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Skill Suggestions...

[ Edited ]

At First the skill selection seemed like a gimic, but once I started Using them they added a lot of fun to the Starhawk experience. Most of the skills are perfect. But the ones where you simply spawn with the weapon seem trivial, you would rarely come into a circumstance where you would need to spawn with a weapon. I have some suggestions to add to those skillsets.

 

Skillsets that are perfect include: Scavenger, Weapon Mod, Fuel Efficiency, Engine Mods, Rift Affinity, Quick learner, Combat Intel, Stealthy, Vengeance, and Hyper-aware

 

Skillsets that seem kind of pointless: Sniper, Heavy Weapon, Engineer, and Point Man

 

Suggestions:

 

Engineer:

      Your repair tool  should have an increased rate of repairing and destroying object of about 15%.

     Starting Ammo should be 400 Since Ammo is not replienished by silver ammo crates.

 

Sniper:

      Sniper should now be able to do vehicle damage. 15-20% of total vehicle health

      (Remember how cool it was in WH to snipe a 4x4 and get the kill)

 

Explosives:

     Rockets should do about 20% more damage to buildings. This excludes drop beacons and bubbles.

 

Shotgun:

      Should have Very high Damage to Turrets. Roughly 2 perfect close range shots should destroy them.

 

 

It would also be cool if the boosted weapon would have a diffirent color icon, so you can remember your perk in the heat of battle...I suggest gold, because nothing is cooler than a Gold weapon icon

 

I think these would be fair and balanced modification that would keep the perks exciting without causing imbalance. At the moment the weapon only perks a fairly trivial.

 

Feel free to comment or post further suggestions...

 

 

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Re: Skill Suggestions...

In short no. They would give an advantage which would be way too big. The idea to have a weapon already when spawning only encourages people to take action with said weapon instantly without having to go and pick them up or having to build the building which provides them. Remember that those starting buildings may get destroyed really fast, then you will beg for that rocketlauncher when hawks and razorbacks start to visit your base more often than you wish and you need to get rid of them. And this also gives you the advantage to spawn away from the combat where you can take shots at the enemy with little worries since they aren't where you might be.

 

Sure they may seem to be a little weak as skills but they can help you in a lot of ways, you just need to think something else than numbers.

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Member
Tear72
Posts: 85
Registered: 06-12-2011
Message 3 of 11 (147 Views)

Re: Skill Suggestions...

yeah they seem fine to me. i already got the ones unlocked that i need. spawning with the rocket launcher, as commandofin says, will help against base rape. i think maybe the hawk & jetpack extra fuel could have been seperate perks, they're completely different modes of transport to use?

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Liam511
Posts: 7,550
Registered: 20-05-2008
Message 4 of 11 (140 Views)

Re: Skill Suggestions...

Dylan Jobe has said there will be NO perks which give more ammo/damage/health... all your suggestion involve this so...no.
this is the last time I'll abandon you
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Tear72
Posts: 85
Registered: 06-12-2011
Message 5 of 11 (137 Views)

Re: Skill Suggestions...

there already are perks which give you extra ammo

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Liam511
Posts: 7,550
Registered: 20-05-2008
Message 6 of 11 (127 Views)

Re: Skill Suggestions...

Fair enough well it's definitely no damage or health perks then :smileyhappy:
this is the last time I'll abandon you
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Beta Tester
shika1983
Posts: 4,974
Registered: 02-11-2007
Message 7 of 11 (116 Views)

Re: Skill Suggestions...

Want to see this "Hacker" perk..... Cannot see how it's more OP that combat Intel.

Don't see the problem with being able to spawn a vehicle from a enemy structure as long as:

1. They enemy remain in control of it (ie - they can still use it themselves)
2. It still requires rift to activate it.

@goodiechewshoes - I don't agree with your adjustments to the weapon based perks at all.

I wonder if a perk to increase the range you could spawn within would be considered OP? It would give you a bigger tactical advantage but no actual combat advantage over another player per say.
Shika1983
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Re: Skill Suggestions...

[ Edited ]

I've been playing some capture the flag and I definately feel better about the rocket launcher, and shotgun perks. Lets say they are overly defensive with turret I just throw down a spawn beacon and go on suicide runs killing all the turrets i can with the knife then i unnleash with the launcher...

 

Anybody have some interesting skills they want to suggest?

 

Ps. Hacker perk sounds very fun. Might just be too easy to snag a 4x4 when grabbing enemy flag. maybe perk should be disabled when u have flag...but other than that would be really cool.

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Re: Skill Suggestions...

Mr. Jobe mentions a squad leader skill, where you would be able to spawn an ally on your location, even without a beacon... http://mp1st.com/2012/01/27/starhawk-skill-and-ranking-system/

 

I think this could be interesting, but you would need a lot of limitations, for example...

 

Squad leader skill:

-Requires 2 rift bars to activate

-once active a team member can use the drop, while skill is active squad leader should be visible on map

-Only 1 team member allowed to drop per activation.

- 30 second cool down period after a team member drops.

 

Please note: These are just brainstorming suggestions, just throwing out ideas.

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Tear72
Posts: 85
Registered: 06-12-2011
Message 10 of 11 (99 Views)

Re: Skill Suggestions...

used the squad leader system in killzone, it's ok, nothing special. dont think anyone would be able to handle the action if they spawned on me lol :Wink:

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