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Idea for New Loader Skill & Perk

Loader Skill Perk

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Poll: Idea for New Loader Skill & Perk (36 members have cast votes)

Nimble

  1. Good Idea (34 votes [94.44%])

    Percentage of vote: 94.44%

  2. Bad Idea (2 votes [5.56%])

    Percentage of vote: 5.56%

Double Time

  1. Good Idea (4 votes [11.11%])

    Percentage of vote: 11.11%

  2. Good Idea, But it Needs Changes (16 votes [44.44%])

    Percentage of vote: 44.44%

  3. Bad Idea (16 votes [44.44%])

    Percentage of vote: 44.44%

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SpeakerMagnet #1 Posted Jan 29 2013 - 20:21

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I know loader skills/perks are difficult to put in as they could easily unbalance the game, so I have a couple ideas that don't seem to game breaking to me...

Nimble - This skill reduces the reload time penalty from a damaged ammo rack by 0.25% per training level (up to 25%). If two Loaders have this skill, only the higher rating is effective.

Double Time - When the players tank is damaged by enemy fire while reloading, there is a 5% chance the remaining reload time will be reduced by half of the total reload time, while not reducing the remaining reload time to below one half second. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased loading speed from using a Gun Rammer and the Adrenaline Rush perk. This perk only comes into effect once it has reached 100%

Nimble is pretty straight forward. It works just like the Armorer skill making it so a damaged ammo rack will not hurt you as bad, it will still hurt, but at least you can shave some time off of those massive reloads.

Double Time might need a little explaining. The idea here is that if you're under fire and take damage (non-penetrating hits and bounces don't trigger this perk), you've got a chance at a faster reload, but not instant. For example, let's say you have a 12 second reload time. If you have 9 seconds left on your reload and get shot, your reload time is reduced to 3 seconds but if you have 4 seconds left on your reload it would only be reduced to a half second. Generally speaking, this perk would only effect players once every two to four games in any given tank.

Anyhow, thoughts and comments?

skcuf #2 Posted Jan 29 2013 - 20:24

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Your second one makes no sense. It would make more sense for a gunner to have a perk that does the opposite

SULOMON #3 Posted Jan 29 2013 - 20:24

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I like nimble but not double time, KV-2 would be over powered.

blueboyzcaptain #4 Posted Jan 29 2013 - 20:25

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Second one is too OP. First one is balanced and very useful,

africandeath #5 Posted Jan 29 2013 - 20:26

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not bad, i like nimble but double time would give waaaaay to much of an advantage

leahcimbulwark #6 Posted Jan 29 2013 - 20:29

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As other have noted, nimble is a cool idea, but Double time would be overpowered as hell, especially in an auto-loader.

SULOMON #7 Posted Jan 29 2013 - 20:29

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View Postskcuf, on Jan 29 2013 - 20:24, said:

Your second one makes no sense. It would make more sense for a gunner to have a perk that does the opposite
It makes sense.

cooldued11 #8 Posted Jan 29 2013 - 20:37

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View PostSULOMON, on Jan 29 2013 - 20:29, said:

It makes sense.
Yes it does, but it would make allot of tanks way to powerful; A KV-2 with a derp gun, with a BT-7 spam gunning his front the KV-2 would be shooting derp shells maybe once every 18 seconds (averaged out over the time he is being spamed) ... The 18 seconds is just guess work I did on the spot, but you should get the point.

heavymetal1967 #9 Posted Jan 29 2013 - 20:41

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Agree with most posters and voters (at present at least) in that the first one is good, but the second one is too OP for many tanks.

Blackhorse_Six #10 Posted Jan 29 2013 - 20:43

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Nimble ... No ... But,  Nimble makes better sense to me when loading from an undamaged rack. Maturation to 25% may be a little too high, though.

Double-Time ... Possibly. This one come comes across as a simpler version of the Lap Loading skill/perk which Lert proposed a few weeks ago. I like the way you have worded this one. However, it also sounds like Adrenaline Rush without the severe damge ...

Edit:  Reconsidered ... Once a Rammer is added to the vehicle, Loading shouldn't go any faster than the Rammer, and the Loaders inherent speed.

