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DeadlyAztec11
Ostrakon Agency Gallente Federation
4637
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Posted - 2014.03.16 00:18:00 -
[1] - Quote
We can throw out any shield mods and that narrows down our options. Myofibril stimulants are Minmatar and are not useful on slow, armored Gallante suits. In 1.8 damage mods are going to be useless on anything that isn't a Forge Gun, Proto HMG or Laser Rifle.
Our only option is Precision Enhacers, and based off the role of the Caldari Scout it is safe to assume they're of Caldari origin. Now Precision Enhacers need a couple of things to be effective: A scout suit (preferably a Caldari or Gallante one), and at least one range amplifier.
Precision Enhancers are good for Gallante scouts but in all honesty they are useless on any other suits. The Gallante Heavy will almost always need to have multiple complex range amplifiers and precision mods to be even mildly good at detecting anything further than six feet. Any other suit will fair better with an Active Scanner.
So the question stands,
Which high mods should Gallante suits run?
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4638
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Posted - 2014.03.16 00:33:00 -
[2] - Quote
NotWhoYou ThinkEyeAm wrote:Isn't it "Gallente"? Not the way I say it!
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4638
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Posted - 2014.03.16 00:37:00 -
[3] - Quote
DozersMouse XIII wrote: logis got a nice buff to precision and range in 1.8
base stats are 15m radius and 45db precision
so range amps and precision amps will be useful to logis pretty soon
Yeah but the Logi will already get a bonus to Active scanners and scanners make these mods obsolete.
Though I guess at least the Logi will be able to use them even if they're redundant. What about the Gallante Assault and Gallante Sentinel.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4644
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Posted - 2014.03.16 02:04:00 -
[4] - Quote
Arx Ardashir wrote:Dust high slots are analagous to midslots in eve. So in that vein:
Reactor Battery (Orange Potions): Gives a set amount of stamina. 150/225/300.
"Extra Pockets" (no good name thought up): Gives you either +1 grenade, +20% ammo (one clip), or 1 extra piece of equipment (type specific). Those are all "or" btw. And ammo could be broken into light, heavy, and sidearm variants (or combined for more utility).
Deflection Field: Stops 1 attack from going through every x seconds. Could either save your life from a sniper's bullet or be wasted on a single AR round. Reactor battery is redundant since the Cardiac Regulator already increases stamina. I like the name though, ;)
I support both of your other suggestions.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4644
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Posted - 2014.03.16 03:06:00 -
[5] - Quote
Asher Night wrote:DeadlyAztec11 wrote:We can throw out any shield mods and that narrows down our options. Myofibril stimulants are Minmatar and are not useful on slow, armored Gallante suits. In 1.8 damage mods are going to be useless on anything that isn't a Forge Gun, Proto HMG or Laser Rifle.
Our only option is Precision Enhacers, and based off the role of the Caldari Scout it is safe to assume they're of Caldari origin. Now Precision Enhacers need a couple of things to be effective: A scout suit (preferably a Caldari or Gallante one), and at least one range amplifier.
Precision Enhancers are good for Gallante scouts but in all honesty they are useless on any other suits. The Gallante Heavy will almost always need to have multiple complex range amplifiers and precision mods to be even mildly good at detecting anything further than six feet. Any other suit will fair better with an Active Scanner.
So the question stands,
Which high mods should Gallante suits run? Everything you said was garbage. Also, about the damage modifiers being useeless - you DO realize that anyone who has a damage modifier will have an immediate advantage over anyone who doesn't and is using the same weapon one on one, right? You can't be this dense. First off you're a jerk/D-bag for insulting a person for holding an opinion. Second, 5% more damage isn't even noticeable.
Seriously, when's the last time you used anything below a Complex Damage mod?
If you do the math, as others have, then you will realize that running shield extenders is mathematically better; two people with the same exact class, except one has a Complex Shield extender and one has a Complex Damage mod, the one with the Shield Extender will win by a very small margin.
So if we do go mathematical about it, then it is better to use a Complex Shield Extender than a Complex Damage mod.
Taco Cat backwards is still Taco Cat
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