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Nguruthos IX
PEN 15 CLUB
2127
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Posted - 2013.11.09 20:34:00 -
[1] - Quote
Something other than 3x damage mods and stacked EHP tanking
You could do things like low EHP with more reps, to dodge in and out of cover more. Or since you could get by with less HP, more E-war modules.
And building a tank could actually tank, instead of just barely surviving.
Maybe militia dropships could even survive more than a single hit from an AV?
This game is crippled atm, there can be no variety. No real choices. So much for all that fancy fitting nonsense CCP. |
Shattered Mirage
D.A.R.K Academy D.E.F.I.A.N.C.E
348
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Posted - 2013.11.09 20:36:00 -
[2] - Quote
Nguruthos IX wrote:Something other than 3x damage mods and stacked EHP tanking
You could do things like low EHP with more reps, to dodge in and out of cover more. Or since you could get by with less HP, more E-war modules.
And building a tank could actually tank, instead of just barely surviving.
Maybe militia dropships could even survive more than a single hit from an AV?
This game is crippled atm, there can be no variety. No real choices. So much for all that fancy fitting nonsense CCP.
TTK is a pretty big problem for diversity right now
There are no facts, only interpretations.
I am a monument to all your sins
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hackerzilla
Defenders of the Helghast Dream
458
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Posted - 2013.11.09 20:37:00 -
[3] - Quote
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.
"i weel shuut u een duh faise" - some Minnie scout
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Fire of Prometheus
DUST University Ivy League
1517
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Posted - 2013.11.09 20:38:00 -
[4] - Quote
Dmg mods have officially killed the game
"It is the mark of an educated mind to entertain a thought without accepting it."
-Aristotle
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Rowdy Railgunner
Xer Cloud Consortium
104
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Posted - 2013.11.09 20:38:00 -
[5] - Quote
TTK is already too high. CCP needs to nerf shield tank mods. |
hackerzilla
Defenders of the Helghast Dream
458
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Posted - 2013.11.09 20:43:00 -
[6] - Quote
Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods. LOLtroll
"i weel shuut u een duh faise" - some Minnie scout
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Shattered Mirage
D.A.R.K Academy D.E.F.I.A.N.C.E
348
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Posted - 2013.11.09 20:44:00 -
[7] - Quote
Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods.
What the hell have you been ******* smoking and where can I get some of that ****?
There are no facts, only interpretations.
I am a monument to all your sins
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Rowdy Railgunner
Xer Cloud Consortium
104
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Posted - 2013.11.09 20:44:00 -
[8] - Quote
hackerzilla wrote:Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods. LOLtroll It's not trolling if all you do is write "LOLtroll". Your post is fail. |
hackerzilla
Defenders of the Helghast Dream
462
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Posted - 2013.11.09 20:50:00 -
[9] - Quote
Rowdy Railgunner wrote:hackerzilla wrote:Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods. LOLtroll It's not trolling if all you do is write "LOLtroll". Your post is fail. .___. you sir are a pretty damn obvious troll
"i weel shuut u een duh faise" - some Minnie scout
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TranquilBiscuit ofVaLoR
The Kaos Legion
511
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Posted - 2013.11.09 21:02:00 -
[10] - Quote
Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods. no they don't. they just need to make Assault Rifles 300% effective against shield and Armor. and make them better AV than the forge gun.
wait, we're not talking about how to turn this into CoD 514?
How exactly does a Biscuit gain Valor?
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Alpha 443-6732
211
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Posted - 2013.11.09 21:04:00 -
[11] - Quote
Nguruthos IX wrote:Something other than 3x damage mods and stacked EHP tanking
You could do things like low EHP with more reps, to dodge in and out of cover more. Or since you could get by with less HP, more E-war modules.
And building a tank could actually tank, instead of just barely surviving.
Maybe militia dropships could even survive more than a single hit from an AV?
This game is crippled atm, there can be no variety. No real choices. So much for all that fancy fitting nonsense CCP.
How about we just buff HP modules, Ewar modules, etc, but leave damage as is? It would reward people for building into a specialization.
If the base ttk were to get a buff, than there would be less of an incentive to spec into actual tanking modules. If the other modules (other than damage mods) got a massive buff, it would be alright to have a low ttk, since you would be making a compromise that would be logical.
They should do what they intend to do to tanks in 1.7; make base hulls weaker while buffing the appropriate modules.
AV =/= Completely dominate and render vehicles useless. AV = Counterpart of vehicles that combats vehicles.
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Meeko Fent
Xer Cloud Consortium
1473
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Posted - 2013.11.09 21:07:00 -
[12] - Quote
Remove the 10% buff from every weapon, fine tune from there.
Please send ISK to Xer Cloud Consortium For collection.
For the State!
For Caldari FW join Caldari Hierarchy
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Rowdy Railgunner
Xer Cloud Consortium
107
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Posted - 2013.11.09 22:42:00 -
[13] - Quote
Alpha 443-6732 wrote:
They should do what they intend to do to tanks in 1.7; make base hulls weaker while buffing the appropriate modules.
