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Sinboto Simmons
SVER True Blood Public Disorder.
1592
|
Posted - 2013.10.26 09:30:00 -
[1] - Quote
Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4226
|
Posted - 2013.10.26 09:40:00 -
[2] - Quote
I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. |
Sinboto Simmons
SVER True Blood Public Disorder.
1592
|
Posted - 2013.10.26 09:45:00 -
[3] - Quote
Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1970
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Posted - 2013.10.26 09:49:00 -
[4] - Quote
I don't know about that....I have to sacrifice about 200 hp of shields for about 22% more damage, that is a lot. You kill faster, but you also die faster. |
JL3Eleven
A.N.O.N.Y.M.O.U.S.
1102
|
Posted - 2013.10.26 09:50:00 -
[5] - Quote
Let people do what they please. It's a glass cannon vs. a tank argument. Just do not balance weapons based on damage mods. |
Chunky Munkey
Amarr Templars Amarr Empire
1888
|
Posted - 2013.10.26 09:51:00 -
[6] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
Okay. Armour hardener modules for high slots then please. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
208
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Posted - 2013.10.26 09:52:00 -
[7] - Quote
They disagree with OP on this, its all about playstyle and if you are playing solo or with support of a squad. When we have them it gives the player the opertunity to choose , damage or hp. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4227
|
Posted - 2013.10.26 09:57:00 -
[8] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? |
Knight Soiaire
P.O.I.N.T.L.E.S.S A.C.R.O.N.Y.M
2772
|
Posted - 2013.10.26 10:06:00 -
[9] - Quote
I dont think they should go.
Maybe they just need drawbacks. |
Frost Kitty
Immortal Retribution
20
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Posted - 2013.10.26 10:09:00 -
[10] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Nothing useful however. ;3 |
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Michael Arck
Anubis Prime Syndicate
1691
|
Posted - 2013.10.26 10:10:00 -
[11] - Quote
lol what? And Knight, what are you still doing here? Smh. This community is looney tunes |
Sinboto Simmons
SVER True Blood Public Disorder.
1597
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Posted - 2013.10.26 10:20:00 -
[12] - Quote
Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with.
Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4230
|
Posted - 2013.10.26 10:22:00 -
[13] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants.
It would be nice if passive scanning worked, yes.
Myofibrils really don't work with armour tanking. They require you to get in close, which requires a high speed, yet armour slows you down? Also, how often do they really prove themselves useful? |
Sinboto Simmons
SVER True Blood Public Disorder.
1597
|
Posted - 2013.10.26 10:27:00 -
[14] - Quote
Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. It would be nice if passive scanning worked, yes. Myofibrils really don't work with armour tanking. They require you to get in close, which requires a high speed, yet armour slows you down? Also, how often do they really prove themselves useful? Depends on your play style I flank mostly, both in and out of my scout suit before someone points it out, so clocking my MD into the back of someone's head then following with said weapon proves useful.
Dust is all about diversity I try to think outside the norm and stray away from what everyone considers the 'best' way to play, unfortunately not many dust players do this. |
Sgt Kirk
SyNergy Gaming EoN.
2397
|
Posted - 2013.10.26 10:31:00 -
[15] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. I'm getting the strong feeling that you don't armor tank with what you're saying. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
823
|
Posted - 2013.10.26 10:34:00 -
[16] - Quote
Yes,no, IDK. There should be a weapon customization, after this i would agree. Every weapon could have it's own mods (not only damage), to some weapon can not be allowed to use Dmod or mods that makes it OP. Imo sooner or LATER, all modules affecting dropsuit parameters will be in suit slots, all the modules affecting weapons will be in weapon slots. |
Sinboto Simmons
SVER True Blood Public Disorder.
1600
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Posted - 2013.10.26 10:36:00 -
[17] - Quote
Sgt Kirk wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. I'm getting the strong feeling that you don't armor tank with what you're saying. Incorrect, while Sinboto is a scout I also play as a galente assault on a friends character (actually I use his characters for test often now that I'm thinking about it) so I can keep myself informed on my opposite tank.
Playstyle is different for all sir.
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Sgt Kirk
SyNergy Gaming EoN.
2397
|
Posted - 2013.10.26 10:38:00 -
[18] - Quote
Sinboto Simmons wrote: I also play as a galente assault on a friends character (actually I use his characters for test often now that I'm thinking about it) so I can keep myself informed on my opposite tank.
Playstyle is different for all sir.
*Cough*
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Doshneil Antaro
Dem Durrty Boyz Public Disorder.
140
|
Posted - 2013.10.26 10:39:00 -
[19] - Quote
Limit damage mods to one per suit only. Make speed, stamina, range amplifiers, dampener, hacking, and precision high and low slot capable, but if you put them in one side, they are blocked from the other side until they are removed. Split cpu and pg one high one low.
As it stands, armor tanked suits can either do high damage, high armor suits, dual tank, or sacrifice armor for any of the other mods. Shield tanks have more freedom to mix and match all of the rest of the mods freely, except high damage unless the take away from their main stay tank.
These fixes would bring us a big step closer to balance amongst suits, as well as open up and greatly diversify our individual set ups. We would get to play the game the way we truly want tto play. |
Sinboto Simmons
SVER True Blood Public Disorder.
1601
|
Posted - 2013.10.26 10:41:00 -
[20] - Quote
Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows? |
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Sgt Kirk
SyNergy Gaming EoN.
2397
|
Posted - 2013.10.26 10:46:00 -
[21] - Quote
Doshneil Antaro wrote:Limit damage mods to one per suit only. Make speed, stamina, range amplifiers, dampener, hacking, and precision high and low slot capable, but if you put them in one side, they are blocked from the other side until they are removed. Split cpu and pg one high one low.
