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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. |
Alpha 443-6732
843 Boot Camp
157
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Posted - 2013.10.14 17:16:00 -
[2] - Quote
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.
No. Running damage mods already takes up slots that could be used for health. |
deepfried salad gilliam
Sanguine Knights
43
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Posted - 2013.10.14 17:17:00 -
[3] - Quote
No,if there so good equip one. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3882
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Posted - 2013.10.14 17:18:00 -
[4] - Quote
As an armour tanker, wtf else do I put in those slots? Myofibril stimulants? |
trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:21:00 -
[5] - 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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Chunky Munkey
Amarr Templars Amarr Empire
1796
|
Posted - 2013.10.14 17:30:00 -
[6] - Quote
I agree with the OP.
Damage mods should take up space that could otherwise be used to increase health!!!
. . . wait |
trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:38:00 -
[7] - 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? |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4148
|
Posted - 2013.10.14 17:41:00 -
[8] - Quote
I was about to post something, then I read OP's name. |
HYENAKILLER X
Valor Coalition RISE of LEGION
288
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Posted - 2013.10.14 17:44:00 -
[9] - Quote
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. |
trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:44:00 -
[10] - 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 |
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trollface dot jpg
The Bacon Corporation
107
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Posted - 2013.10.14 17:46:00 -
[11] - 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. |
Chunky Munkey
Amarr Templars Amarr Empire
1796
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Posted - 2013.10.14 17:46:00 -
[12] - Quote
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?
Living up to your name I see.
Do the maths. Damage mods only surpass shield mods on heavies. Even then it's only a matter of personal preference. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
405
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Posted - 2013.10.14 17:49:00 -
[13] - Quote
i like this idea!!!!!!
damage mods "should" have a penatly.
and if its making u alot weaker then thats a price to pay for trying to make your own playstyle closer to cod. |
low genius
The Sound Of Freedom Renegade Alliance
690
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Posted - 2013.10.14 17:49:00 -
[14] - Quote
to keep in line with eve a damage mod should increase fitting costs on the weapon modified. |
Chunky Munkey
Amarr Templars Amarr Empire
1797
|
Posted - 2013.10.14 17:49:00 -
[15] - Quote
trollface dot jpg wrote: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
No, your name simply confirms our suspicions that nobody is really dim enough to make the post you did. |
Cosgar
ParagonX
6007
|
Posted - 2013.10.14 17:53:00 -
[16] - Quote
Damage mods do give you a health penalty. They take up a high slot that could've been used for an extender and CPU/PG that could've been used for a higher tier plate. The real weapon imbalance comes from the little "fixes" CCP made between 1.0 and 1.3 when aiming and hit detection were terrible. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3889
|
Posted - 2013.10.14 17:54:00 -
[17] - Quote
low genius wrote:to keep in line with eve a damage mod should increase fitting costs on the weapon modified. That is not how EVE works. You're thinking of weapon rigs. Damage modifiers in EVE such as magnetic field stabilisers do not increase fitting costs at all. |
Suanar Daranaus
Sanmatar Kelkoons Minmatar Republic
38
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Posted - 2013.10.14 17:57:00 -
[18] - Quote
trollface dot jpg wrote: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
Yes |
Eskel Bondfree
DUST University Ivy League
153
|
Posted - 2013.10.14 17:59:00 -
[19] - Quote
If you think damage mods give too much of an advantage, why not reduce damage output of enhanced and/or complex mods? The thing is, there's little to fit in you highs except shield and damage mods. Your idea would force anyone who is not shield tanking to be a glass cannon or otherwise waste their high slots.
I think your idea is better suited for a variant of the damage mod, one that has much higher damage output and comes with significant sacrifice in HP, making you the ultimate glass cannon. Similar to the shield energizers, only with a HP penalty that actually matters (like, multiply it by 10). Could be problematic to balance with sniper rifles, though. |
Vitharr Foebane
Blood Money Mercenaries
119
|
Posted - 2013.10.14 18:00:00 -
[20] - Quote
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... |
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Ryder Azorria
Amarr Templars Amarr Empire
652
|
Posted - 2013.10.14 18:01:00 -
[21] - Quote
Arkena Wyrnspire wrote:low genius wrote:to keep in line with eve a damage mod should increase fitting costs on the weapon modified. That is not how EVE works. You're thinking of weapon rigs. Damage modifiers in EVE such as magnetic field stabilisers do not increase fitting costs at all. The RoF, which in most cases increases cap, which I guess can be considered a fitting cost - but admittedly most just think PG / CPU when talking about fitting.
Perhaps instead of fitting / tank penalties damage mods could increase your sig or lower you sensor resolution (or even both). |
Kane Fyea
DUST University Ivy League
2076
|
Posted - 2013.10.14 18:01:00 -
[22] - Quote
1. Damage mods take up space for shield mods already. No reason to put another penalty on them or no one will use them. 2. Damage mods already have one of the highest (If not the highest) fitting cost for a module. 3. Stacking penalty is enough of a penalty |
Boot Booter
Omega Elite Mercs INC.
112
|
Posted - 2013.10.14 18:03:00 -
[23] - Quote
But I like running two complex sidearm mods and making my SMG as powerful as an AR. |
trollface dot jpg
The Bacon Corporation
108
|
Posted - 2013.10.14 18:09:00 -
[24] - 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 |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
450
|
Posted - 2013.10.14 18:15:00 -
[25] - Quote
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 |
trollface dot jpg
The Bacon Corporation
108
|
Posted - 2013.10.14 18:21:00 -
[26] - 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? |
Chunky Munkey
Amarr Templars Amarr Empire
1799
|
Posted - 2013.10.14 18:25:00 -
[27] - Quote
trollface dot jpg wrote: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?
Try the maths again. |
Vitharr Foebane
Blood Money Mercenaries
119
|
Posted - 2013.10.14 18:32:00 -
[28] - Quote
trollface dot jpg wrote: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 You want input eh...? Ditch the slave gear. It obviously doesn't suit your playstyle if you are QQing about damage mods, of all things. |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
450
|
Posted - 2013.10.14 18:43:00 -
[29] - Quote
trollface dot jpg wrote: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? Your not very good at math are you? |
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