Verek Locusti
Closed For Business For All Mankind
9
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Posted - 2013.11.09 23:43:00 -
[1] - Quote
hackerzilla wrote:Nguruthos IX wrote:
This game is crippled atm, there can be no variety. No real choices. So much for all that fancy fitting nonsense CCP.
Well just because you have to make well calculated decisions doesn't mean you can't have variety or fun. "So, how many damage mods/extenders/plates should I fit......hm...aha! As many as possible" seems to be the extent of calculations going into suit fits atm. Little variety for weapons, maybe a dampener/range amplifier if you're a scout, other than that...
Personally I feel that extenders & plates should be removed, adding hardeners in their place and coinciding with a rebalance of suit ehp. It then becomes a choice of staying in the fray longer (tanking with hardeners) or overall longevity (recharger/regulator/reps allowing you to duck out for shorter amounts of time).
Problems with active modules would most likely be having to change the infantry equipment wheel to more closely resemble the vehicle wheel, as well as complications with stacking active modules (could you only equip one? would equipping more allow you to cycle through them or just increase the overall effect?)
Damage mods should be replaced by various weapon mods. Toxin rounds (as described on the toxin smg & ar) would deliver small amounts of acid/corrosive elements, dealing small amounts of damage to armor for a couple seconds (delays shield recharge/armor rep). Scrambler rounds could include tech that emulates the scrambler effect on headshots, providing x% extra headshot damage and maybe a small bonus to shield damage. Optic focusers could reduce heat build-up on laser weapons or increasing clip size/ammo capacity (requiring less energy expenditure to achieve adequate beam intensity) or extend range/increase damage. Heat sinks & coolant systems could reduce heat build-up/reduce cooldown & overheat time, and possibly reduce damage from overheating zealot weapon variants if we get them. Plasma compression for the AR could deliver a higher load of plasma, increasing damage while slightly decreasing range or RoF. Etc., etc.
I'd say the problem again would be with stacking, could you stack multiple ammo mods? Would stacking the same type create OP combos (extreme headshot damage w/ scrambler rounds or OP toxin dps)? Should stacking penalties apply to stacking the same ammo type or to any ammo mod? |