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CrotchGrab 360
Forsaken Immortals Top Men.
354
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Posted - 2013.10.26 12:02:00 -
[31] - Quote
Damage mods on assaults are only good for glass cannon fits.
Advantage: High damage (possibly speed depending on fit)
Disadvantage: Low HP.
Unless you're using a logi, stacking on 500+ armour and still using 3-5 damage mods, that's the real problem here.
Advantages: High damage, high HP
Disadvantages: None.
It's not the damage mods themselves but where and how they can be used that is the problem. |
CrotchGrab 360
Forsaken Immortals Top Men.
354
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Posted - 2013.10.26 12:04:00 -
[32] - Quote
myself I use EXO-5 MD with Prof 5, 2x complex damage mods and 2x enhanced kinectic catalysers on an advanced caldari assault.
Then I realised the minmatar version has more pg/cpu and moves faster. So it's onto the next suit so I can have 3x complex damage mods and 2x enhanced kin cats with the passive speed boost.
Now that's going to be a good suit, need to log on and see if I can actually get it though..... |
trooper7041
Forsaken Immortals Top Men.
13
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Posted - 2013.10.26 12:29:00 -
[33] - Quote
Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks.
^THIS
Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance.
This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. |
Chunky Munkey
Amarr Templars Amarr Empire
1893
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Posted - 2013.10.26 12:41:00 -
[34] - 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?
Nope. You've got regulators. |
Lightning xVx
R 0 N 1 N
280
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Posted - 2013.10.26 12:41:00 -
[35] - Quote
trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do.
I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it. |
Alldin Kan
MoIden Heath PoIice Department EoN.
730
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Posted - 2013.10.26 13:38:00 -
[36] - 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. no |
Mordecai Sanguine
What The French CRONOS.
72
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Posted - 2013.10.26 13:44:00 -
[37] - Quote
Banning Hammer wrote: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.
Now tanking is not possible anymore. Everyweapon has a too big DPS and Damage mods makes it even worse.
Ar kill 1000Hp in less than 2-3 sec WITHOUT damage mods so tanking is impossible. |
Mordecai Sanguine
What The French CRONOS.
72
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Posted - 2013.10.26 13:47:00 -
[38] - Quote
But damage mods are good for the game it should just have a drawback. (To not possibly use an shield extender is NOT a drawbacks there's other mods than shield extender/Damage)
Like less Range.
3% of damage increased. 3% of range loss. 5%damage....increased 5%range....loss
It will prevent AR melting 500Hp at 90 meters. And Thale's snipers from MCC with 3 complex damagers. |
Cody Sietz
Bullet Cluster Legacy Rising
1275
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Posted - 2013.10.26 13:51:00 -
[39] - 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. Still, what else could we use? Scan precision enhancers?
I think every shield tanker would be happy to not have to choose between dmg or shield mods. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
963
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Posted - 2013.10.26 13:51:00 -
[40] - Quote
Knight Soiaire wrote:I dont think they should go. Maybe they just need drawbacks.
This could be a decent compromise if the drawback was appropriately balanced.
I still think that Assaults should get a built-in Damage mod (one without a drawback were drawbacks to be introduced). |
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Cody Sietz
Bullet Cluster Legacy Rising
1275
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Posted - 2013.10.26 13:53:00 -
[41] - Quote
Lightning xVx wrote:trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it. Your sir, just came up with a type-2 suit. A possible alternative suit.
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Tyjus Vacca
Valor Coalition
47
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Posted - 2013.10.26 13:55:00 -
[42] - 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. \
dmg mods are fine what we need is to either add stacking penalties for shield and armor mods or get rid of them for dmg mods imo |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
963
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Posted - 2013.10.26 13:59:00 -
[43] - Quote
Lightning xVx wrote:trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it.
I am kinda surprised that you haven't been crucified for mentioning "Sidearm-Only Logi".
