-Johnix- wrote:
From what I read Sklz has a problem with how spec works and not really the weapon subtypes.
You gather entirely wrong, so much so that I snipped out the rest of your reply because the entire inital statement is horribly wrong.
I think specialization is great, I think the weapons system is absolutely terrible. The only reason I make a point of mentioning spec in removing the weapons system is because I think spec was one of the few good things that came of it.
As far as Rial goes, it has a small amount of merit however I stand against it. It falls extremely close to the current weapons system which is trash. You can't have a balanced weapon system when certain weapons are designed to be inferior from the beginning. You also can't have a balanced weapon system when you're not using the same incremental scale on the different aspects of balance.
Let me say this again, the current weapon system was designed from the beginning to have some weapons be inferior to others.
You can't have a balanced weapon system when the foundation of the system is imbalance. That's not even getting into the whole ACC/DAM being bonuses on a point by point basis while speed is not. That's not even getting into the horrible idea of coder vs builder balance
The entire weapons system is systemically flawed by design, I don't mind the idea of another weapons system being implemented someday, but considering how long it takes for major systems to be implemented I'd much rather have one or two skills re-done and just revert back to the old weapons system.
Would it suck for builders? Perhaps. However, I'd assume some sort of auto-pass could be done like drow/deep-elf to change the current damage ranges from their current levels to a new stock level, and then allow builders to manually tweak til their heart was content.