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Cosgar
ParagonX
6696
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Posted - 2013.10.28 03:32:00 -
[1] - Quote
Probably one of the most under used modules in Dust. Scouts don't have the space for them and the other frames wouldn't be caught dead with them. So here's an idea- what if we added some more practical use to their designed purpose- getting in close and personal:
Militia:+15% Melee/Knife Damage, +2% movement speed Basic: 15% Melee/Knife Damage, +3% movement speed Enhanced: 25% Melee/Knife Damage, +5% movement speed Complex: 50% Melee/Knife Damage, +8% movement speed
Now keep in mind this is only for walking speed and not sprint speed and stacking penalties would apply. Since charging while sprinting with knives is pretty taboo, this would be a great module to make closing the gap on a back pedaling target, and give shot gunners or any sidearm user an advantage they need as well. Medium frames would also benefit from it- especially armor tanking Gallente or Amarr suits while giving them something else to throw in their high slots other than damage mods.
Questions? comments? adjustments? insults?
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TranquilBiscuit ofVaLoR
The Kaos Legion
273
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Posted - 2013.10.28 03:49:00 -
[2] - Quote
Cosgar wrote:Probably one of the most under used modules in Dust. Scouts don't have the space for them and the other frames wouldn't be caught dead with them. So here's an idea- what if we added some more practical use to their designed purpose- getting in close and personal:
Militia:+15% Melee/Knife Damage, +2% movement speed Basic: 15% Melee/Knife Damage, +3% movement speed Enhanced: 25% Melee/Knife Damage, +5% movement speed Complex: 50% Melee/Knife Damage, +8% movement speed
Now keep in mind this is only for walking speed and not sprint speed and stacking penalties would apply. Since charging while sprinting with knives is pretty taboo, this would be a great module to make closing the gap on a back pedaling target, and give shot gunners or any sidearm user an advantage they need as well. Medium frames would also benefit from it- especially armor tanking Gallente or Amarr suits while giving them something else to throw in their high slots other than damage mods.
Questions? comments? adjustments? insults?
this is genius. a module that increases walking speed! this is what kincats should have done! plus melee damage for those who are super tanky.
you have gained my respect. +1 |
Ulysses Knapse
Condotta Rouvenor Gallente Federation
524
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Posted - 2013.10.28 04:16:00 -
[3] - Quote
Myofibril Stimulants should increase strength in general. How? I don't know. I just said what I was thinking. |
Lynn Beck
Granite Mercenary Division
183
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Posted - 2013.10.28 04:17:00 -
[4] - Quote
however, imagine a scout stacking walking speed mods, and being able to walk faster or comparable to a kinkat stacking medium frame... |
Maken Tosch
DUST University Ivy League
4766
|
Posted - 2013.10.28 04:25:00 -
[5] - Quote
Cosgar wrote:Probably one of the most under used modules in Dust. Scouts don't have the space for them and the other frames wouldn't be caught dead with them. So here's an idea- what if we added some more practical use to their designed purpose- getting in close and personal:
Militia:+15% Melee/Knife Damage, +2% movement speed Basic: 15% Melee/Knife Damage, +3% movement speed Enhanced: 25% Melee/Knife Damage, +5% movement speed Complex: 50% Melee/Knife Damage, +8% movement speed
Now keep in mind this is only for walking speed and not sprint speed and stacking penalties would apply. Since charging while sprinting with knives is pretty taboo, this would be a great module to make closing the gap on a back pedaling target, and give shot gunners or any sidearm user an advantage they need as well. Medium frames would also benefit from it- especially armor tanking Gallente or Amarr suits while giving them something else to throw in their high slots other than damage mods.
Questions? comments? adjustments? insults?
