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Valto Nyntus
SVER True Blood Public Disorder.
38
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Posted - 2013.09.21 00:35:00 -
[1] - Quote
We all know that damage mods are the best mods in the game, but that's not fair to other builds that rely on shield/armor tanking.The fact that they are the #1 bought item in the game makes them op and proves that the complex needs to be nerfed.I recommend 8% for the complex damage mod, with this value everyone will be actually able to tank damage better.The scouts also benefits from this because they take less damage.What we need right now is to encourage players to work hard to get good, not give them a i win button that destroys those that want to play a certain play style. |
Thomas Jefferson Jefferson
Chatelain Rapid Response Gallente Federation
2
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Posted - 2013.09.21 01:16:00 -
[2] - Quote
Obviously, you are not a golfer. |
SponkSponkSponk
The Southern Legion The Umbra Combine
369
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Posted - 2013.09.21 01:25:00 -
[3] - Quote
If weapons lost the 10% damage boost given out when Weaponry was removed, it wouldn't be a problem. |
Thomas Jefferson Jefferson
The Crossdressing Lumberjacks
2
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Posted - 2013.09.21 02:11:00 -
[4] - Quote
The problem with this is that just because something is the top seller doesn't make It OP. Scouts will die, they are meant to be fast stealthy but also weak. And if damage mods are what has to be used to counter stacked shield/armor tanking, then that's what has to be used. The good player argument works both ways here, both to deal damage, but also to avoid damage. |
Synbot
Expert Intervention Caldari State
145
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Posted - 2013.09.21 02:28:00 -
[5] - Quote
Agreed with Thomas Jefferson. (wow never thought id say that) Anyways. Just because it's the top seller doesn't mean it's overpowered. If the Commando suit was top seller as it is now, I'm pretty sure it wouldn't all of a sudden become overpowered.
Scouts have low health. Expect them to die if bullets are coming at them.
This module is obviously no 'win-button'. Work hard to get good? Well I'm sure they worked hard enough to be able to use complex damage modifiers. It's not that the damage modifier user needs to 'work harder', it's the person who is in the path of the bullets. Because first of all, you shouldn't be in that path to begin with.
-1 |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1529
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Posted - 2013.09.21 02:40:00 -
[6] - Quote
I've never liked a vanilla "10% buff to all weapons" damage mod.
I'd rather have ones with more flavor to them, such as;
1. rof boosters for hybrid weapons to buff DPS short term, but at the cost of eating much more ammo
2. Stabilizers for kinetic weapons that reduce dispersion
3. superchargers for Lasers that boost the headshot multiplier
Having weapon mods like these would deepen the customization choices too. It would force players to make choices between what side arms they want to bring, i.e. having to choose between the SMG or scrambler - on one hand the SMG would make short work of armor that your scrambler rifle exposed and on the other a scrambler pistol with criticals boosted even higher would be utterly and totally devastating. |
Meeko Fent
Seituoda Taskforce Command Caldari State
963
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Posted - 2013.09.21 02:49:00 -
[7] - Quote
You'll change your tune if CCP ever realizes they need to remove the 10% bonus to weapon damage. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1529
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Posted - 2013.09.21 03:07:00 -
[8] - Quote
Meeko Fent wrote:You'll change your tune if CCP ever realizes they need to remove the 10% bonus to weapon damage.
They need to do something. Things die way too fast now. |
Zatara Rought
TeamPlayers EoN.
1166
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Posted - 2013.09.21 03:21:00 -
[9] - Quote
Talos Alomar wrote:Meeko Fent wrote:You'll change your tune if CCP ever realizes they need to remove the 10% bonus to weapon damage. They need to do something. Things die way too fast now.
hm...i don't. Not trolling. But most of the time i have more than enough hp. Then again i run with a proto suit 100% of the time with over 700ehp...even if it's a bit slow. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
197
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Posted - 2013.09.21 04:46:00 -
[10] - Quote
Valto Nyntus wrote:We all know that damage mods are the best mods in the game, but that's not fair to other builds that rely on shield/armor tanking.The fact that they are the #1 bought item in the game makes them op and proves that the complex needs to be nerfed.I recommend 8% for the complex damage mod, with this value everyone will be actually able to tank damage better.The scouts also benefits from this because they take less damage.What we need right now is to encourage players to work hard to get good, not give them a i win button that destroys those that want to play a certain play style.
