|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cat Merc
Ahrendee Mercenaries EoN.
4191
|
Posted - 2013.11.08 18:51:00 -
[1] - Quote
Note: Just like the last one, this one is old. However, unlike the last one, this one is finished.
Idea: Ammo Pouch: High slot module, low CPU/PG consumption, gives out around 1/50th the amount of ammo a nanohive of itGÇÖs level would give.
Why have it: 1. To give Gallente who have high slots as a utility module, something that isnGÇÖt damage or HP related. (Which they lack, compared to Caldari who have pretty much 90% of the useful utility modules) -People complain about Gallente stacking damage modsGǪ What else are we going to do? Put on shield extenders? 2. Allow assaults (And scouts, to a lesser extent because they die fast) to use something other than nanohives, because currently assaults HAVE to use nanohives, unless they die very fast. Which means diversity of equipment increases on the battlefield. 3. Similar to 1, give Gallente a utility module that doesnGÇÖt eat up CPU/PG like a *****.
Why itGÇÖs balanced: 1. It only gives out 0.02% of what a nanohive of itGÇÖs level would give, and thatGÇÖs not even including how nanohives come in bunches. 2. In order to fit one, you have to give up either DPS or tank. 3. Nanohives can be used by everyone on the battlefield, ammo pouches are strictly to the person using them.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Cat Merc
Ahrendee Mercenaries EoN.
4192
|
Posted - 2013.11.08 19:14:00 -
[2] - Quote
Awry Barux wrote:On one hand, sure, why not. On the other hand, no one is going to stop stacking damage mods because they can slap a little extra ammo into their high slots. If, as you said, it only gives 2% of what a nanohive would give, why would someone ever carry an ammo pouch? I mean, that's something like 1 AR bullet per tick for an ADV module. One AR clip per minute being restored is just not useful. Also, how would this scale to weapons like the mass driver, where one shot is ~4% of the total ammo pool? I would leave that slot empty before I would pay ISK for such a useless module, but I'm much more likely to just adjust my fitting to make room for damage mods. My proto nanohive restores 102 AR ammo per tick. The proto hive can do 72 ticks. So that's a total of 7344 ammo. 0.02% of that is 147 (rounded). You don't regenerate ammo, you just spawn with all of it.
The benefit is: 1. Can use other equipment 2. Get more ammo in reserve (dropping a hive and waiting for the ammo to drip to you can sometimes kill you) 3. Low CPU/PG
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Cat Merc
Ahrendee Mercenaries EoN.
4192
|
Posted - 2013.11.08 19:19:00 -
[3] - Quote
Krom Ganesh wrote:So it increases ammo capacity? Yes basically. Reserve ammo capacity of course, not clip ammo capacity.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Cat Merc
Ahrendee Mercenaries EoN.
4194
|
Posted - 2013.11.08 19:23:00 -
[4] - Quote
Awry Barux wrote:Cat Merc wrote:Awry Barux wrote:On one hand, sure, why not. On the other hand, no one is going to stop stacking damage mods because they can slap a little extra ammo into their high slots. If, as you said, it only gives 2% of what a nanohive would give, why would someone ever carry an ammo pouch? I mean, that's something like 1 AR bullet per tick for an ADV module. One AR clip per minute being restored is just not useful. Also, how would this scale to weapons like the mass driver, where one shot is ~4% of the total ammo pool? I would leave that slot empty before I would pay ISK for such a useless module, but I'm much more likely to just adjust my fitting to make room for damage mods. My proto nanohive restores 102 AR ammo per tick. The proto hive can do 72 ticks. So that's a total of 7344 ammo. 0.02% of that is 147 (rounded). You don't regenerate ammo, you just spawn with all of it. The benefit is: 1. Can use other equipment 2. Get more ammo in reserve (dropping a hive and waiting for the ammo to drip to you can sometimes kill you) 3. Low CPU/PG Oh. That's a much better idea than what I thought it was. Still, you won't see me dropping damage mods for them, but I agree that high slots need some good utility modules. +1 Really? I can see myself doing so, because this module is low CPU/PG so I can use some better armor tanking modules.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Cat Merc
Ahrendee Mercenaries EoN.
4196
|
Posted - 2013.11.08 19:39:00 -
[5] - Quote
CLONE117 wrote:id rather have the regenerating ammo..
because just having more ammo capacity doesn not help u when u run out of ammo. now if that module regenerated ammo at a slow rate overtime. it would mean i wouldnt have to keep making runs back to my own redzone to restock on ammo because no1 was carrying a nanohive.
a massively low ammo regeneration feels like i could get some extreme use out of it. it might not be a big help in a fire fight but every shot counts right?.
certain ammo capacity sizes for different gun would need to be added to the equation though.
rapid fire high rof weapons could get faster ammo regeneration than low rof weaponry.
since most of our low rof weapons can easily do high damage per hit.
as much as i like it. it might become a problem.
as how would we like to see a forge gunner no longer requiring ammo? and camping up on a tower all day long.
of-course thats easily done with nanohive/uplink spam anyways.
but it could make it worse.
it sounds like a very usefull module but it also sounds as it could create some problem when examining other things. as this could most likely add to those problems.
if damage mods made the players suit weaker by a certain percentage that could discourage their use. i have no problem with ppl with lots of hp.
only time i do have a problem with it is when im in a tank trying to gun them down.
id say that an ammo capacity increasing module may be less of a problem so i dont see anything to argue against.
as it doesnt carry to much benefit to it either.
_________________________________________________________________________________________________ there will always be multiple perceptions and sides to the same story. most of them just say their own story out loud and ignore every1 elses though. and then those same ppl will use lies as "proof". 1. Ammo regen would be op... Ammo should be a limited resource, even if there is lots of it. 2. Heavies only have one high slot, and they won't get much ammo out of it with a forge gun. 3. You have a problem with damage mods but none with high HP? That's like... No sense, at all.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Cat Merc
Ahrendee Mercenaries EoN.
4196
|
Posted - 2013.11.08 19:45:00 -
[6] - Quote
CLONE117 wrote:it makes perfect sense to me.
im still running a mlt suit because i choose to go core skills instead of unlocking a new suit.
so damage mods mow me down too fast.
if those same players had to sacrifice their total hp meaning their hp mods are less effective. it would mean i stand a better chance against them.
high hp low damage players i can deal with.
but for some reason moderately high hp with high damage becomes god mode. Someone actually did the math back in the closed beta. Shield extenders are better than damage mods in terms of TTK vs survivability. And that gap widens with more modules, because damage mods have stacking penalties.
So you should have no problem with damage mods if you don't have a problem with high HP players.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
|
|
|