There is one problem with this. Nova Knives are sidearms, not melee weapons. The myofibrils will have to be recoded to affect the knives and the knives have to be recoded to become melee weapons and the sidearm damage mods will have to be recoded to no longer affect the knives. |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
69
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Posted - 2013.10.28 04:36:00 -
[6] - Quote
Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot. |
SponkSponkSponk
The Southern Legion The Umbra Combine
454
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Posted - 2013.10.28 06:15:00 -
[7] - Quote
Should be +2%, +3% and +5%, to compensate exactly for one armour plate of the equivalent tier. |
Cosgar
ParagonX
6712
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Posted - 2013.10.28 08:29:00 -
[8] - Quote
Lynn Beck wrote:however, imagine a scout stacking walking speed mods, and being able to walk faster or comparable to a kinkat stacking medium frame... That's the beauty if it. You have to give up some tank to fit these and find a nice balance for speed tanking which is all but lacking since the 1.4 update. Scouts are already notoriously flimsy, but with their higher base movement speed, this can add to their survivability.
Maken Tosch wrote:There is one problem with this. Nova Knives are sidearms, not melee weapons. The myofibrils will have to be recoded to affect the knives and the knives have to be recoded to become melee weapons and the sidearm damage mods will have to be recoded to no longer affect the knives. The Minmatar racial is coded for melee and knife damage. Once they fix their tagging system, I doubt this would be an issue. But since everyone's favorite knifer is here, would you use this module if it existed?
Samuel Zelik wrote:Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot. Armor tankers and scouts have way too many low slot modules already. Shield tankers have a low slot module, so I figured it'd be fair for armor suits to get one as well other than damage mods.
SponkSponkSponk wrote:Should be +2%, +3% and +5%, to compensate exactly for one armour plate of the equivalent tier. With the stacking penalty, having more than one of these modules wouldn't drastically offset plates, especially since there's a cap on lateral movement. Sure you're going to get better north and south mobility, but not enough to get an unfair advantage. I initially thought 3/5/10% but with framerate issues when the strafing cap was "removed" it would be an issue.
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Jackof All-Trades
The Southern Legion The Umbra Combine
206
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Posted - 2013.10.28 08:38:00 -
[9] - Quote
Heartily approved! Looking for a CCP response! |
Dengru
MoIden Heath PoIice Department EoN.
135
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Posted - 2013.10.28 10:07:00 -
[10] - Quote
Maken Tosch wrote:There is one problem with this. Nova Knives are sidearms, not melee weapons. The myofibrils will have to be recoded to affect the knives and the knives have to be recoded to become melee weapons and the sidearm damage mods will have to be recoded to no longer affect the knives.
Cosgar wrote:
The Minmatar racial is coded for melee and knife damage. Once they fix their tagging system, I doubt this would be an issue. But since everyone's favorite knifer is here, would you use this module if it existed?
He's saying the nova knives are side arms and so the way to get more damage from the, aside from profiency, is by sidearm damage modifiers. The melee bonus the racial suit has brings it at the same level of base melee damage for assault suits (from 80 to 100 something). Although you can melee with knives, Putting on mybrofils boosts only that -- the damage you get from melee, te damage you get from slashing with knives.
Aside from movement speed I think + x% melee/nova knife attack speed and/or a reduction to the stamina costs.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4355
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Posted - 2013.10.28 10:56:00 -
[11] - Quote
+1. Would actually use these. |
Maken Tosch
DUST University Ivy League
4768
|
Posted - 2013.10.28 12:23:00 -
[12] - Quote
Cosgar wrote:Maken Tosch wrote:There is one problem with this. Nova Knives are sidearms, not melee weapons. The myofibrils will have to be recoded to affect the knives and the knives have to be recoded to become melee weapons and the sidearm damage mods will have to be recoded to no longer affect the knives. The Minmatar racial is coded for melee and knife damage. Once they fix their tagging system, I doubt this would be an issue. But since everyone's favorite knifer is here, would you use this module if it existed?
I wouldn't mind using it as long as it's balanced and the if the system accounts for the charge time of the weapons. |
Sinboto Simmons
SVER True Blood Public Disorder.
