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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Paran Tadec
 Ancient Exiles
 
 1605
 
 
      | Posted - 2013.11.07 18:49:00 -
          [1] - Quote 
 Remove 10% buff on damage from AR and similar weapons (ScR, SMG...)
 Limit suits to one damage mods per suit.
 Replace assault suit shield bonus with a bonus of 2% light weapon damage per level. At V it'll be like a complex damage mod.
 
 This way assaults have a true assault bonus over Logi, while increasing ttk across the board.
 
 You're welcome
 
 Bittervet Proficiency V thanks logibro! | 
      
      
        |  Ploo-Koon
 Subdreddit
 Test Alliance Please Ignore
 
 266
 
 
      | Posted - 2013.11.07 18:54:00 -
          [2] - Quote 
 The first point I agree with.
 The damage mods aren't the issue, if they were it wouldn't just be the assault weapons getting such a large benefit.
 All assault suits shouldn't have the same advantage, otherwise what's the point?
 
 { -|- }.....[ a¦Å^Gûá ].....{ a¦Å\°/a¦Å }.....( : : ) | 
      
      
        |  Paran Tadec
 Ancient Exiles
 
 1605
 
 
      | Posted - 2013.11.07 18:56:00 -
          [3] - Quote 
 
 Ploo-Koon wrote:The first point I agree with. The damage mods aren't the issue, if they were it wouldn't just be the assault weapons getting such a large benefit.
 All assault suits shouldn't have the same advantage, otherwise what's the point?
 
 They get 2 bonuses. The second bonus is there to differentiate them.
 
 Bittervet Proficiency V thanks logibro! | 
      
      
        |  TranquilBiscuit ofVaLoR
 The Kaos Legion
 
 462
 
 
      | Posted - 2013.11.07 19:28:00 -
          [4] - Quote 
 there is no reason to limit suits to anything, especially damage mods. the thing that separates this game from others is the infinite customization. take that away, and you take me away. that's the only point this game has going for it atm.
 
 i agree, the AR with 3 complex dmg mods is very.........potent *cough *cough
 
 but certain other weapons i.e the plasma cannon needs them to truly be viable or see a noticeable difference from standard to proto. get over this assault vs. logi argument. they are both excellent suits, and there are other suits that actually NEED discussing, like the minmatar scout. at proto, it has a measly 230 cpu. what the hell can 230 cpu do?
 
 How exactly does a Biscuit gain Valor? | 
      
      
        |  Arkena Wyrnspire
 Turalyon 514
 Turalyon Alliance
 
 4696
 
 
      | Posted - 2013.11.07 19:31:00 -
          [5] - Quote 
 Although damage mods have a significant effect on weapon balance, what else do armour tankers put in high slots other than shields? It means brick tanking is the only way to go.
 
 Level 4 Forum Warrior Lenin of the glorious armoured revolution | 
      
      
        |  Dovallis Martan JenusKoll
 Osmon Surveillance
 Caldari State
 
 320
 
 
      | Posted - 2013.11.07 19:34:00 -
          [6] - Quote 
 
 Paran Tadec wrote:Remove 10% buff on damage from AR and similar weapons (ScR, SMG...)Limit suits to one damage mods per suit.
 Replace assault suit shield bonus with a bonus of 2% light weapon damage per level. At V it'll be like a complex damage mod.
 
 This way assaults have a true assault bonus over Logi, while increasing ttk across the board.
 
 You're welcome
 Or... You could reduce the base damage of the weapons and not have to deal with all the skills reallocation.
 
 If you can read this, it means you are reading. | 
      
      
        |  CLONE117
 planetary retaliation organisation
 
 462
 
 
      | Posted - 2013.11.07 19:44:00 -
          [7] - Quote 
 id rather nerf damage mods.
 
 im not sure what should be done to fix the issue as majority of these nerfs suggested would create more annoying problems.
 
 nerfing ar range down to 80m could work.
 
 actually i think that might be the max range of it.
 
 with all the over exaggerating going on within the forums and the stuff that happens in game its a little difficult to find a good solution that WONT ruin everything.
 
 and most of the suggestions i hear of are a little to dumb/rage filled as far as im concerned.
 
 everything has its own role in game. but for some reason when (said item) is used in mass numbers it becomes a deadly killing machine.
 ______________________________________________________________________________________________
 i wonder what an entire team using nothing but plasma cannons would be like?
 | 
      
      
        |  DUST Fiend
 OSG Planetary Operations
 Covert Intervention
 
 7455
 
 
      | Posted - 2013.11.07 19:45:00 -
          [8] - Quote 
 I just wish damage mods would go away, they ruin everything.
 | 
      
      
        |  Flix Keptick
 Red Star.
 EoN.
 
 1236
 
 
      | Posted - 2013.11.07 19:47:00 -
          [9] - Quote 
 **** yea for everything except the assault bonus. Especially the damage mod limit. Brilliant idea, since damage mods are being abused right now and make weapons better than their intended use (just like the sharpshooter skill did).
 
