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View Full Version : Too high req. or not ?


onetower
08-13-2008, 12:13 AM
(+)Pyrotechnist
Action:
Trap Radius: +2;
Trap Activation AP: -1.
Required:
Perk: Miner x10;
Traps Skill x50;
Lvl: 16.

(+)Grenade Dexterity
Action:
Throw grenades from equip;
Máx Weight -10.
Required:
Perk: Grenadier Mastery x10;
Grenadier Skill x50;
Lvl: 16.

This two perks IMHO are support perks, coz no1 will create his soldier with this perks as main, (lets imagine: only miner or only grenadier without any weapon - even if he get on start two grenades/mines from skill he is useless in the final battle coz he can do more dmg than that with grenades/mines)

So my question is:

Do you also think that this perks requirements are too high as a support perks?

kastenessen
08-13-2008, 07:36 AM
These skills fit the established pattern of the other weapon skills. They also provide pretty good effects. I don't see an issue.

kthx.

onetower
08-13-2008, 09:55 AM
These skills fit the established pattern of the other weapon skills. They also provide pretty good effects. I don't see an issue.

kthx.

this is not skills - that perks

do you ever saw a man on battlefield who only laying mines or only throwing grenades 0.o ? These two perks in battlefield must work together with some kind of main weapon smg, assault or sniper, otherwise man equiped with (as i said, even) two grenades/mines in more progressed batlle are totaly and completly useless - enemy can us it as a bit of easy experience

I dont denied that this make a good effect, but this is support perks not primary atack weapon

please tell me how u can combine a soldier with "pretty good effect" with this perks (Grenade Dexterity/Pyrotechnist) as primary?


i see a slightly improving solution for this perks:

grenades and mines should be considered as one skill in requirements for example: "Explosives Skill" in place of "Traps Skill/Grenadier Skill"