goose outlet 80 off additional layer to the loot table, making it so that you have a certain % chance that you get an additional drop which can be a weapon mod. A unique weapon mod can be found only once and is then unlocked for all weapons where it can be attached. Further add again minor stats. So that in the end you can have several variants of a weapon mod. with +3%CHC/6%CHD/5%DTE/6%HSDedit: one argument against my 3rd suggestion just came to my mind. Having a extended with 60 bullets vs. normal magazin with 30 bullets). So to close the potential gap of someone being very unlucky with loot drops vs. someone who was lucky you could still make it so that only the “base” versions of the mods are unlocked via the existing skill tree. So everyone could attach that after playing the story. But the advanced weapon mods which have an additional minor attribute, can only drop as loot.So as an example my suggestion for magazines:We can unlock 4 base magazine types with fixed major attributes in the existing skill tree. Values are just an example and might be balanced of course. These are:fast mag 40% increased reload speedextended mag 100% increased sizeextended fast mag 50% increased size 20% increased reload speeddrum mag 200% increased size 50 % REDUCED reload speed+3 Crticical hit chance, +6% critical hit damage, +6% headshot damage, +5% damage to elite, + 8% optimal range.Therefore you have still base variants unlockable via skill tree so nobody will have a big disadvantage if getting unlucky with drops, but there are also 20 different magazine types you can hunt for via. loot Canada Goose Outlet.

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