Locked Simple rework for Ongoing directive Gear set0 Likes/3 Replies/850 ViewsOriginal poster xcel30 938 posts
2 piece bonus: 30% reload speed (i just think that reload speed is not that great of stat so i slighty made it bigger)
3 piece bonus: 20-25% magazine size increase (most automatic ARs and SMGS get around 50 rounds extended, so with this they would just be around 60 like EB and would be a better DPS increase making you kill enemies a bit easier without special ammo and WITH special ammo)
4 piece bonus: keep how it is. Justchange that if you kill an enemy with hollow point and they die it also count for the set (fun trivia if the enemy has 1% health and you shoot him with hollow points, you don't get them back, but if you are playing a surivalist it WILL count as status effect afflicted for your crossbow ammo AND same happens if you kill enemy with an seeker mine it will give you ammo even if the explosion is what killed him before causing bleed)
Chestpiece: keep how it is
Backpack: Either make it so you get extra ammo every kills (let's say you would now get 1 magazine and a half), another possible suggestion would be that your other two weapons also get 50% of their magazine as hollow point ( so you lose all your ammo in the main gun, both of your backpups can also be used to get more ammo back but less reliably), and possibly final suggestion similar to original post if you are empty when you reload you get up 30% of your magazine as hollow point ammo (so let's use an AR again as example you would get 18 shoots to kill an enemy, enough to start and do some small extra damage, not enough to make an entire magazine look worthless).
This is focused on bringing more weapon variety because hollow point mechanics limits weapon choice making it currently mostly a LMG only set. This should alleviate by giving players indirect DPS boost with magazine sizes and small buffs to total ammo when using the backpack so you can stay with the bonus more often to counter the many issues the set has with high difficulty and group play at the same time
CategoryTheory 137 posts
Well, I'm not clear on why the above post was deleted in another thread and reposted in a new thread after I'd replied to it, but here's my reply (again) to the above, with some irrelevant stuff from the last thread removed.
The point of a game is to present some sort of challenge to the player, and I see the key challenge presented by this set as being the management of bleed status and your HP ammo so as to keep your [i]weapon damage[/i] buffs. (This is not a set oriented towards doing status effect damage; that would be Eclipse Protocol or whatever.)
The first point I quote is from the (now deleted) initial post of the previous thread in this forum, which was more or less a repeat of this post: (https://forums.ubisoft.com/showthread.php/2350842-Thoughts-on-Ongoing-Directive?p=15461502&viewfull=1#post15461502) in a thread I started in the previous forum. The remaining points are responding to the post above.
1. You need to kickstart to get set going
Yes, that's a key point of the challenge the set sets for you. Starting the chain is part of the management process, and it removes a lot of the challenge if it's trivial to restart the chain if you break it. And there are a lot of options to help you with this. These include Trauma and Reassigned talents on chest gear, at least three different specialization grenades, by my count twelve different skill variants (including several that apply bleed directly), and of course status ammo you pick up.
Experimenting with these options has been very enjoyable for me, and introduced me to things in the game I otherwise wouldn't have tried.
3 piece bonus: 20-25% magazine size increase
Well, I think we need to decouple the number of HP rounds you receive from magazine size first. But after that's done, this seems reasonable as providing a straight DPS increase, the same as the reload speed buff does. It might be more interesting to combine it with (or replace it with) a buff like, "Every time you receive status ammo, receive an additional 25%."
...another possible suggestion would be that your other two weapons also get 50% of their magazine as hollow point ( so you lose all your ammo in the main gun, both of your backpups can also be used to get more ammo back but less reliably)....
I think that's better just done by the player; switching weapons to get a kill in order to put HP ammo on that weapon is part of the management challenge.
...if you are empty when you reload you get up 30% of your magazine as hollow point ammo (so let's use an AR again as example you would get 18 shoots to kill an enemy, enough to start and do some small extra damage, not enough to make an entire magazine look worthless).
Yeah, again you're removing a large part of the management challenge that's supposed to be presented by the set. Basically, you're trying to help out users who didn't plan out their management at all and don't have any of the many, many ways of recovering from this available to them.
Managing this stuff is not all that hard for some people. If it's hard for you, or you just don't like doing it, this isn't the set for you, just like certain sets aren't for me because I find difficult or annoying the different things that they ask me to do. But why remove my ability to enjoy this kind of management problem because you don't like it?
Community Manager UbiBlush 83 posts
Closing this thread by request of original poster.