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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
529
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Posted - 2013.09.01 19:25:00 -
[1] - Quote
Why all interesting modules are in low slot? Except the damage mods all the other interesting modules are for low power slots, put there to favor the calcari.
Few examples: Hacking module Calcari can use them without sacrifice too much shields
Kin cat and cardiac regulators Calcari can use them without sacrifice too much shields
Range amplifiers and profile dampening modules Calcari can use them without sacrifice too much shields
Armor tankers need to sacrifice HP slots and reparations in order to fit those modules
Is this not the time to change something from Chromosome build? In chromosome modules disposition had a sense, now that we have more racial variants something have to change. |
Sgt Kirk
SyNergy Gaming EoN.
1396
|
Posted - 2013.09.01 19:29:00 -
[2] - Quote
Caldari you mean? I'm not sure if you're making fun of them or not (I hate Caldari's coward fighting style though)
Yeah, as far as support modules go the Highslots have about only 4 modules while low slots have +10.
I've been saying this since last year, they need to give armor tankers something useful for their highslots (I leave one highslot open because there's nothing I want to put there) |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1427
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Posted - 2013.09.01 19:33:00 -
[3] - Quote
This has been something that's been bugging me for a long time. As an armor tanker what am I supposed to do with my high slots? My only real choice is damage mods. |
Dominus Fatali
Nox Aeterna Security
110
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Posted - 2013.09.01 19:38:00 -
[4] - Quote
Brick fit. |
Sgt Kirk
SyNergy Gaming EoN.
1396
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Posted - 2013.09.01 19:39:00 -
[5] - Quote
Yeah Aero, sometimes I end up putting a basic damage mod that does nothing just because I hate having an empty slot. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
531
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Posted - 2013.09.01 19:42:00 -
[6] - Quote
My suggestion is: Armor tankers should be able to fit on highs: damage mods and dropsuit electronics skil tree modules. This make sense because armor tankers will take advantage of lower profile signature that armor tanking SHOULD provide.
Shield tankers shoudl be able to fit on lows: hacking and biotic skill tree modules. This is already happening i don't need to list you the reasons of why this is a good thing. |
Doc Noah
Algintal Core Gallente Federation
489
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Posted - 2013.09.01 19:43:00 -
[7] - Quote
We've been asking CCP to equalize high and low slot mods for awhile now but I'm getting the feeling they're getting stubborn with the "it wont make any sense" thing. |
Greasepalms
Ahrendee Mercenaries EoN.
203
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Posted - 2013.09.01 19:46:00 -
[8] - Quote
But high slots have Precision Enhancers !! |
Sgt Kirk
SyNergy Gaming EoN.
1396
|
Posted - 2013.09.01 19:59:00 -
[9] - Quote
Greasepalms wrote:But high slots have Precision Enhancers !! As much as I love Precision enhancers and they are useful, it's just that they are limited by our scan radius...which is just a measly 10 meters, 15 if max skill which is still nothing, and about 20 if skills and a complex mod were on. Believe it or not, 20 meters is still not all too great in this game. That's like the length of 1 and a half Caldari LAVs.
The Gallente Scout can get about 25 meters though and almost 30 if it has two complex range enhancers which is actually decent. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
534
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Posted - 2013.09.01 22:30:00 -
[10] - Quote
All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1435
|
Posted - 2013.09.01 22:38:00 -
[11] - Quote
Also going to point out how frustrating it can be when all the fitting modules are low slots. |
Beren Hurin
The Vanguardians
1325
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Posted - 2013.09.01 22:48:00 -
[12] - Quote
You guys got it backward. Its the slot amounts that determine where you put stuff. It makes sense that the armor tankers with the extra lowslots can be the ones signal tanking. The shield tankers have to sacrifice stuff that helps their base stat advantages already. They'd be wasting shield regen if they didn't fit regen modules, or an armor repairer.
Armor tankers make sense as having the dampeners in the lows, because in rare cases you wouldn't put more than one damp in the low anyway, and then you aren't taking away that much from your tank anyway. |
ZDub 303
TeamPlayers EoN.
1946
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Posted - 2013.09.01 22:50:00 -
[13] - Quote
shaman oga wrote:All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position.
Thats always what I thought it should be like too.
Shield tankers get speed and stamina to move in and out quickly, so their shields can recharge.
Armor tankers get EWAR so they can get in close and take advantage of their EHP upper hand. Also, the EWAR focused Gal Scout seems to suggest they mean for armor tankers to have an EWAR advantage.
