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Thread Statistics | Show CCP posts - 0 post(s) |
Vrain Matari
ZionTCD Public Disorder.
1148
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Posted - 2013.10.27 22:25:00 -
[91] - Quote
JL3Eleven wrote:Let people do what they please. It's a glass cannon vs. a tank argument. Just do not balance weapons based on damage mods. +1.
The pressure to turn DUST into the standard even-playing-field fps is friggin' unrelenting. Tiericide, weapons nerfs, proto mod nerfs, damage mod nerfs.
Fact is, a standard new toon can do well in pubs. It's all about playstyle. Given that it's not supposed to be an even playing field, CCP has done a magnificent job of balancing the game.
The same thing can't be said for the matchmaking at the moment......but that is an entirely separate issue. |
Sinboto Simmons
SVER True Blood Public Disorder.
1653
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Posted - 2013.10.28 20:19:00 -
[92] - Quote
Bump
Sinboto - The True Blood Minja.
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Disturbingly Bored
The Strontium Asylum
899
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Posted - 2013.10.28 20:22:00 -
[93] - Quote
Sinboto Simmons wrote:Bump
Stop. Damage Mods are balanced just fine against Shield Extenders. They have never represented a legitimate balance issue in this game.
Bumping this thread just spreads misinformation. |
Bethhy
Ancient Exiles
230
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Posted - 2013.10.28 20:26:00 -
[94] - 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 like damage module's there is a clear sacrifice to HP putting them on your suit...
I Would actually like an addition to damage module's known as Heat Sink's allowing laser based weaponry to acquire more heat before it fully overheats.
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Cosgar
ParagonX
6735
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Posted - 2013.10.28 20:38:00 -
[95] - Quote
Bethhy 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. I like damage module's there is a clear sacrifice to HP putting them on your suit... I Would actually like an addition to damage module's known as Heat Sink's allowing laser based weaponry to acquire more heat before it fully overheats. This is the kind of stuff we need instead of just straight up damage. Heat sinks, forward grips, stabilizers, and maybe even, quick re-loaders and maybe even something to enhance range. |
Martin0 Brancaleone
Maphia Clan Corporation
474
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Posted - 2013.10.28 20:41:00 -
[96] - 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.
Lets say we remove damage mods. What are gallente players supposed to do with high power slots? Currently High Slot modules: -Miofibril stimulants (yeah so useful 99% of the time right?) -ScanPrecision enhacers (with 10m scan radius is sooooo useful) -Shields -Damage Mods
That means that if i don't want to use shields the only USEFUL module to fit is a damage mod. We don't need to remove damage mods. We need more USEFUL High Slot modules. I agree that Proto Damage mods are a bit too good and should be nerfed to 8% damage bonus. But we need more stuff. With more useful stuff less people use damage mods. I would be REALLY happy if i could fit something else beside damage mods if that HELPS me
Some idea could be: - A mod to increase max ammo (really useful for logis) - A heat sink module (good for lazors, scramblers, hmgs...) - A Armor Resistance Mod (3-5-8% less dsamage on armor? Shield tankers got shield regulators in low slots, would be cool to have a high slot module for armor) |
Sinboto Simmons
SVER True Blood Public Disorder.
1654
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Posted - 2013.10.28 21:00:00 -
[97] - Quote
Disturbingly Bored wrote:Sinboto Simmons wrote:Bump Stop. Damage Mods are balanced just fine against Shield Extenders. They have never represented a legitimate balance issue in this game. Bumping this thread just spreads misinformation. No I won't stop until this disgusting mod is replaced, restricted, or removed, it's causing imbalance in the gameplay and I'll not have it.
Sinboto - The True Blood Minja.
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Sinboto Simmons
SVER True Blood Public Disorder.
1814
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Posted - 2013.11.05 00:03:00 -
[98] - Quote
Won't stop.
Sinboto - The True Blood Minja.
Forum Warrior level 1
Tryhard Veteran
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Fizzer94
L.O.T.I.S. Public Disorder.
760
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Posted - 2013.11.05 00:15:00 -
[99] - Quote
The math has been done. Damage mods are no more effective than shield extenders. They merely serve a different purpose.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Llast 326
An Arkhos
324
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Posted - 2013.11.05 00:20:00 -
[100] - Quote
throws down Nanohive |
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Sinboto Simmons
SVER True Blood Public Disorder.
1817
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Posted - 2013.11.05 00:25:00 -
[101] - Quote
Llast 326 wrote:throws down Nanohive PREPARE THINE ANUS FOR MASS DRIVER DIPLOMACY!
Sinboto - The True Blood Minja.
Forum Warrior level 1
Tryhard Veteran
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PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
90
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Posted - 2013.11.05 00:54:00 -
[102] - Quote
Like many other things in Dust 514, they forgot abaut races and how they use modules, they made a mistake with the DMG mods, like they did with SO MANY other things. They made DMG mods as high slots, and that is wrong, they are supose to be low slots like they are in eve. |
hgghyujh
Expert Intervention Caldari State
156
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Posted - 2013.11.05 00:57:00 -
[103] - Quote
the issue isn't damage mods per say but the stacking penalties are too low and hp pools are tooo damn small fix those things and damage mods will be fine. |
Minako Nakajima
Vortex State Empire Dark Taboo
27
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Posted - 2013.11.05 00:58:00 -
[104] - Quote
Nope...
