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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.
|
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.24 22:40:00 -
[2] - Quote
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.
|
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.25 06:32:00 -
[3] - 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.
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Fizzer94
L.O.T.I.S. Public Disorder.
561
|
Posted - 2013.10.25 06:37:00 -
[4] - Quote
ADAM-OF-EVE 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.
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. He's trying to force people to use proto gear if they are skilled into it. Its a stupid idea and he should feel bad for thinking it. |
Fizzer94
L.O.T.I.S. Public Disorder.
562
|
Posted - 2013.10.25 06:42:00 -
[5] - Quote
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. |
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.25 06:49:00 -
[6] - 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.
|
Draco Cerberus
Hell's Gate Inc
430
|
Posted - 2013.10.25 07:18:00 -
[7] - Quote
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. |
Draco Cerberus
Hell's Gate Inc
430
|
Posted - 2013.10.25 07:20:00 -
[8] - Quote
ADAM-OF-EVE wrote: i know i must be insane.
Sounds like you may be sir. |
ADAM-OF-EVE
Svartur Bjorn
446
|
Posted - 2013.10.25 13:02:00 -
[9] - 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. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
448
|
Posted - 2013.10.25 13:10:00 -
[10] - Quote
I'd be okay with this. Assaults should get a racial bonus to their race's weaponry because they're assaults but aside from that, no damage bonuses would probably be a good thing. |
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ADAM-OF-EVE
Svartur Bjorn
462
|
Posted - 2013.10.26 10:49:00 -
[11] - Quote
bump
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Alam Storm
Neo Terra Imperial Army Neo Terra Empire
14
|
Posted - 2013.10.26 11:31:00 -
[12] - 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 |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
94
|
Posted - 2013.10.26 11:55:00 -
[13] - 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.
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.
|
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
14
|
Posted - 2013.10.26 12:01:00 -
[14] - 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 :) |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
94
|
Posted - 2013.10.26 12:09:00 -
[15] - Quote
Alam Storm wrote: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 :) Ok let me make it cheaper for your broke back ass, the merc pack which was 20 dollars gives you the toxin assault rifle, which I also have and is the same thing, the exile assault rifle is the same, the recruiter asault rifle, are ALL the same, and we have a blue print and it never goes away, we also have all kinds of blue printed suits we never pay for, I have the drens which include one of every suit type, I never pay for the suit or the gun, kany people have all the blue print modules and a blue print grenade, they never pay for any of it, we PAID for this stuff, ccp sold it to us. Are you starting to see your ignorance yet? |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
94
|
Posted - 2013.10.26 12:12:00 -
[16] - Quote
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. You know the answer is no right? |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
506
|
Posted - 2013.10.26 12:41:00 -
[17] - 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. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
17
|
Posted - 2013.10.26 13:58:00 -
[18] - 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 |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.26 14:26:00 -
[19] - 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? |
ADAM-OF-EVE
Svartur Bjorn
465
|
Posted - 2013.10.26 14:41:00 -
[20] - 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.
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Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.26 14:59:00 -
[21] - 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. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
18
|
Posted - 2013.10.26 15:15:00 -
[22] - 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? |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.10.26 15:46:00 -
[23] - Quote
Alam Storm wrote:milita gear with 3 to 4 damage mods on Are you sure that's even possible? |
deepfried salad gilliam
Sanguine Knights
109
|
Posted - 2013.10.26 15:59:00 -
[24] - Quote
No, but if you want an increased penalty on stacking that's fine |
TechMechMeds
Swamp Marines Kleenex Inc.
969
|
Posted - 2013.10.26 16:48:00 -
[25] - Quote
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. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
18
|
Posted - 2013.10.26 17:52:00 -
[26] - 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
|
Posted - 2013.10.26 17:55:00 -
[27] - 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 |
Stephen PHILLIPS87
Royal Uhlans Amarr Empire
14
|
Posted - 2013.10.26 20:36:00 -
[28] - Quote
I think you guys are calling for more balance but what you're proposing would only make a bigger seperation between newer, low SP characters and those who are capable of pulling out proto and complex suits. Getting rid of mods and the ability to customize would also make the game less Eve-like and more bland lobby shooter.
If a standard suit cant stack dps mods, how would he ever compete with protos? Its a good thing a STD suit can compete, whats the point of starting a character if you cant kill anything. (Personally I stack shield mods because I think its more effective with my caldari suit)
+1 to adding more types of dps mod functions. |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
507
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Posted - 2013.10.27 01:27:00 -
[29] - 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. |
Ghost Kaisar
R 0 N 1 N
675
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Posted - 2013.10.27 04:19:00 -
[30] - 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 like these new mods!
SoonGäó? |
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