If you intend that Nimble be cumulative with Double-Time, my answer to that will be a big Hell No.

Edited by Blackhorse_Six, Jan 29 2013 - 21:31.


Fishrokk #11 Posted Jan 29 2013 - 20:44

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I like them both - but would suggest the following two changes to Double Time:
- Reduces remaining reload cycle time of the current cycle by half.  Meaning, if your overall is 12, and you have 9 left, it reduces to 4.5.  If you have 4 left, it reduces to 2.
- Only takes effect in an autoloader during magazine reload, not between shots within the magazine.

yarl5000 #12 Posted Jan 29 2013 - 20:46

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I like the idea of the Nimble idea.

other one is confusing

DeathMutant #13 Posted Jan 29 2013 - 20:51

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I like Nimble, especially since Armorer is similar, but do not like Double Time for several of the reasons mentioned above.

BattlecryGWJ #14 Posted Jan 29 2013 - 20:53

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I like Nimble, but I don't see any reason that it should be any different from any other split position skill.  IE: It should be the average of the skill value for both loaders if there is more than 1, rather than simply deferring to the higher value.  If you defer to the higher value, then there is no reason to train it on a secondary loader at all.

Errants #15 Posted Jan 29 2013 - 20:56

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I like it just to have the option for a loader skill. Right now they either automatically go for camo or repair, since that'll give me a minor benefit, and grinding a perk is useless until 100%.

Begs the question as to why there are no Loader Skills...

lightningblade #16 Posted Jan 29 2013 - 20:57

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View PostFishrokk, on Jan 29 2013 - 20:44, said:

I like them both - but would suggest the following two changes to Double Time:
- Reduces remaining reload cycle time of the current cycle by half.  Meaning, if your overall is 12, and you have 9 left, it reduces to 4.5.  If you have 4 left, it reduces to 2.
- Only takes effect in an autoloader during magazine reload, not between shots within the magazine.
Nimble sounds like a good idea, but Double Time should be only for like autoloaders during mag reload, and SPG's mid tier and up so yeah, I agree with Fishrokk.

skcuf #17 Posted Jan 29 2013 - 21:55

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View PostSULOMON, on Jan 29 2013 - 20:29, said:

It makes sense.

How does it make sense that a tank loads faster when getting shot? If anything the loader would drop the round increasing the time. This validates my post.

I didn't mean his explanation made no sense, I meant the practicality made no sense. Put the opposite effect on a gunner.

SpeakerMagnet #18 Posted Jan 29 2013 - 22:15

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Thanks for the feedback. I know the second one is a bit confusing, That's just the math behind the behavior. The tool tip would read something akin to, "When the tank is damaged the loader has a small chance to increase the speed of the current reload."

Hmm... I didn't think about auto-loaders. The Double Time perk would probably be overly effective on tanks with auto-loaders if it kicked in during a mag reload.

As far as other tanks though (KV-2 Derp for example), a 5% chance, during a reload.... Most of the time I only take about four to six shots, if that, before I'm knocked out in the tank. If you assumed that you take at six shots every game, and every time you get hit it's during a reload, that would mean this this perk would come into effect only once every three to four battles.

View Postskcuf, on Jan 29 2013 - 21:55, said:

How does it make sense that a tank loads faster when getting shot? If anything the loader would drop the round increasing the time.

Haha, didn't actually think about that. You're right though... I was thinking something along the lines of Adrenaline Rush, but something that would be active all the time without being OP all the time. If you think about it though, neither of the other two loader perks make any sense either. Adrenaline Rush... if your tank had been shot and penetrated IRL, it would probably be knocked out and intuition gives the chance of reload instantly.... I actually watched a platoon mate get double derped one time by a kv-2 who shot him back to back.

In any event, I think the masses have spoke on Double Time not being a good idea. Oh, and Blackhorse_Six, you mentioned that you think 25% might be a bit high. Armorer is 20% at maturation, which is what I based the skill on. Obviously I did increase it, but Armorer also is cumulative with other aiming bonuses. There is no cumulative bonus I added in with Nimble, which is why I increased it by 5%. If the devs think that is too high, they can certainly decrease it back to 20%.