Also, PG modules should have no CPU penalty and move to the high slots to balance the CPU modules on the low slot. |
Monkey MAC
killer taxi company General Tso's Alliance
55
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Posted - 2013.09.01 23:21:00 -
[14] - Quote
How abou a new engineering module, a converter if you will, for both hi and low, converts one to the other, hut comes with a penalty on modules used in these hacked slots, tiers would reduce the penalties, that could allow true customization, without permitting mega tanking |
Eldest Dragon
0uter.Heaven
103
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Posted - 2013.09.01 23:33:00 -
[15] - Quote
shaman oga wrote:Why all interesting modules are in low slot? Except the damage mods all the other interesting modules are for low power slots, put there to favor the calcari.
Few examples: Hacking module Calcari can use them without sacrifice too much shields
Kin cat and cardiac regulators Calcari can use them without sacrifice too much shields
Range amplifiers and profile dampening modules Calcari can use them without sacrifice too much shields
Armor tankers need to sacrifice HP slots and reparations in order to fit those modules
Is this not the time to change something from Chromosome build? In chromosome modules disposition had a sense, now that we have more racial variants something have to change.
To favour caladari, are you serious dude get real, have you not used a caladari suit. Gl running those in low slots on 1, its really hard to do effectively, the reason being you almost always need a cpu enhancer if you want descent stuff and then you need an armor repper. Even on the proto cko that leaves you with 1 slot lmfao. |
Eldest Dragon
0uter.Heaven
103
|
Posted - 2013.09.01 23:38:00 -
[16] - Quote
And as far as modules and slotting goes, imo the best thing would most likely be, to make all modules not shield or armor related and for them to be universal. Ofc I have not thought that idea through properly, may not be a good thing to do, but its 1 way of fixing the problem of having to use modules in certain slots. |
Delta 749
Kestrel Reconnaissance
1895
|
Posted - 2013.09.01 23:56:00 -
[17] - Quote
My suggestion, dual tank and stop crying |
Monkey MAC
killer taxi company General Tso's Alliance
56
|
Posted - 2013.09.02 00:00:00 -
[18] - Quote
Eldest Dragon wrote:And as far as modules and slotting goes, imo the best thing would most likely be, to make all modules that are not shield or armor related to be universal. Ofc I have not thought that idea through properly, may not be a good thing to do, but its 1 way of fixing the problem of having to use modules in certain slots.
Check my above suggestion for an engineering module!!
Hafe both a stacking penalty (even for modules that dont normally have them + an arbitrary penalty of 50/25/12 % for each tier would make mega tanking useless and make you consider if module really worth it!
I just need a name!! |
Garrett Blacknova
Codex Troopers
3429
|
Posted - 2013.09.02 00:01:00 -
[19] - Quote
As a Caldari, Dampeners in the low slots make sense.
We have to choose between our primary tank and adding damage. Gallente have to choose between their primary tank and everything except damage, though. That's a little too much.
But no, this doesn't benefit Caldari, because very few of our suits get more than 2 low slots, meaning that's about all we can fit of anything but Shield Extenders and Damage Mods (because with scan radius being so short, Precision Enhancers don't even help range-skilled and -modded Scouts enough to be worthwhile). |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
344
|
Posted - 2013.09.02 00:05:00 -
[20] - Quote
Sgt Kirk wrote:Caldari you mean? I'm not sure if you're making fun of them or not (I hate Caldari's coward fighting style though)
Yeah, as far as support modules go the Highslots have about only 4 modules while low slots have +10.
I've been saying this since last year, they need to give armor tankers something useful for their highslots (I leave one highslot open because there's nothing I want to put there)
caldari- flux + MD...
some proto dude took himself out trying to kill me with flux and MD... |
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Viktor Zokas
High-Damage
316
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Posted - 2013.09.02 00:05:00 -
[21] - Quote
Damage mods > everything else. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
536
|
Posted - 2013.09.02 12:35:00 -
[22] - Quote
Delta 749 wrote:My suggestion, dual tank and stop crying That's not a matter of cry or not, this is a restriction that had a sense in a previous build where we had 4 dropsuit types. All Ewar modules should be on high slots for the logical consequence that armor should have a lower profile signature than shields and armor tankers should take advantage of this, while shield tankers can use their low for biotic or hacking modules. |
Acturus Galaxy
The Phalanx Inc
132
|
Posted - 2013.09.02 13:56:00 -
[23] - Quote
shaman oga wrote:All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position.