1651
|
Posted - 2013.10.28 14:06:00 -
[13] - Quote
YESSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!
P.S.: +1 |
Pocket Rocket Girl
Psygod9 D.E.F.I.A.N.C.E
67
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Posted - 2013.10.28 14:11:00 -
[14] - Quote
Cosgar wrote:Probably one of the most under used modules in Dust. Scouts don't have the space for them and the other frames wouldn't be caught dead with them. So here's an idea- what if we added some more practical use to their designed purpose- getting in close and personal:
Militia:+15% Melee/Knife Damage, +2% movement speed Basic: 15% Melee/Knife Damage, +3% movement speed Enhanced: 25% Melee/Knife Damage, +5% movement speed Complex: 50% Melee/Knife Damage, +8% movement speed
Now keep in mind this is only for walking speed and not sprint speed and stacking penalties would apply. Since charging while sprinting with knives is pretty taboo, this would be a great module to make closing the gap on a back pedaling target, and give shot gunners or any sidearm user an advantage they need as well. Medium frames would also benefit from it- especially armor tanking Gallente or Amarr suits while giving them something else to throw in their high slots other than damage mods.
Questions? comments? adjustments? insults?
i thought the stimulant did affect the damage out put from the knova knife? itsnt it considered a a melee and if it is the 50% with damage mods would be insane the stacking would have to have some serious drawbacks i think but other than that seems good for me , some times i find my self trying to punch people to death when i am in my swarm logi suit lol |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
70
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Posted - 2013.10.28 14:18:00 -
[15] - Quote
Samuel Zelik wrote:Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot. Cosgar wrote:Armor tankers and scouts have way too many low slot modules already. Shield tankers have a low slot module, so I figured it'd be fair for armor suits to get one as well other than damage mods. I see your point; agreed. Please add the grenade throw velocity augmentation, too. |
Mia Romani
Nexus Marines
6
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Posted - 2013.10.28 15:08:00 -
[16] - Quote
Maken Tosch wrote:There is one problem with this. Nova Knives are sidearms, not melee weapons. The myofibrils will have to be recoded to affect the knives and the knives have to be recoded to become melee weapons and the sidearm damage mods will have to be recoded to no longer affect the knives. Wow... That's really unintuitive... |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
387
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Posted - 2013.10.28 18:43:00 -
[17] - Quote
Arkena Wyrnspire wrote:+1. Would actually use these.
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Cosgar
ParagonX
6749
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Posted - 2013.10.29 01:40:00 -
[18] - Quote
Minor edit to coincide with the operations skill bonus.
I tried to put a level into Amarr Commando but got a server notification saying "Why?"
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Cosgar
ParagonX
6794
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Posted - 2013.10.29 21:40:00 -
[19] - Quote
Samuel Zelik wrote:Samuel Zelik wrote:Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot. Cosgar wrote:Armor tankers and scouts have way too many low slot modules already. Shield tankers have a low slot module, so I figured it'd be fair for armor suits to get one as well other than damage mods. I see your point; agreed. Please add the grenade throw velocity augmentation, too. Why not more sleek grenades across the tiers?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
75
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Posted - 2013.10.29 22:21:00 -
[20] - Quote
Cosgar wrote:Why not more sleek grenades across the tiers? Sleek grenades have reduced damage, but further throw distance, but the speed at which the grenades are thrown does not change. I'm looking for something that will give me a faster throw speed. Especially with contact grenades, if only have one of them and the throw distance is gimped, I want to be able to chuck that thing quickly. |
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pyramidhead 420
Carbon 7 CRONOS.
130
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Posted - 2013.10.30 00:54:00 -
[21] - Quote
+1 with way the new EP handled his first dust update, it looks like they really took into account our feedback (heavy/commando buff, scouts range) so lets keep this great suggestion towards the top. because melee stims would be last if i ranked every item in dust, they're that useless |
Cosgar
ParagonX
6948
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Posted - 2013.10.31 17:57:00 -
[22] - Quote
bump
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7146
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Posted - 2013.11.04 05:23:00 -
[23] - Quote
Made the weekly feedback/request thread. I feel there's other issues that should take precedent like Zeylon Rho's TTK thread, many of Cross Atu's ideas that go ignored and some of KAGEHOSHI Horned Wolf 's ideas that could be possible in the short term.