Not all suits are really supposed to tank much damage. Scouts for example are meant to mostly avoid head on confrontations. Scouts are supposed to have to pick and choose a fight to have the odds on their side such as a shotguner scout that hides around the corner for the enemy to advance then goes up behind them at ultra close range and lets off a few blasts and gets the kill. I have been wasted a few times by scouts and i play a heavy with as much armor as possible. Honestly The way you form your argument it sounds like you are the one not playing to the appropriate play style for the suite you use. Do you also wield a AR? |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1529
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Posted - 2013.09.21 14:44:00 -
[11] - Quote
Zatara Rought wrote:Talos Alomar wrote:Meeko Fent wrote:You'll change your tune if CCP ever realizes they need to remove the 10% bonus to weapon damage. They need to do something. Things die way too fast now. hm...i don't. Not trolling. But most of the time i have more than enough hp. Then again i run with a proto suit 100% of the time with over 700ehp...even if it's a bit slow.
I don't think people need to toss on a protosuit to realize they can survive a couple of shots, but my protosuit with 850+ ehp survives long enough for most cases, though.
I mostly just dislike the boring "extra damage to a certain weight of weapon". It's rather meh considering what else they can do and it doesn't really make a lot of sense if you think about it. I'd rather have mods that enhance functionality instead of just an inexplicable boost in damage. |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
44
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Posted - 2013.09.21 17:45:00 -
[12] - Quote
Valto Nyntus wrote:We all know that damage mods are the best mods in the game, but that's not fair to other builds that rely on shield/armor tanking.The fact that they are the #1 bought item in the game makes them op and proves that the complex needs to be nerfed.I recommend 8% for the complex damage mod, with this value everyone will be actually able to tank damage better.The scouts also benefits from this because they take less damage.What we need right now is to encourage players to work hard to get good, not give them a i win button that destroys those that want to play a certain play style. Ummmm can't everyone choose damage mods? Scouts are not supposed to go head up with assault and heavies and win, they are scouts, you get speed and stealth, not hp and damage mods...... Why does everyone who plays this game think their suit is supposed to be as good at everything as other suits? The damage mods are not an I win button, but they help...... If I were a heavy and I said you need to make my suit faster scouts keep out running me you would look at me like an idiot, that's how I'm looking at you now. |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
44
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Posted - 2013.09.21 17:51:00 -
[13] - Quote
Talos Alomar wrote:Zatara Rought wrote:Talos Alomar wrote:Meeko Fent wrote:You'll change your tune if CCP ever realizes they need to remove the 10% bonus to weapon damage. They need to do something. Things die way too fast now. hm...i don't. Not trolling. But most of the time i have more than enough hp. Then again i run with a proto suit 100% of the time with over 700ehp...even if it's a bit slow. I don't think people need to toss on a protosuit to realize they can survive a couple of shots, but my protosuit with 850+ ehp survives long enough for most cases, though. I mostly just dislike the boring "extra damage to a certain weight of weapon". It's rather meh considering what else they can do and it doesn't really make a lot of sense if you think about it. I'd rather have mods that enhance functionality instead of just an inexplicable boost in damage. I can get behind that, mods that say make reloading faster? Mods that let you carry more ammo,, or a larger clip? Mods that let you shoot farther away, or shoot longer before overheating? Sure all that is fine, but also keep the damage mods..... |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
44
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Posted - 2013.09.21 17:54:00 -
[14] - Quote
Valto Nyntus wrote:We all know that damage mods are the best mods in the game, but that's not fair to other builds that rely on shield/armor tanking.The fact that they are the #1 bought item in the game makes them op and proves that the complex needs to be nerfed.I recommend 8% for the complex damage mod, with this value everyone will be actually able to tank damage better.The scouts also benefits from this because they take less damage.What we need right now is to encourage players to work hard to get good, not give them a i win button that destroys those that want to play a certain play style. So when they nerf them and armor plates become the new best selling mod then it will be op? Pffffft this guys a joke, go away and get better....?? |
shady merc
RisingSuns Public Disorder.
21
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Posted - 2013.09.21 18:06:00 -
[15] - Quote
I agree complex damage mods need to be brought down. Mostly because I don't think a proto module should double the bonus compared to advanced version. When you combine this with proto suit giving extra slot to use more of these module it creates a very big gap for newer players to overcome. |
Silas Swakhammer
GamersForChrist Orion Empire
191
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Posted - 2013.09.21 20:55:00 -
[16] - Quote
UGH. More nerf threads.
