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trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:04:00 -
[1] - Quote
Hear me out. If you are tanking damage output your health capacity should be limited. Right now you can run 1-2 damage mods on almost any adv suit and only slightly reduce your total health while drastically improving your damage output, especially with higher ROF weapons. Since damage mods have a stacking penalty there is no point in equipping more than 2 or 3 since the damage output gain becomes negligible compared to the health you would gain by equipping a shield extender, but there is no down side to equipping this module that is at least twice as effective as additional health modules would be.
If you are going to have an item in this game that is going to be this much better than any other high slot modules, there should be some penalty for equipping it. I think that each tier of damage mod should reduce the overall health of your suit (after modules are calculated in) by the same percentage that it increases your damage output. That means that basic mods would reduce your overall health by 3% per module, enhanced mods would reduce your health by 5% per module, and complex mods would hit your health for 10% per module.
This would make damage mods a true glass cannon item so that people are not able to tank both health and damage output, as most of people you run across these days seem to do. Damage mods would then be less viable for frontline/spam-weapon fits and be more suited for stealth/speed based glass cannon fits. |
trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:21:00 -
[2] - Quote
Oh my, don't hurt your brains coming up with all of those counter arguments people. You might have an aneurysm.....
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trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:38:00 -
[3] - Quote
Chunky Munkey wrote:I agree with the OP.
Damage mods should take up space that could otherwise be used to increase health!!!
. . . wait Oh, so reading isn't your forte then? Ok, here's it simplified:
Damage mods give you far more damage output than the shield modules give you health, so you increase your survivability more by adding more damage output than you do by adding more health. To rectify this, you cut suit health proportionally to the amount of damage output you are given so that other high powered modules have around the same effectiveness and the damage mods.
Got it? Or do I gotta say it in baby language to make it make sense? |
trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:44:00 -
[4] - Quote
TheAmazing FlyingPig wrote:I was about to post something, then I read OP's name. I try to make a serious post and my name makes it an automatic fake? lol |
trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:46:00 -
[5] - Quote
HYENAKILLER X wrote:Learn to fight. Learn that you wont win every fight. Learn that the game is about fighting better people. Learn that this is all about the fun if fighting
Stop trying to weaken everyone. I've been playing this game for a year and a half, go elsewhere with your noob wisdom, it's not applicable here. |
trollface dot jpg
The Bacon Corporation
108
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Posted - 2013.10.14 18:09:00 -
[6] - Quote
Vitharr Foebane wrote:trollface dot jpg wrote:Hear me out. If you are tanking damage output your health capacity should be limited. Right now you can run 1-2 damage mods on almost any adv suit and only slightly reduce your total health while drastically improving your damage output, especially with higher ROF weapons. Since damage mods have a stacking penalty there is no point in equipping more than 2 or 3 since the damage output gain becomes negligible compared to the health you would gain by equipping a shield extender, but there is no down side to equipping this module that is at least twice as effective as additional health modules would be.
If you are going to have an item in this game that is going to be this much better than any other high slot modules, there should be some penalty for equipping it. I think that each tier of damage mod should reduce the overall health of your suit (after modules are calculated in) by the same percentage that it increases your damage output. That means that basic mods would reduce your overall health by 3% per module, enhanced mods would reduce your health by 5% per module, and complex mods would hit your health for 10% per module.
This would make damage mods a true glass cannon item so that people are not able to tank both health and damage output, as most of people you run across these days seem to do. Damage mods would then be less viable for frontline/spam-weapon fits and be more suited for stealth/speed based glass cannon fits. Lemme guess... last respec you went the CalLogi AR scrub route and now that they buffed armor tanking, you realize that you aren't op anymore. HOW DARE THEY BE ABLE TO HAVE MORE HEALTH AND OUT DPS ME... Am I right? If so, then HTFU! You made your choice in this game now deal with it... Actually, minmatar assault/SMG/laser. I hate FOTM fits. Thanks for the stereotyping tho. I have plenty of high slots for damage mods (5 highs actually) and my suit is naturally low on health and pg/cpu, so health tanking isn't really an option. Anyway, thanks for your lack of input o7 |
trollface dot jpg
The Bacon Corporation
108
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Posted - 2013.10.14 18:21:00 -
[7] - Quote
Dexter307 wrote:trollface dot jpg wrote:Chunky Munkey wrote:I agree with the OP.
Damage mods should take up space that could otherwise be used to increase health!!!
. . . wait Oh, so reading isn't your forte then? Ok, here's it simplified: Damage mods give you far more damage output than the shield modules give you health, so you increase your survivability more by adding more damage output than you do by adding more health. To rectify this, you cut suit health proportionally to the amount of damage output you are given so that other high powered modules have around the same effectiveness as the damage mods. Got it? Or do I gotta say it in baby language to make it make sense? Complex shield extenders will give you a bigger advantage in a gunfight so no Bad idea is bad At proto lvl: On one side your damage output is increased by 10% for every single bullet you fire, so every 10 bullets you fire it's like you have fired an aditional shot. On the other side you have an additional 66HP which is less than 2 bullets from a basic AR with no damage mods or proficiency skills put into it.
And damage mods are WORSE than health mods? |
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