Would be a very bad idea as the Gallente scout only have 1 high module slot. A scout who is supposed to benefit from these modules. Keep them in low slots but add active range amplifiers to be added in the high slots, something that give +10 meters for a short period of time and have a cooldown period where it is not useable. |
Monkey MAC
killer taxi company General Tso's Alliance
58
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Posted - 2013.09.02 14:02:00 -
[24] - Quote
Acturus Galaxy wrote:shaman oga wrote:All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position. Would be a very bad idea as the Gallente scout only have 1 high module slot. A scout who is supposed to benefit from these modules. Keep them in low slots but add active range amplifiers to be added in the high slots, something that give +10 meters for a short period of time and have a cooldown period where it is not useable. I assume this would be activated from the weapon wheel?? |
Acturus Galaxy
The Phalanx Inc
135
|
Posted - 2013.09.02 14:05:00 -
[25] - Quote
Monkey MAC wrote:Acturus Galaxy wrote:shaman oga wrote:All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position. Would be a very bad idea as the Gallente scout only have 1 high module slot. A scout who is supposed to benefit from these modules. Keep them in low slots but add active range amplifiers to be added in the high slots, something that give +10 meters for a short period of time and have a cooldown period where it is not useable. I assume this would be activated from the weapon wheel??
Yes, it would be great if we could have active modules like the vehicles in the high module slots. |
Monkey MAC
killer taxi company General Tso's Alliance
58
|
Posted - 2013.09.02 14:09:00 -
[26] - Quote
Acturus Galaxy wrote:Monkey MAC wrote:Acturus Galaxy wrote:shaman oga wrote:All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position. Would be a very bad idea as the Gallente scout only have 1 high module slot. A scout who is supposed to benefit from these modules. Keep them in low slots but add active range amplifiers to be added in the high slots, something that give +10 meters for a short period of time and have a cooldown period where it is not useable. I assume this would be activated from the weapon wheel?? Yes, it would be great if we could have active modules like the vehicles in the high module slots. Then this sounds awsome but do you think all active modules should be high or some low? |
Acturus Galaxy
The Phalanx Inc
135
|
Posted - 2013.09.02 14:22:00 -
[27] - Quote
Monkey MAC wrote:Acturus Galaxy wrote:Monkey MAC wrote:Acturus Galaxy wrote:shaman oga wrote:All the modules that regard scanning precision, profile dampening and range amplifiers should be high slot modules, so armor tankers will gain full advantage of those modules without sacrificing HP and reparation. All things that shield tanker can already do because of the current modules position. Would be a very bad idea as the Gallente scout only have 1 high module slot. A scout who is supposed to benefit from these modules. Keep them in low slots but add active range amplifiers to be added in the high slots, something that give +10 meters for a short period of time and have a cooldown period where it is not useable. I assume this would be activated from the weapon wheel?? Yes, it would be great if we could have active modules like the vehicles in the high module slots. Then this sounds awsome but do you think all active modules should be high or some low?
Some active modules could be used in the low slots as we have passive shield extenders in the high slots. Maybe active biotic modules in the low slots as alternative to the passive biotic modules. The cloaking modules could be active modules on the low power slots, and we could have other ewar modules in the low power slots. Someone once mentioned the possibility to listen to hostile team chats, a scrambler that will prevent dropuplinks from working in your proximity. A scrambler that will block all hostile voice chat in your proximity with some feedback reporting if active voice com has been scramled. |
Monkey MAC
killer taxi company General Tso's Alliance
59
|
Posted - 2013.09.02 14:28:00 -
[28] - Quote
Acturus Galaxy wrote:Monkey MAC wrote:Acturus Galaxy wrote:Monkey MAC wrote:Acturus Galaxy wrote:
Would be a very bad idea as the Gallente scout only have 1 high module slot. A scout who is supposed to benefit from these modules. Keep them in low slots but add active range amplifiers to be added in the high slots, something that give +10 meters for a short period of time and have a cooldown period where it is not useable.
I assume this would be activated from the weapon wheel?? Yes, it would be great if we could have active modules like the vehicles in the high module slots. Then this sounds awsome but do you think all active modules should be high or some low? Some active modules could be used in the low slots as we have passive shield extenders in the high slots. Maybe active biotic modules in the low slots as alternative to the passive biotic modules. The cloaking modules could be active modules on the low power slots, and we could have other ewar modules in the low power slots. Someone once mentioned the possibility to listen to hostile team chats, a scrambler that will prevent dropuplinks from working in your proximity. A scrambler that will block all hostile voice chat in your proximity with some feedback reporting if active voice com has been scramled.
I must admit being able to listen to enemy chat is all kinds of awsome!! Whats your stance proximity chat for both enemy and friendly units? |
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