They are not making tanks weaker. They are balancing them for the addition of the pilot suit. Big difference. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4794
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Posted - 2013.11.09 22:43:00 -
[14] - Quote
Fire of Prometheus wrote:Dmg mods have officially killed the game
It really isn't just damage mods.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4794
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Posted - 2013.11.09 22:44:00 -
[15] - Quote
Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods.
Shield tank modules are not the problem. Also, if you think TTK is too high you probably can't aim.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
253
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Posted - 2013.11.09 22:47:00 -
[16] - Quote
Rowdy Railgunner wrote:TTK is already too high. CCP needs to nerf shield tank mods. Even as an armour tanker I disagree with this...
'Insert witty signature here'
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Harpyja
Royal Uhlans Amarr Empire
751
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Posted - 2013.11.09 22:51:00 -
[17] - Quote
TTK needs to be increased by a lot. My first impressions of Dust about a year ago was noticing how long it took to kill someone. And it was something which I liked when compared to other FPS games where it took less than half a second to drop someone. I haven't been able to get back onto Dust, so I have no first hand knowledge of the current TTK, but it sounds like it is rather short now, and Dust is turning into any other twitch FPS.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Patrick57
GunFall Mobilization Covert Intervention
1332
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Posted - 2013.11.09 22:54:00 -
[18] - Quote
Nguruthos IX wrote:Something other than 3x damage mods and stacked EHP tanking
You could do things like low EHP with more reps, to dodge in and out of cover more. Or since you could get by with less HP, more E-war modules.
And building a tank could actually tank, instead of just barely surviving.
Maybe militia dropships could even survive more than a single hit from an AV?
This game is crippled atm, there can be no variety. No real choices. So much for all that fancy fitting nonsense CCP. I use an Amarr Logi with less HP, more reps, and more speed
Suppose you were an idiot, and suppose you were a member of Congress; but I repeat myself.
-Mark Twain
:D
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
254
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Posted - 2013.11.09 22:56:00 -
[19] - Quote
Harpyja wrote:TTK needs to be increased by a lot. My first impressions of Dust about a year ago was noticing how long it took to kill someone. And it was something which I liked when compared to other FPS games where it took less than half a second to drop someone. I haven't been able to get back onto Dust, so I have no first hand knowledge of the current TTK, but it sounds like it is rather short now, and Dust is turning into any other twitch FPS. Militia ARs cut through my 600 EHP ADV suit in just under a second. So TTK is getting somewhat low.
'Insert witty signature here'
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Nguruthos IX
PEN 15 CLUB
2130
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Posted - 2013.11.09 23:17:00 -
[20] - Quote
Oh, Whoa, look at that!
It seems to be a popular sentiment that players want Dust 514 to be something other than call of duty!?
Hey devs, Hope you're getting this. Your game is already on a bit of borrowed time. |
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Daxxis KANNAH
Distinct Covert Initiative
449
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Posted - 2013.11.09 23:23:00 -
[21] - Quote
Nguruthos IX wrote:Something other than 3x damage mods and stacked EHP tanking
You could do things like low EHP with more reps, to dodge in and out of cover more. Or since you could get by with less HP, more E-war modules.
And building a tank could actually tank, instead of just barely surviving.
Maybe militia dropships could even survive more than a single hit from an AV?
This game is crippled atm, there can be no variety. No real choices. So much for all that fancy fitting nonsense CCP.
Rubbish
The opposite argument can be made - Since TTK is so low you dont need to worry about stacking tank so you can use other modules.
People will always stack tank and gank if possible
Its so funny that when people have been voicing opinions on AR before all was well with the world but now HD is fixed and everyone drops the end if nigh |
Monkey MAC
killer taxi company General Tso's Alliance
944
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Posted - 2013.11.09 23:28:00 -
[22] - Quote
Now yes, a little more TTK will allow for more diverse fits, but I think some of the other modules need a little more oomph as well, mainly the biotic mods and prehaps adding some other types as well! More mods, more diversity!
The pen is mightier than the sword
The gun is mightier than both
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Verek Locusti
Closed For Business For All Mankind
9
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Posted - 2013.11.09 23:43:00 -
[23] - 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? |
Cosgar
ParagonX
7542
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Posted - 2013.11.09 23:46:00 -
[24] - Quote
Just a theory, but I think that when we told CCP to focus on core mechanics, they actually focused on core mechanics. Be glad that hit detection in 1.6 is near perfect. There's nothing more frustrating than having a guy dead to rights but an invisible wall is what sends you to the respawn screen instead of him. Of course the side effect we're experiencing is that automatic weapons are way more potent than they were in 1.4, game breaking even but that's what I think is going to be the next step. Shields under perform, armor just barely gets you by, and a certain *Ahem* suit is deemed as OP thanks to current imbalances. I don't think CCP is selling out to compete with the series of twitch FPS on the market anytime soon. I've given them flak over the years for just about everything I disagree with but, somehow they usually find a way to fix stuff. Dust is still going to be that strafing FPS the majority of us fell in love with, but we just have to see what they do in 1.7. (Or regrettably later)
With all that to consider, we should at least get some kind of info on what's going on or what they're planning. Been hearing about people leaving in droves because they think Dust has been reduced to CoD with futuristic aesthetics permanently. This may or may not be the case but without anything to go on, all people can do is assume.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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