|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.24 22:01:00 -
[1] - Quote
remove all damage mods and skills that increase damage.
i know i must be insane or something but bare with me.
are damage mods and damage skills really necessary. every weapon has a damage increase from basic to proto anyway so having a double damage buff is not needed. all this does is widens the gap between proto and basic and creates weapons which cannot be balanced properly.
how do you balance a swarm launcher with 5 damage mods against a tank and compare that against a swarm launcher with no damage mods against the same tank.
the same could be said for laser rifles and MD's and any weapon for that matter that has seen the nerf hammer to "balance" it. for example:
laser rifle + damage mods brought it to the nerf hammer where it became almost useless without them MD + damage mods brought it to the nerf hammer where it became almost useless without them
simply fitting more and bigger damage mods should not be the next step to beat another player. it should be fitting better weapons and gear to match or beat them with skill.
i know this would bring up concern for some classes but rather than damage mods they should get role related skills such as range,sight,clip size, rof, critical damage.
we have swarms being only effective with maximum damage mods, we have snipers only effective with maximum damage mods, we have forge guns only effective with maximum damage mods. we have AR's currently with people running basic weapons with maximum damage mods just trying to compete. there are people also using militia shotguns with max damage mods nuking 1500+ ehp heavies in 2-3 hits. its only a matter of time before these weapons are "balanced" wrongly when simply removing the route cause would be balance enough.
also as a side effect this allows players to fit more tank, electronics modules and promotes more teamwork to take out others rather than relying on pure dps.
|
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.25 06:32:00 -
[2] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:10 / 24 / 2013 I was playing earlier and I ran up on a " new berry " as you guys call them , at least so I thought , now they were hacking a cannon and I had at least four seconds of GB BREACH AR gunfire placed on them and their shields didn't budge a bit and I had an advanced damage mod on. Needless to say they stopped hacking and floored me in the same four seconds with a militia assault rifle and I had almost six hundred HP's on me.
Now what they need to do is take away the skill points of people like this because they ( save money ) by using these cheaper weapons and suits , so they should give them the option of either using their Prototypes and locking them out of the militia grade gear or giving them the use of the militia gear , at the price of the skill points for their proto gear. Now they would keep their weapons skills like the marksmanship , proficiency and such if they have acquired them but just not the use of the prototype weapons ( hell they are not using them anyway ) until they REAQUIRED the skills to use the prototype weapons which will in turn lock them out of using the militia gear.
That way the system doesn't crash like the stock market just did from people using cheaper gear and racking up ISK at the expense of the systems integrity. These people are killing the game threw a loophole that CCP should close. They are manipulating the system and bringing the market to ruin.
Say what you will about bringing this to light but it is a practice that has probably been going on for some time and I guarantee that CCP will do something about it because YOU are costing them money in the long run and YOUR watering down their game.
THAT'S WHAT THEY NEED TO DO.
sry im not sure what your talking about. removing sp if you use low end weapons. that doesn't make any sense to me. how would noobs advance, how would players be able to play the game if they run out of isk. when a militia weapon with damage mods does more dps than a proto without then we have issues but thats not down to the weapon. thats down to damage mods being over used. remove the damage mods and damage skills and real skill and teamwork has to take over. this in turn will make the game more enjoyable for most players and make weapons more balanced.
|
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.25 06:49:00 -
[3] - Quote
Fizzer94 wrote:ADAM-OF-EVE wrote:remove all damage mods and skills that increase damage.
i know i must be insane or something but bare with me.
are damage mods and damage skills really necessary. every weapon has a damage increase from basic to proto anyway so having a double damage buff is not needed. all this does is widens the gap between proto and basic and creates weapons which cannot be balanced properly.
how do you balance a swarm launcher with 5 damage mods against a tank and compare that against a swarm launcher with no damage mods against the same tank.
the same could be said for laser rifles and MD's and any weapon for that matter that has seen the nerf hammer to "balance" it. for example:
laser rifle + damage mods brought it to the nerf hammer where it became almost useless without them MD + damage mods brought it to the nerf hammer where it became almost useless without them
simply fitting more and bigger damage mods should not be the next step to beat another player. it should be fitting better weapons and gear to match or beat them with skill.
i know this would bring up concern for some classes but rather than damage mods they should get role related skills such as range,sight,clip size, rof, critical damage.
we have swarms being only effective with maximum damage mods, we have snipers only effective with maximum damage mods, we have forge guns only effective with maximum damage mods. we have AR's currently with people running basic weapons with maximum damage mods just trying to compete. there are people also using militia shotguns with max damage mods nuking 1500+ ehp heavies in 2-3 hits. its only a matter of time before these weapons are "balanced" wrongly when simply removing the route cause would be balance enough.
also as a side effect this allows players to fit more tank, electronics modules and promotes more teamwork to take out others rather than relying on pure dps. This would make Extenders and Plates even more overused than they already are. Changing and separating Damage Mods into things like heat sinks, magazine extensions, recoils stabilizers, ect. would be a better alternative than just removing them.
i covered skill replacements but forgot about module replacements so yes i agree.
|
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.25 13:02:00 -
[4] - Quote
Draco Cerberus wrote:Maybe, just maybe, now that aim is true we should consider a 10% nerf on all weapon's damage other than the mass driver. It doesn't take removing all the damage buff skills out of the game to fix it but rather a return to a previous state that when coupled with true aim rather than faulty hit detection blue shielding everyone, we would have a better system for delivering damage from truly skilled players and the less than perfect ones may stand a chance.
Remove the previous damage buff of 10% rather than the skill bonuses.
thats all well and good until that guy with the 10% nerfed weapon fits a 10% damage mod. i don't believe the weapons themselves are the problem its damage mods and skills increasing the damage output to an unbalanced level. then ccp balances those weapons on how players use them making weak or sub standard weapons with virtually no use unless you continue to use damage mods.
i understand where some of you are coming from but when a militia suit with a militia weapon and maximum complex damage mods can take out a proto suit with a complex fittings and proto weapons with ease then there is obviously a problem.
you only have to look at swarms for instance. proto swarm with max complex damage mods before the last change could nuke a very good tank fit with 1 clip. now tanks and av are being balanced around these weapons meaning that if a player is just a swarm only with no damage mods he is essentially useless. he must fit damage mods to compete. surely weapons and vehicles would be better off balanced against un-boosted damage. |
ADAM-OF-EVE
Svartur Bjorn
462
|
Posted - 2013.10.26 10:49:00 -
[5] - Quote
bump
|
ADAM-OF-EVE
Svartur Bjorn
465
|
Posted - 2013.10.26 14:41:00 -
[6] - Quote
Ulysses Knapse wrote:Should we also restrict armor modules so that only one can be allowed on any suit? And shield modules? Wait, I've got it! A radical idea on dropsuit balance! Just get rid of tanking modules and skills that increase hitpoints! Genius, right?
thats nonsense... suits and other modules are not affecting overall balance in this game. damage output is.
if you put lets say an amarr assault proto with max complex tank mods and a duvolle against the same suit with the same skills except that player has all armor tank and all damage mods. who will win... the guy with the damage mods because damage mods out dps compared to hp increase of shield mods.
|
|
|
|