Personally, I'd welcome the change. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
238
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Posted - 2013.10.26 14:16:00 -
[44] - Quote
Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. They already have drawbacks in the form of fitting requirements, but all the suits seem designed to be able to fit everything at the highest level once you have all the fitting skills. Meaning if you have enough SP, you don' t have to make trade-offs. The fitting requirements should reflect a need to make trades, e.g.: you can fit a third damage mod if you lose the sidearm and drop your grenades down a peg. |
DUST Fiend
OSG Planetary Operations Covert Intervention
7253
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Posted - 2013.10.26 14:40:00 -
[45] - Quote
Been feeling the same way for a long time.
I mean, who runs an HMG without two complex damage mods?
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Meeko Fent
expert intervention Caldari State
1298
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Posted - 2013.10.26 15:22:00 -
[46] - 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. |
ugg reset
Molon Labe. RISE of LEGION
398
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Posted - 2013.10.26 15:47:00 -
[47] - 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.
Oh pray, do tell. |
Sinboto Simmons
SVER True Blood Public Disorder.
1618
|
Posted - 2013.10.26 20:00:00 -
[48] - Quote
ugg reset 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. Oh pray, do tell. I've already explained my views on this sir. |
Thor Odinson42
Molon Labe. RISE of LEGION
1717
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Posted - 2013.10.26 20:02:00 -
[49] - Quote
Banning Hammer wrote: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.
I agree, it's good to have choices |
Joel II X
AHPA
71
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Posted - 2013.10.26 20:13:00 -
[50] - Quote
There are counters to damage mods such as shields and armor extensions. If you are not willing to change to a more defensive type of character, that's not anyone's problem. |
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
97
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Posted - 2013.10.26 21:07:00 -
[51] - Quote
Lightning xVx wrote:trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it. Support mean they carry more crap than you, it doesnt mean they arent killing as well. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
97
|
Posted - 2013.10.26 21:08:00 -
[52] - Quote
Sinboto Simmons wrote:ugg reset 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. Oh pray, do tell. I've already explained my views on this sir. I use an enhanced energizer.... |
Mossellia Delt
Militaires Sans Jeux
565
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Posted - 2013.10.26 21:16:00 -
[53] - 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.
Scanners, damage control units, nitro |
Heimdallr69
Imperfect Bastards
1093
|
Posted - 2013.10.26 21:17:00 -
[54] - 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. Nope...you don't want to skill into it not my problem |
General John Ripper
MoIden Heath PoIice Department EoN.
3905
|
Posted - 2013.10.26 21:18:00 -
[55] - Quote
please don't |
THUNDERGROOVE
ZionTCD Public Disorder.
1177
|
Posted - 2013.10.26 21:21:00 -
[56] - Quote
But then Gallente suits would lose their crutch |
Sgt Kirk
SyNergy Gaming EoN.
2402
|
Posted - 2013.10.27 03:16:00 -
[57] - Quote
THUNDERGROOVE wrote:But then Gallente suits would lose their crutch
Yeah, cause you know between the Non native regenerating armor, slower movement, stamina, weakness to explosions and lack of support defense modules in the opposite slot we tank with, we need at least need something as a bonus.
Way too many shield tankers in this thread it's not even worth my time to check back in this thread. Peace. |
lrian Locust
DUST University Ivy League
251
|
Posted - 2013.10.27 03:29:00 -
[58] - Quote
Sinboto Simmons wrote:damage mods 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 disagree. Damage mods are the only reason that some weapons still work. You mention the sniper rifle: without damage mods you need up to 9 hits to kill a buffed heavy. Without the mods, it's almost useless. That also explains why many snipers run a logi fit. The problem isn't that other weapons are too strong - the sniper rifle is a bit too weak.
The real issue is weapon balance. If that's gone, damage mods will aggravate the problem, but getting rid of them won't solve it.
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Meeko Fent
expert intervention Caldari State
1309
|
Posted - 2013.10.27 03:52:00 -
[59] - 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 |
Dr Poopypants
DropSuit Repository
9
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Posted - 2013.10.27 04:04:00 -
[60] - Quote
I was thinking, maybe damage mods shouldn't be stacked. (different levels of the same mod, still could be). And then assaults dropsuits now have an equivalent damage mod passive on dropsuit skill. |
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