"The world we've come to love can often seem to collapse around us." // Terminally Insane
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Llast 326
An Arkhos
324
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Posted - 2013.11.05 01:14:00 -
[105] - Quote
Make it a one time bonus No stacking, simple as that. If the damage mods are applied as a single bonus then the actually value of the weapon would be apparent. There are other options to add to the slots, and as an added bonus people would push for more diverse modules, like ammo variants. I know that some would prefer to do more and more damage, that is where the skill bonus comes into play. Is the CPP philosophy not skill>gear? or am i wrong on that? |
low genius
The Sound Of Freedom Renegade Alliance
821
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Posted - 2013.11.05 02:39:00 -
[106] - 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.
in eve damage mods take up the same slot as armour. the same slot as cpu boost. the same slot as pg boost. this should be considered. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
311
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Posted - 2013.11.05 03:23:00 -
[107] - Quote
If shield tanking was worthwhile against anyone other than mass drivers than Damage Mods would be fine. But right now an AR can rip through 500+ shields in 4-5 shots at 600+ RPM. All he needs to do is get the crosshair on you for half a second and your shields are down completely and even most of your armor.
Assuming Shields had the same protection as armor then the difference between tanking and glass cannon would be ideal and balanced. But as we all know, shields are worthless and everyone armor tanks because of this freeing up the high slots for even more damage mods without the risk of losing a valuable tank.
Director (Management)
D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2246
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Posted - 2013.11.05 03:43:00 -
[108] - 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.
Yeah but how can you shield tank when you need the High slots to equal the enemy's Firepower?
We need Better High powered modules i agree,but it's not the issue OP mentioned.
u+Élop s-¦ -Äll+Én-ç+ö+É
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2246
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Posted - 2013.11.05 03:46:00 -
[109] - Quote
Llast 326 wrote:Make it a one time bonus No stacking, simple as that. If the damage mods are applied as a single bonus then the actually value of the weapon would be apparent. There are other options to add to the slots, and as an added bonus people would push for more diverse modules, like ammo variants. I know that some would prefer to do more and more damage, that is where the skill bonus comes into play. Is the CPP philosophy not skill>gear? or am i wrong on that?
I actually proposed :
GÖª 1st dam mod (Cx) +10% GÖª 2nd dam mod (Cx) +5% GÖª 3rd Dam mod +0%
This plus proficiency gives you up to 30% more damage. Enough for everyones greed without altering too much the effectivity of shield tankers compared to armor tankers. I can live with 5% LESS Firepower than the enemies....But having to stack 3 Complex damage mods to be at the same firepowerlevel than armor tankers (and there by sacrificing a LOT of HP in the process) Its just plain annoying.
I run Caldari suits and Amarr shield tanked suits ( I need the low slots for P.Dampners,A.Repairers,Kinetic Cats,etc... u.u Sorry)
u+Élop s-¦ -Äll+Én-ç+ö+É
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crazy space 1
Vherokior Combat Logistics Minmatar Republic
1959
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Posted - 2013.11.05 04:29:00 -
[110] - Quote
Just to let you know they stack
If you fit speed mods they don't keep giving the same advantage but damage mods ignore this rule because this game is in beta still
In other words make them work like they do in eve online... Funny part is in the early days of eve online they didn't stop me from putting 8 damage mods on my Apoc. Idiots, I taught them pretty fast why you shouldn't let people do that. |
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Luna Angelo
We Who Walk Alone
54
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Posted - 2013.11.05 04:57:00 -
[111] - Quote
CCP has said that PvP is inherently unbalanced. When will people remember that they CHEERED when they said that?
I am the Horseless Headsman.
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Sleepy Zan
2709
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Posted - 2013.11.05 05:17:00 -
[112] - Quote
Sinboto Simmons wrote: they add nothing to infantry combat but frustration.
On the other side of frustration is joy.
A good sniper doesn't provide battlefield intelligence, a good sniper leaves no intelligence left on the battlefield
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crazy space 1
Vherokior Combat Logistics Minmatar Republic
1960
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Posted - 2013.11.05 06:43:00 -
[113] - Quote
hgghyujh wrote:the issue isn't damage mods per say but the stacking penalties are too low and hp pools are tooo damn small fix those things and damage mods will be fine.
Dmg mods are not effected by stacking penalties at all zip, nada
You'd think CCP never made an mmo before |
Racro 01 Arifistan
501st Knights of Leanbox
63
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Posted - 2013.11.05 06:48:00 -
[114] - Quote
Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks.
i would like to see drawbacks fro damage mods.. for AR's it jams at 1/4 clip left for basic damage mod. 2/4 for enchanced and 3/4 for complex. wepaon upgrade skill should reduce damage modifer drawback.
like in eve. where the rig skills reduce thier drawback penalties. |
Sinboto Simmons
SVER True Blood Public Disorder.
2182
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Posted - 2013.11.16 03:33:00 -
[115] - Quote
Bump
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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