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Alam Storm
Neo Terra Imperial Army Neo Terra Empire
14
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Posted - 2013.10.26 11:31:00 -
[1] - Quote
i agree with adam the damage mods do need to be taken out i dont think the damage skills should be removed though an extra 15% damaging is bearly anything but the way people are stacking the damage mods there doing 24% to 30% more damage on there own and with the skills added on they are doing about 44% to be 50% more damage
doing this will help balance the guns and help CCP figure out what guns need fixing and what guns dont
if CCP cant take the damage mods out atleast restrict the amount of mods you can put on a suit down to just 1 |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
14
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Posted - 2013.10.26 12:01:00 -
[2] - Quote
INFINITE DIVERSITY IDIC wrote: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.
Omg your a total idiot, you dont want them using milita rifles bc they are leveled up? So my free dren bpo that I use on every fit but my proto that came in my 100 dollar elite pack and has the exact same stats as the milita ar but is free and has less fitting cost should be what not allowed? Get out, just leave, go, uninstall.
first of not everyone is going to want to pay 100 dollars on a pack secondly i would bet 100 dollars that you are 1 of the many who stack up damage mods and if they get rid of them or atleast reduce them you would realize what an idiot you really are wasting 100 dollars :) |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
17
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Posted - 2013.10.26 13:58:00 -
[3] - Quote
Ulysses Knapse wrote:No. Damage modifiers are useful for customization. Or at the very least, they should be. We should have the option to try and maximize our damage output. That being said, I do dislike how it currently works. It's basically the only weapon modifier for infantry, and there are no downsides to it other than the lost slots and resources.
the restrict it down so only 1 damage mod can bee allowed on any suit |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
18
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Posted - 2013.10.26 15:15:00 -
[4] - Quote
ADAM-OF-EVE wrote: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.
agreed as i said before if you restrict the damage mods to 1 per suit best you can do is 25% more damage but as it stands people are doing 40% to 50% more damage which is way over powering and then people complain that the weapons are to overpowering
why should anyone spec into prototype suits and weapons if they are going to be killed by milita gear with 3 to 4 damage mods on? |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
18
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Posted - 2013.10.26 17:52:00 -
[5] - Quote
TechMechMeds wrote:What would be cooler is weapon mods that do things like increase ROF or clip size etc with the same %'s as damage mods just different functionality.
im stomped on what you mean by this? |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
18
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Posted - 2013.10.26 17:55:00 -
[6] - Quote
Ulysses Knapse wrote:Alam Storm wrote:milita gear with 3 to 4 damage mods on Are you sure that's even possible?
yes it is possible if you know how to do it i admit i was meant to say milita weapon not gear all u need is an advance gear and u are set |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
18
|
Posted - 2013.10.27 06:23:00 -
[7] - Quote
Ghost Kaisar wrote: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 like these new mods! SoonGäó?
i agree this could work you would also run the risk of running out of ammo to quickly
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