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New effects on irrelevant/weak pilot skills

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elias_the_great #1 Posted 02 August 2019 - 05:43 PM

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2.0 is out for a while now...and apart from some "tweeks" in some pilot skills...we havent seen a change to the pilot and gunner skills for a while. With th introduction of 2.0 and everything that came with it (bombers,tougher AA change of meta from tnb to 3Dimentional, equipement "changes") and because of that many pilot and gunner skills became more popular and potent or unpopular and even irrelevant. With the following suggestions i aim on giving us more options on pilot customization.Here we go!:popcorn:

 

Aerobatics expert

In its current state is not as strong and not worth 2 skill points...

NEW EFECTS:

+10 rate of roll(flat increase,not precentage) and reduces manouverability related equipement negative effects by 50%

 

Fire reistance

Its good but in heavy planes with large HP pools this perk seems to do little to nothing

NEW EFFECT

Reduced percentage damage to armored planes(attack aircraft and bombers)

 

Battle tested

Dont get me wrong is strong...but it can be better

NEW EFFECT

Reduced critical damage duration(the amount of time your module is red) and reduced critical damage penalty(so your plane isnt a flying brick when your tail is damaged for example)

 

Engine guru 2

Who pays 3 skill points for 2% extra engine power in 2.0....?

NEW EFFECT

20% buff in optimal altitude performance and 20% rate of climb (in meters per second)

 

Marksman 2

Who pays 3 skill points for 5% accuracy ?

NEW EFFECT

20% less gun dispersion on head-on engagements plus 40% buff on equipment that enhances gun performance(scope and guns slots) Similar to aerodynamics expert...but for guns

 

Cruise flight

One of the worst pilot skills in the game since 2.0...Because of 2.0s nature (is action packed with dogfights and AA fire) you ll never be alone or your hp pool idle(you wont be taking damage)...but when you ll be left alone...this skill should be strong to compensate for how situational it is!!

NEW EFFECT!!

1% of HP regen/second if the aircraft doesnt take any damage for 20 seconds...this effect if doubled during squal line (now you ll never be weak enough to attack an enemy sector)

 

Raptor strike

Highly situatian and not worth 3 skill points

NEW EFFECT

30% more gun damage when the skill is active OR Fires caused by Raptor strike burn until the plane is destroyed or put down by fire extinguisher,firefighter and fire resistance

 

Adrenaline rush

Strong but can be changed to appeal more to players that like to stay alive

NEW EFFECT

5% faster weapon cooldown and 5% weapon accouracy for every kill...stacking up to 10 times and resets when the plane is destroyed

 

Vigilance

ehm...whats its purpose

REVAMP

NEW NAME: "Well prepared" 2 skill points:

allows the gunner to carry an extra cockipit consumamble, the one that the player is not using (you can now have both first aid kit and fire exintuisher)

 

Endurance

Its okish but there is room for improvement

NEW EFFECTS

20% less gunner critical duration and reduced negative effects on gunner related equipement (2 skill points)

 

Ballistics expert

10% range can feel underwelming for 3 skill points

NEW EFFECT 

10-20% rear gun rate of fire (increases DPS)

 

NEW SPECIAL/SITUATIONAL PILOT SKILL

PYROMANIAC

Reduces the next outboard weapon reload time after a sucessful sector capture by 15% and stacks up to 3 times(up to 45% less bomb and rocket reload).resets if the player is destroyed)

 

countless users...primarly bombers and ground attackers

 

What you guys think? Share your opinions and suggest different changes or buffs:rolleyes:


Edited by elias_the_great, 02 August 2019 - 08:27 PM.


Aimless #2 Posted 03 August 2019 - 04:46 PM

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Some good thoughts but sorry, I don't like your suggestions. What you want is having even more superiority over the less experienced players. You have your gaming experience, you have your planes specialized and pimped and you have pilots with multiple skills. And now you want to have your skills buffed. Most of the players would appreciate getting new players into the game, and they should stay. Your suggestions would lead to even more sealclubbing over all tiers. No sorry, I wouldn't want to have that. I'd rather make the pilot skills easier to achieve (less XP to grind) so everybody could profit from changes in a fair manner.

elias_the_great #3 Posted 03 August 2019 - 06:25 PM

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View PostAimless, on 03 August 2019 - 04:46 PM, said:

Some good thoughts but sorry, I don't like your suggestions. What you want is having even more superiority over the less experienced players. You have your gaming experience, you have your planes specialized and pimped and you have pilots with multiple skills. And now you want to have your skills buffed. Most of the players would appreciate getting new players into the game, and they should stay. Your suggestions would lead to even more sealclubbing over all tiers. No sorry, I wouldn't want to have that. I'd rather make the pilot skills easier to achieve (less XP to grind) so everybody could profit from changes in a fair manner.