Talos Alomar has the right idea. Weapon damage mods just need more diversification. |
Bojo The Mighty
Zanzibar Concept
1945
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Posted - 2013.09.21 21:28:00 -
[17] - Quote
It's called the glass cannon for a reason........ |
Bojo The Mighty
Zanzibar Concept
1945
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Posted - 2013.09.21 21:29:00 -
[18] - Quote
Talos Alomar wrote: I mostly just dislike the boring "extra damage to a certain weight of weapon". It's rather meh considering what else they can do and it doesn't really make a lot of sense if you think about it. I'd rather have mods that enhance functionality instead of just an inexplicable boost in damage.
Accuracy Enhancers + Burst Scrambler Pistol = OP |
Xaviah Reaper
Nyain San EoN.
29
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Posted - 2013.09.21 22:07:00 -
[19] - Quote
remove damage mods all together from AV weaponry imo. breach forge guns that hit 4k? no thanks |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1530
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Posted - 2013.09.22 14:13:00 -
[20] - Quote
Bojo The Mighty wrote:Talos Alomar wrote: I mostly just dislike the boring "extra damage to a certain weight of weapon". It's rather meh considering what else they can do and it doesn't really make a lot of sense if you think about it. I'd rather have mods that enhance functionality instead of just an inexplicable boost in damage.
Accuracy Enhancers + Burst Scrambler Pistol = OP
Oh god, I just shivered a little bit thinking about that.
That's why I was thinking that the weapon mods would have to be split up by weapon type like vehicle turret mods so that pairings that would break a weapon couldn't happen. |
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Arc-08
Horizons' Edge Orion Empire
81
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Posted - 2013.09.22 14:46:00 -
[21] - Quote
Valto Nyntus wrote:We all know that damage mods are the best mods in the game, but that's not fair to other builds that rely on shield/armor tanking.The fact that they are the #1 bought item in the game makes them op and proves that the complex needs to be nerfed.I recommend 8% for the complex damage mod, with this value everyone will be actually able to tank damage better.The scouts also benefits from this because they take less damage.What we need right now is to encourage players to work hard to get good, not give them a i win button that destroys those that want to play a certain play style.
wow there we go again... How does it being the #1 item bought in the game make it OP???!
thats like saying if everybody bought only MLT tanks, then MLT tanks would be OP. |
taxi bastard
Tal-Romon Legion Amarr Empire
0
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Posted - 2013.09.22 16:10:00 -
[22] - Quote
i have a toon at 3.3mil SP's so i am pretty newb. i find the biggest changes to my competiveness is when you can unlock the top items e.g armour/shield/damage mods.
i honestly believe they need to make more SP accessible lvl 4 items which bridge the gap between the tier 3 items and tier 5. the huge buff from using the tier 5 items is often the difference between life and death and consequently between rage and pride. every battle i am still at the bottom of the list it seems so which i assume is SP based? now although i am on low SP's i am pretty competitive, mostly ill end up in the top 4 players on my side. in all honesty i do not see it as myself getting a lot better, just that i am slowly catching up item wise with other players on what i can use.
SP's atm sentinal lvl 1 max passive armour max passive shields max armour mod HMG lvl 3 forge lvl 1 grenades lvl 1 PG upgrade lvl 2
besides that i have little else. besides pre reqs
besides this toon i started another before which i rage quit on as not knowing how to skill up it was absolutely useless.. i left the game for a bit and came back....i occasionally use it but what it taught me is that skill is secondary to SP selection and total SP's as what you have plays such a large part in success.
i really do believe what will kill the game is newbs being in a position where they do not believe they will be able to compete, unless they start bracketing matches for skill point ranges.
as for the damage mod specifically being OP ....i have about 2 mil in my training list to get there so ill tell you then |
Maken Tosch
DUST University Ivy League
4255
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Posted - 2013.09.22 16:11:00 -
[23] - Quote
The ARs are not OP and the damage mods are ok as they are. Besides, haven't you noticed the armor buff that the heavies received? |
lrian Locust
DUST University Ivy League
128
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Posted - 2013.09.22 16:31:00 -
[24] - Quote
Valto Nyntus wrote:I recommend 8% for the complex damage mod, with this value everyone will be actually able to tank damage better.The scouts also benefits from this because they take less damage. Scouts die anyway, whether it's by a militia or a proto gun with 3 damage mods.
More damage mods = more scout pieces
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