|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
506
|
Posted - 2013.10.26 12:41:00 -
[1] - Quote
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. |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.26 14:26:00 -
[2] - Quote
Alam Storm wrote: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 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? |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.26 14:59:00 -
[3] - Quote
ADAM-OF-EVE wrote:suits and other modules are not affecting overall balance in this game. Did you really just say that?
ADAM-OF-EVE wrote: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.
Damage modifiers never add more than 10% to damage output.
Complex shield extenders and armor plates add far more than 10% to your hitpoint count. Case in point, complex shield extenders add more than 80 HP and complex armor plates add more than 100 HP. That's a whole lot more than 10% for an Assault dropsuit. |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.26 15:46:00 -
[4] - Quote
Alam Storm wrote:milita gear with 3 to 4 damage mods on Are you sure that's even possible? |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.27 01:27:00 -
[5] - Quote
Alam Storm wrote: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? It's pretty obvious.
Weapon modifiers that increase rate of fire would act like damage modifiers, except that they would increase the drawbacks as well. They would still increase your overall DPS, but they would also increase recoil, heat build-up and ammo consumption. In other words, it would be much better balanced than it is currently. That being said, I do dislike how damage modifers currently work. All they do is provide a flat bonus to damage with no functional drawbacks other than the loss of dropsuit resources.
He also wants weapon modifiers that do other things, but I didn't want to go into that. |
|
|
|