As it stands, armor tanked suits can either do high damage, high armor suits, dual tank, or sacrifice armor for any of the other mods. Shield tanks have more freedom to mix and match all of the rest of the mods freely, except high damage unless the take away from their main stay tank.
These fixes would bring us a big step closer to balance amongst suits, as well as open up and greatly diversify our individual set ups. We would get to play the game the way we truly want tto play. I honestly don't understand why the Powergrid AND CPU enhancer module are both in low slots (btw the CPU enhancer has no negative affect besides using a slot)
So there's that as well.
I'd be nice if I could choose to have the scanning in highslots. Precision module is useful but stacking them when you can already detect ADV gear (the norm) is kind of silly unless the suit is built to detect stealth scouts.
I'd just like to have something other than Myofybril plates (because fat ass Gallente Med suits can't run around like that) and damage mods. |
Sinboto Simmons
SVER True Blood Public Disorder.
1601
|
Posted - 2013.10.26 10:51:00 -
[22] - Quote
Sgt Kirk wrote:Doshneil Antaro wrote:Limit damage mods to one per suit only. Make speed, stamina, range amplifiers, dampener, hacking, and precision high and low slot capable, but if you put them in one side, they are blocked from the other side until they are removed. Split cpu and pg one high one low.
As it stands, armor tanked suits can either do high damage, high armor suits, dual tank, or sacrifice armor for any of the other mods. Shield tanks have more freedom to mix and match all of the rest of the mods freely, except high damage unless the take away from their main stay tank.
These fixes would bring us a big step closer to balance amongst suits, as well as open up and greatly diversify our individual set ups. We would get to play the game the way we truly want tto play. I honestly don't understand why the Powergrid AND CPU enhancer module are both in low slots (btw the CPU enhancer has no negative affect besides using a slot) So there's that as well. I'd be nice if I could choose to have the scanning in highslots. Precision module is useful but stacking them when you can already detect ADV gear (the norm) is kind of silly unless the suit is built to detect stealth scouts. I'd just like to have something other than Myofybril plates (because fat ass Gallente Med suits can't run around like that) and damage mods.
Those plates that don't reduce movement speed ( can't remember name I'm tired sue me ) are pretty handy in using melee mods btw, less tank though but you already knew that yes? |
ADAM-OF-EVE
Svartur Bjorn
462
|
Posted - 2013.10.26 10:51:00 -
[23] - Quote
i suggested this just the other day
https://forums.dust514.com/default.aspx?g=posts&t=117220&find=unread |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
140
|
Posted - 2013.10.26 10:52:00 -
[24] - Quote
Sinboto Simmons wrote:Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows? My train of thought is that if you have a shield suit, all shield related items should fit into the high, armor suits all low for armor mods. This is do to the slot layout for those suits have more slots for their individual tank needs. Also doing this reduces over all reliance on over use of hp mods, as you need to fit other mods to aid in your chosen tank. This would force player's to become creative with their suits, as well as play style. Being weaker, also promotes teamwork. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
140
|
Posted - 2013.10.26 10:58:00 -
[25] - Quote
Just read through that, and it makes sense. Zero damage mods could prevent unnecessary nerfs. It also would be a good indicator of when a nerf is really needed. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4233
|
Posted - 2013.10.26 10:59:00 -
[26] - Quote
Sinboto Simmons wrote:Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows?
Shields already have low slot tanking modules. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1974
|
Posted - 2013.10.26 11:02:00 -
[27] - Quote
Sorry to burst your bubble guys....but if you want to remove Damage modules on balancing principals, what about Weapon Proficiency ? that adds a lot of extra damage to weapons ...in fact... most weapons becomes OP ones you max Proficiency. |
George Moros
Area 514
146
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Posted - 2013.10.26 11:38:00 -
[28] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
I really fail to see any issue with having damage mods apart from them having too large bonus difference across tiers, which is an issue unrelated to OP.
Damage mods come at a hefty CPU/PG cost (I'm talking about complex mods, as they are the only ones worth fitting anyway), they use up fitting slots - a price many people seem to underestimate, and have a stacking penalty which makes fitting multiples even more costly and unrewarding.
As for the weapon balance with or without them, I think it's a fair trade - u get more DPS, but pay the price with (most commonly) less shields. Of course, fitting them makes much more sense on some fits/roles than others. Snipers you mentioned are IMHO a good example of a balanced approach - sniper weapons without multiple damage mods are underwhelming, but since snipers rely on stealth and distance for protection more than anything else, sacrificing tank for damage is perfectly reasonable and gets sniper damage exactly where it needs to be. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
94
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Posted - 2013.10.26 11:46:00 -
[29] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Here we go, another nerf it thread, damn does it ever stop, there are so many games you could play where you can get all warm and fuzzy, like candy land, no damage mods there. Jesus you can all run them get over it dude. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
246
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Posted - 2013.10.26 11:52:00 -
[30] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them.
I don't agree to the removal of damage mods but i will agree that damage mods are to powerfull right now. If we compare shields mods against damage mods you'r not really getting that feel that you'r making an important decision when you decide to equip a damage mod instead of a shield mod (or he profile dampener or one of the other high slot modules)
Right now damage mods are just so much better than any of the other high slots so you equipping anything else than 1-2 damage mods is plain stupid. Tone down daamge mods quite a bit but keep fitting requirements the same so it's actually going to be a tough moral choice whether to fit damage mod or one of the other mods b
Look at low slots lots of options going on there |
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