If anyone on the development side is reading, please give those topics the attention they deserve.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Sirpidey Adtur
Aloren Foundations
91
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Posted - 2013.11.04 07:10:00 -
[24] - Quote
Samuel Zelik wrote:Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot.
Another low slot module? There are way too many already. Currently there are only a handful of hi-slot modules. Taking one away from high and putting it in low seems to be a bad idea.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6897
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Posted - 2013.11.04 07:27:00 -
[25] - Quote
I support
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
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Nyx Linx
Kang Lo Directorate Gallente Federation
1
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Posted - 2013.11.04 08:54:00 -
[26] - Quote
Don't do steroids. They are a fail as a mod. They should delete it. They should have an explosive resistance mod in the H slot. I wonder what they'll do about this mod though. No point in using them. Maybe they can upgrade that mod to give you hops. so one can jump further and higher. A scout can take full advantage of this. This will take a lot of stamina. which will pair well with red and green bottle. |
Haerr
Molon Labe. RISE of LEGION
80
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Posted - 2013.11.04 11:44:00 -
[27] - Quote
Cosgar wrote:Probably one of the most under used modules in Dust. Scouts don't have the space for them and the other frames wouldn't be caught dead with them. So here's an idea- what if we added some more practical use to their designed purpose- getting in close and personal:
Operations skill: +10% to myofibril stimulant module efficacy per level.
Militia:+15% Melee/Knife Damage, +2% movement speed Basic: 15% Melee/Knife Damage, +2% movement speed Enhanced: 25% Melee/Knife Damage, +3% movement speed Complex: 50% Melee/Knife Damage, +5% movement speed
Now keep in mind this is only for walking speed and not sprint speed and stacking penalties would apply. Since charging while sprinting with knives is pretty taboo, this would be a great module for closing the gap on a back pedaling target, and give shot gunners or any sidearm user an advantage they need as well. Medium frames would also benefit from it- especially armor tanking Gallente or Amarr suits while giving them something else to throw in their high slots other than damage mods.
Questions? comments? adjustments? insults?
Yes, yes, yes!
An increase to movement speed would also increase derivatives like strafe speed and jump height!
I want this! +1
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ALPHA DECRIPTER
Dragon-Empire
604
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Posted - 2013.11.04 20:19:00 -
[28] - Quote
Cool! +1
Choose Your Difficulty
[Driver] - [Assault] - [Logistics] - [Tanker] - [Pilot] - [Heavy] >[Scout]<
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Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
89
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Posted - 2013.11.04 21:04:00 -
[29] - Quote
Sirpidey Adtur wrote:Samuel Zelik wrote:Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot. Another low slot module? There are way too many already. Currently there are only a handful of hi-slot modules. Taking one away from high and putting it in low seems to be a bad idea. Retracted that statement shortly after hearing the OP's explanation:
Samuel Zelik wrote:Samuel Zelik wrote:Instead of the NK boost, do this. Movement speed boost is good idea, but I'd rather have it in a low slot; doesn't seem to fit in a high slot. Cosgar wrote:Armor tankers and scouts have way too many low slot modules already. Shield tankers have a low slot module, so I figured it'd be fair for armor suits to get one as well other than damage mods. I see your point; agreed. Please add the grenade throw velocity augmentation, too. Still want grenade throw power augmentation; jumping boosts might not be a bad idea either. |
Maken Tosch
DUST University Ivy League
4931
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Posted - 2013.11.04 21:30:00 -
[30] - Quote
Looks like you made the weekly feedback list. Congrats.
CCP, please fix the Nova Knives. Thank you.
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