To be honest...faster point earning should a thing! I play for 4 years now and my highiest skill pilot has 10 skill points....and i need like what....1?2 million xp for the 11th one....I forgot to mention that in the topic!

 

However, as with every other progression type game...every older player has more guns, variety,skills etc (depending on the game) than a new one...isnt that his reward for playing the game,have more stuff?Everyone gets them as long as they play,its not a special treatment i get.....And the way this game plays out (and how the skills are set where only 2-3 are essential and the rest are just there for a little stat bump) i can play as well with two to three skill points...the rest are just there for situational use...The changes i am suggesting give more depth and help certain lines like ground pounders that-apart from protection expert and demo expert- have no other good option to go for, an option that shouts "pick me i am for ground ponding!!". What do you think its over the top? (Unless you think all of them combined or on a t1 plane with a 15 skill pilot). I would really like to know and discuss it with you...maybe i havent though of something, but you have..!

 

 


Edited by elias_the_great, 03 August 2019 - 06:26 PM.


paca_madaidhean #4 Posted 03 August 2019 - 07:23 PM

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I would love the game to be simple its a bit like fly >spider >bird >cat  development 

pilot skill is a good thing  more you play the better the pilot 

after all in real life lose a pilot you lose the skill look at the japs in ww 2 

great pilot skills at the start  of the game  and at the end  one flight pilots  with no skill just enough to get the plane in the air 

but please iron out the bugs  thanks 

 



demostene #5 Posted 05 August 2019 - 07:53 AM

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Uhm, 3 point skills go far beyond the simple description. IE marksman 2 is a good skill. It improves the precision of cannons during the turning fights

Piq_Mastika #6 Posted 05 August 2019 - 08:52 AM

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 <Aerobatics expert> "reduces negative effects by 50%" is overkill. This will give further power to Spits and Jap LF's. They are already good enough.

<Fire reistance> is doing exactly the job in GAA/bomber/HF. Without the skill one fire takes 50% of your HP pool.

<Battle tested> is fine because of the pilot protection. You can use repair consumables, too.

<Engine guru 2> Is awesome on a HF. The top speed is a thing, especially on a specialist plane. 20% climb is absurd.

<Marksman 2> Is fine on planes with several heavy guns (UK and german heavies t8+). 20% less dispersion (10% buff) and 40% buff to the scope (about 9% accuracy on a scope) is too much.

<Cruise flight> I like this idea. The current skill is underpowered and change like this will make it usable and still not OP.

<Raptor strike> now it's strong, but hard to do. The skill can kill everything even on a weak plane (e.g. He 100 D-1). Giving a free kill for it may be usable if it is triggered once per flight.

 

<Adrenaline rush> is too snowball. Combination with <Cruise flight> will be too OP.

<Vigilance> The double slot was removed for a purpose. I think having both requires less tactical preparations, so I don't like the idea.

<Endurance> Same as <Aerobarics expert>

<Ballistics expert> 5-10% damage or 20% range. 10% range is weak for 3 points.

 

<PYROMANIAC> WTF.

 

As the guys said, this will enlarge the abyss between the experienced players and the newcomers. If we get the points easier (200 to 500 games to max) theoretically a large buff to the skill points will not destroy the game. Another option is skill trees (visually similar to tech trees), but again with easy achievable points. The XP growth for the next point is absurd - up to 14,3 mil XP for point #15... It can be like 100k - 200k for point 1 with like 10-20% growth per point.



paradigmshift #7 Posted 05 August 2019 - 03:14 PM

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why not allow lower tiers to gain pilot experience quicker so less XP per point up to tier 4. To avoid players training pilots at t1 -t2 level and then taking them to t7- t8 just make it not possible to jump that high. It still will not stop clubbing but at least newbies will get better quicker.

elias_the_great #8 Posted 05 August 2019 - 10:34 PM

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View PostPiq_Mastika, on 05 August 2019 - 08:52 AM, said:

 

...i was playing World of Warships for 7 months or so and i had a 14 point captain(max is 19) and in this game i play 4 years and the best have is 10,that alone says something about the slow pilot progression...Funny thing is that i though all this ideas with frequent 15 point pilots in mind and i forgot to mention it myself :P 

 

Anyway, i though of all these ideas with certain lines, planes in mind...for example,

 

  • Cruise flight is mainly for ground attackers and bombers or slow planes in general(low tier planes and zeroes). Bombers during squal line with the regen hp dont have many oportunities to do anything...90% of the times they go to a garrison and die to either Flak or Heavies with that little HP. Keep in mind that if combat planes use it, means that they stay away from the battle for at least 30 seconds and up to 120 seconds in order to get the full benefit...so not recomended

 

  • Engine Guru 2 was reimmagined with lines that suffer from low altitude and cannot keep up with the competition,like mid tier multiroles (P-47s,Fws and late tier soviets MRF) and certain premiums that can benefit from an altitude buff (like the VB-10,Ki-94-I,JL-1A-37,Fw-190-A8)...however this will make other planes/lines even more rediculus (like the Sh*tfires, heavies in general and low and high tier bombers (like the 131 that can reach up to 3600m optimal altitude.....ooops:hiding:).so some thoughs on balancing could help...
  • Marksman 2: I am just jealus of OP bots head on killing me with everything :child:...but i believe the gun equipment buff (apart from scope) is not bad...specially for equipment that isnt "Gas-operated action" :P .Anyway it think that the skill in its current state is not worth 3 points (or 5 in that case).

 

  • Battle tested is supposed to make your plane flight capable when you are criticly damaged...but everyone gets it for the increased pilot durability...

 

  • Raptor strike: is in my opinion one fo the worst situational perks (excluding cruise flight,because its like not existing at all)....because it gives you extra crit chance and fire chance...While fire is really strong buff, crit feels insugnificant mainly because the planes that use this skill have really strong,large caliber guns that crit frequently already...while fires are a nice touch...most of the times wont be the decisive factor in a kill where an enemy has screwed up that much to be in you sights in that situation...while a damage buff will allow for the hunter to hunt for a second kill in a dive...(and fires are frustrating..at least kill me with something i cannot deal with :trollface:)
  • Aerobatics expert: The negative effects on manouverability equiment is not that bad (as a negative) compared to a fully maxed engine tuning for example...Might be over the top(as a suggestion) but my point was that this skill is not worth 2 skill points...i d rather have everything else that costs two skill points...

 

  • Ballistics expert: is 5 skill points for 10% range...10% RoF would help...

 

  • Pyromaniac and Adrenaline rush: were though around being "the major threat, the one that you can snowball and win if left alone".Those skills would make players notice every possible threat and go for it in the fear of snowball...the definition of team games (specialy something like football) is to elimenate the "ace in the sleeve" of the oposing team (their Messi if you like an example from the recent Muntial)...if you know who that is. To add to pyromaniac, it would be the first ground pounder situational skill...so a little bit more varriety for these guys...

 

In conclusion, i might have drunk some 3-4 more beers than the normal the other day...but the thing i wanted to point out (and most you agreed) was that the pilot skill system the way it is now doesnt seem to have a plethora of interesting/strong options and the sloooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow skill acuirement after 4-5 skills makes vets and noobs stand out and offers an advantage to the first over the second!



Ziptop #9 Posted 06 August 2019 - 05:39 PM

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Not entirely sure about this, but I do agree that making the game more accessible and attractive to new players nerds to be improved and also protected because indeed seal clubbing doesn't just happen in T1 and T2 - it happens throughout the game. One day you think you've mastered your aircraft and can hold your own. The next you are suddenly being clubbed again by specialist aircraft, trained pilots and players with experience. (& that's before we drift into a discussion about Match making, mixing jets and props and map suitability for certain aircraft types.) 

It's happened to me. I've done it others. Some of it is acceptable as a climb up the ladder of experience. Some of it can be downright frustrating and counterproductive. 

 

So, buffs to things that require years of gameplay to achieve? (As you said yourself - 4 years to reach a level 10 pilot!)  

 

The comments regarding the amount of xp earned Vs amount required to progress are spot on though. That definitely could be looked at. 







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