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Cross Atu
Conspiratus Immortalis Covert Intervention
1430
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Posted - 2013.08.10 14:49:00 -
[1] - Quote
A high slot mod that increases resistance would be the ideal fix I believe. I've been debating this with a few others recently and have just started to come around to how well this fits balance and addresses some of the other outstanding issues.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1514
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Posted - 2013.08.18 14:11:00 -
[2] - Quote
Django Quik wrote:Resistance plates would be great but CCP have previously said that they don't like the idea of them because you wouldn't be able to tell who has them and thus 'choose your battles'. You'd just be shooting at someone thinking the game's broken because your bullets are doing barely any damage. The devs have a point. Odd that they feel this way about defense but not offense, that's exactly how damage mods work currently and there isn't any form of indicator on them. Not disputing what you're saying btw, just pointing out how inconsistent that is as a development stance.
Quote: As for Martin Kirby's comments - we don't need a special rifle to counter armour because there are so many other weapons that are already countering armour. Besides ARs still do pretty good damage to armour - it's not like it reduces to 50% or something.
^This.
If you can get a free AR to do 165% damage against a target based on where you aim, which you can indeed do and that's the displayed efficiency which does not include damage mods or skills, then a new type of armor centric AR is not at all required to be in game prior to fixing the flaws within the armor tanking line.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1514
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Posted - 2013.08.18 14:15:00 -
[3] - Quote
I-Shayz-I wrote:Cosgar wrote:Django Quik wrote:Resistance plates would be great but CCP have previously said that they don't like the idea of them because you wouldn't be able to tell who has them and thus 'choose your battles'. You'd just be shooting at someone thinking the game's broken because your bullets are doing barely any damage. The devs have a point.
As for Martin Kirby's comments - we don't need a special rifle to counter armour because there are so many other weapons that are already countering armour. Besides ARs still do pretty good damage to armour - it's not like it reduces to 50% or something. By that logic damage mods and the profiency skill can give the impression that certain weapons are OP. BTW To all of you guys saying resistance should be a good idea, I only want EXPLOSIVE resistance. Weapon resistance in general towards a specific type of health (armor or shield) is a stupid idea. But yes, if we are able to increase our damage dealt with damage mods, we should be able to decrease our damage taken with resistance mods.
I would want all types of resistance modules, but notice the plural I wouldn't want a mod that grants all of them at once, just options to focus on a specific type via fittings choices (and for me explosives is the obvious choice but having player options > not having player options IMO).
0.02 ISK Cross
PS ~ I feel like a lot of this discussion could be updated in light of the upcoming changes to armor. The value of the "speed mod" is less now due to the changes, the need for explosive resists over other types is going to be lessened as well (thought likely still primary), the net effect of a resistance mod on the updated HP values of plates will also change. Just some things to keep in mind. |
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