 "Please don't" GÿåForum warrior lvl.1Gÿå | 
      
      
        |  Flix Keptick
 Red Star.
 EoN.
 
 1236
 
 
      | Posted - 2013.11.07 19:52:00 -
          [10] - Quote 
 
 TranquilBiscuit ofVaLoR wrote:there is no reason to limit suits to anything, especially damage mods. the thing that separates this game from others is the infinite customization. take that away, and you take me away. that's the only point this game has going for it atm.
 i agree, the AR with 3 complex dmg mods is very.........potent *cough *cough
 
 but certain other weapons i.e the plasma cannon needs them to truly be viable or see a noticeable difference from standard to proto. get over this assault vs. logi argument. they are both excellent suits, and there are other suits that actually NEED discussing, like the minmatar scout. at proto, it has a measly 230 cpu. what the hell can 230 cpu do?
 Oh, why can't I fit more than one nitrous mod or heat sink on my tank then. Infinite customization right?
 
 
 "Please don't" GÿåForum warrior lvl.1Gÿå | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 704
 
 
      | Posted - 2013.11.07 19:55:00 -
          [11] - Quote 
 So basically, your idea to fix the short TTK is to give PRO assaults built in complex damage mods?
 
 
  
 There there Mr. Scout and Ms. Heavy, don't cry You'll still be useful in my eyes | 
      
      
        |  Paran Tadec
 Ancient Exiles
 
 1611
 
 
      | Posted - 2013.11.07 20:55:00 -
          [12] - Quote 
 
 Atiim wrote:So basically, your idea to fix the short TTK is to give PRO assaults built in complex damage mods?  
 With a damage reduction they would be back to current level without a single damage mod. At most they would be able to get 20 % damage instead of 24 with 3 complex mods. Logi s would get at max 10% which is fair. This makes assault sits more appealing vs Logi as well increase rtk across the board.
 
 Bittervet Proficiency V thanks logibro! | 
      
      
        |  DJINN Marauder
 Ancient Exiles
 
 2676
 
 
      | Posted - 2013.11.07 20:57:00 -
          [13] - Quote 
 Idk.. I kinda like it but ttk from ARs and Scrambler rifles are too short. So short that I think the 10% reduction won't be enough.
 
 I'm personally for an 30% reduction in dmg for for them.
 
 GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢ Gÿà¿When will dust get better?Gÿà Forum Warrior LV. 2 | 
      
      
        |  Hecarim Van Hohen
 Unkn0wn Killers
 
 209
 
 
      | Posted - 2013.11.07 21:09:00 -
          [14] - Quote 
 
 Arkena Wyrnspire wrote:Although damage mods have a significant effect on weapon balance, what else do armour tankers put in high slots other than shields? It means brick tanking is the only way to go. 
 Besides this problem this idea is one of the better ones.. +1
 
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        |  Jaysyn Larrisen
 OSG Planetary Operations
 Covert Intervention
 
 222
 
 
      | Posted - 2013.11.07 21:15:00 -
          [15] - Quote 
 I think the damage modifer stack is a key component to the issue but not the ultimate cause. Limiting to a single damage mod or providing small perk to Assault class suits is a pretty good idea. I actually think the Heavies should get some consideration for upgradaing offensive perks.
 
 What to do you guys think of the following suggestion:
 1) Leave the profiencey skill the same so everyone can build up some additional striking power if they wish.
 
 2) have a single weapon mod slot that augments either damage, range, or accuracy. Perhaps one that supplies a bonus to effectivness against shields or armor (essentially an "ammo" choice)...note this would only modify the existing weapon stats.
 
 3) Make the weapon mod slot an equipment slot and give non-Logi suits 2x equipment slots.
 
 Thoughts?
 | 
      
      
        |  Beren Hurin
 Onslaught Inc
 RISE of LEGION
 
 1767
 
 
      | Posted - 2013.11.07 21:34:00 -
          [16] - Quote 
 I'm thinking if they figure out how to set up modifiers for equipment on suits, then you could have highslot/lowslot modules that modify equipment exclusively.
 
 Highslot: (Auxiliary Nanite Reserve) - +15%/25%/35% bonus to armor repair on revive AND +10%/25%/35% bonus to repair tool rep rate.
 
 Highslot: (Integrated Nano-array) - +10%/20%/30% active scanner range.
 
 Lowslot (Quantum Nanite Enhancer): +10%/20%/30% nanites per nanohive/ respawns per uplink.
 
 Lowslot (Compression Pack): +1/+2/+3 stored deployables per pack (does not increase number of possible active)
 | 
      
      
        |  Paran Tadec
 Imperfect Bastards
 
 1662
 
 
      | Posted - 2013.11.17 22:44:00 -
          [17] - Quote 
 bumping because I posted this weeks ago and dumbs as still complaining about logis having anything other than a peashooter.
 
 Bittervet Proficiency V thanks logibro! | 
      
      
        |  Cosgar
 ParagonX
 
 7877
 
 
      | Posted - 2013.11.17 22:46:00 -
          [18] - Quote 
 Make the assault bonus a weapon mod and weapon fitting reduction and remove the proficiency skill.
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
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