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Meeko Fent
expert intervention Caldari State
1298
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Posted - 2013.10.26 15:22:00 -
[1] - 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. *cough* Nothing *cough*
There are melee mods, precision enhancer, and shield mods up there.
Considering how much slower an armor tanker is compared to a shield, melee mods are not really apparent I usefulness
With a 10m radius, precision enhancer are a useless piece of hardware unless your a scout.
Shield mods would really be the only worthwhile thing to stack in your high slots.
Besides the point, damage mods open up avenues for many other fits.
Damage mods do make good weapons lethal, and lethal weapons OP, but there is still a tradeoff.
Shields, or more damage.
More HP for the enemy to muscle through; or making it easer for you to kill the other guy.
I find it an even tradeoff.
My troll fits agree. |
Meeko Fent
expert intervention Caldari State
1309
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Posted - 2013.10.27 03:52:00 -
[2] - Quote
Mossellia Delt 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. Scanners, damage control units, nitro Dropsuits moss, not vehicles.
Vehicles actually have the damage mods in their lows anyway |
Meeko Fent
expert intervention Caldari State
1317
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Posted - 2013.10.27 21:47:00 -
[3] - Quote
Cosgar wrote:Ludvig Enraga wrote:Slightly-Mental wrote:Ludvig Enraga wrote:While we are at it, how about removing all shields and armour modules? *fixed To be honest, no matter what you remove, or add, they will always be some people crying over something. This is the trouble with games that offer different style of play.... Some people cant picture other play styles.... Totally disagree. CCP just threw a bunch of modules into the game that they have not spent a second thinking about (you can see that in the overabundance of useless UP modules as well as any number of other examples to support this) and ended up with a game where there is only one way to do it 'right'. Run a tanked logi with AR. Not having established core mechanics is a big issue in Dust. There should be more to this game than who has the highest EHP. Scouts were useful at some point, they need to revisit what made that work and re-implement it. They could dodge bullets.
This was caused by really fast move speeds that hurt HD.
I believe scouts should move a bit faster.
Another factor was their base scan radius. It was double the other dropsuits scan radius. Bring that back as well.
Finally, what could be considered the final nail in the scout coffin was active scanners. They WERE invisible to passive scanners, but due to the abundance if active scanners that made that capability null, scouts lost their final advantage. STD scouts should be invisible to STD scanners. ADV scouts should be invisible to ADV scanners. PRO scouts should be invisible to all scanners but the most precise ones. Scanners also shouldn't be able to do a ballerina twirl and see everybody within 100 meters
Heh, I'm not even a scout. I just pieced these issues together from the various scour threads and made my own fixes up.
Scouts need some hugz. |
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