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Cat Merc
Ahrendee Mercenaries EoN.
4251
|
Posted - 2013.11.09 21:37:00 -
[1] - Quote
Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconsmpetion on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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GIZMO2606
Ancient Exiles
425
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Posted - 2013.11.09 21:46:00 -
[2] - Quote
I agree with this 100% as a GalLogi user. You can't balance out damage and tank with the GalLogi. You'd be under cutting the suit and making it weak. It's a ether you tank or you gank suit if you plan on one of those builds for it.
The Official Sasha Grey of DUST 514
Always taking it deep and hard on my back?!
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Baal Omniscient
L.O.T.I.S. Public Disorder.
713
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Posted - 2013.11.09 21:52:00 -
[3] - Quote
The only thing that will ever shut everybody up would be to have a mock battle documenting it so you have visual evidence. People only believe what they can see.
Basically two people standing 3 meters from each other running full proto with the exact same Gallente suit on with the exact same weapons and module layouts except for one guy has stacked damage mods and one guy has shield extenders, and have them stand across from each other with a third guy video capturing it. Have the third guy who's video capturing it fire a round between them to have them start shooting at each other. Do it several times until you get the two people begin firing at the exact same time, and have them ADS shooting at the center of the other player's torso so no one can claim one guy was getting headshots and the other wasn't.
Until you do that, there will never be an end to the arguing over this, it's all just a waste of words without people being able to see it with their own eyes. But good luck trying.
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Cat Merc
Ahrendee Mercenaries EoN.
4252
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Posted - 2013.11.09 21:59:00 -
[4] - Quote
Baal Omniscient wrote:The only thing that will ever shut everybody up would be to have a mock battle documenting it so you have visual evidence. People only believe what they can see.
Basically two people standing 3 meters from each other running full proto with the exact same Gallente suit on with the exact same weapons and module layouts except for one guy has stacked damage mods and one guy has shield extenders, and have them stand across from each other with a third guy video capturing it. Have the third guy who's video capturing it fire a round between them to have them start shooting at each other. Do it several times until you get the two people begin firing at the exact same time, and have them ADS shooting at the center of the other player's torso so no one can claim one guy was getting headshots and the other wasn't.
Until you do that, there will never be an end to the arguing over this, it's all just a waste of words without people being able to see it with their own eyes. But good luck trying. It's called math. When you have that, you don't actually have to do it.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Delta 749
Kestrel Reconnaissance
2324
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Posted - 2013.11.09 22:04:00 -
[5] - Quote
Cat Merc wrote:Baal Omniscient wrote:The only thing that will ever shut everybody up would be to have a mock battle documenting it so you have visual evidence. People only believe what they can see.
Basically two people standing 3 meters from each other running full proto with the exact same Gallente suit on with the exact same weapons and module layouts except for one guy has stacked damage mods and one guy has shield extenders, and have them stand across from each other with a third guy video capturing it. Have the third guy who's video capturing it fire a round between them to have them start shooting at each other. Do it several times until you get the two people begin firing at the exact same time, and have them ADS shooting at the center of the other player's torso so no one can claim one guy was getting headshots and the other wasn't.
Until you do that, there will never be an end to the arguing over this, it's all just a waste of words without people being able to see it with their own eyes. But good luck trying. It's called math. When you have that, you don't actually have to do it.
You know how people are though Of course even with a video people would still claim things didnt match up and how do we know exactly what their fittings were and so on and so on
Im not drunk, the planet just happens to be especially wobbly today.
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Atiim
Living Like Larry Schwag
794
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Posted - 2013.11.09 22:10:00 -
[6] - Quote
Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Disturbingly Bored
The Strontium Asylum
1087
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Posted - 2013.11.09 22:10:00 -
[7] - Quote
Cat Merc wrote: - Someone did the math back in closed beta
*raises hand*
And since then, Shield Extenders have gotten a +2% effectiveness/level skill bonus...
Cat is correct, complaining about damage mods always has been, and always will be, pure silliness.
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Cat Merc
Ahrendee Mercenaries EoN.
4255
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Posted - 2013.11.09 22:13:00 -
[8] - Quote
Disturbingly Bored wrote:Cat Merc wrote: - Someone did the math back in closed beta
*raises hand* And since then, Shield Extenders have gotten a +2% effectiveness/level skill bonus... Cat is correct, complaining about damage mods always has been, and always will be, pure silliness. Right, forgot about that.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4255
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Posted - 2013.11.09 22:14:00 -
[9] - Quote
Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. It's not really stupid, it's a play style. I play as a glass cannon, I run 2x damage mods on my assault. I wreck everything, and get out when 1/3'rd of my armor has been breached.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Seymor Krelborn
DUST University Ivy League
1164
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Posted - 2013.11.09 22:17:00 -
[10] - Quote
Cat Merc wrote:Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconseption on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods.
who's complaining about gal ass? that's my favorite part of a gal... oh wait, we're talking about something else aren't we?
insert witty or profound statement here _______.
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Severance Pay
Krullefor Organization Minmatar Republic
952
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Posted - 2013.11.09 22:18:00 -
[11] - Quote
Cat Merc wrote:Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconseption on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods. I dunno, 5 dmg mods on PLC gives me enough edge to OHKO anyone that doesn't shield tank
We few, we happy few, we band of brothers; For he to-day that sheds his blood with me
Shall be my brother
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Cat Merc
Ahrendee Mercenaries EoN.
4256
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Posted - 2013.11.09 22:19:00 -
[12] - Quote
Seymor Krelborn wrote:Cat Merc wrote:Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconseption on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods. who's complaining about gal ass? that's my favorite part of a gal... oh wait, we're talking about something else aren't we? hehehe
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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ShinyJay
RETR0 PR0 GAMERS
144
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Posted - 2013.11.09 22:20:00 -
[13] - Quote
Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons.
with that you might as well give scouts and heavies more slots as well to make up for the imbalance of the assault getting more. since most logis have like 8-9 slots (except for the amarr), the assault having 10 seems a bit unfair to what scouts and heavies have to work with
The bunneh minnie scout sniper, hopping along and leaving blood trails
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Severance Pay
Krullefor Organization Minmatar Republic
952
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Posted - 2013.11.09 22:20:00 -
[14] - Quote
On the subject of being OP. Nothing can be unfairly OP because anyone can use them, if they just skill into it. It's not like it's exclusive!
We few, we happy few, we band of brothers; For he to-day that sheds his blood with me
Shall be my brother
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Cat Merc
Ahrendee Mercenaries EoN.
4256
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Posted - 2013.11.09 22:21:00 -
[15] - Quote
ShinyJay wrote:Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. with that you might as well give scouts and heavies more slots as well to make up for the imbalance of the assault getting more. since most logis have like 8-9 slots (except for the amarr), the assault having 10 seems a bit unfair to what scouts and heavies have to work with This is kind of obvious. Any buff to assaults would require (demand) a buff to scouts and heavies.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Atiim
Living Like Larry Schwag
794
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Posted - 2013.11.09 22:23:00 -
[16] - Quote
Cat Merc wrote:Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. It's not really stupid, it's a play style. I play as a glass cannon, I run 2x damage mods on my assault. I wreck everything, and get out when 1/3'rd of my armor has been breached. I meant stupid in the sense of it being unnecessary.
I see people running around with 3x damage mods and armor tank all the time. And they "try" to retreat when they have about 50% armor left. But then they are greeted by 8 shots from an EC-3.
It's a play-style, and a viable one for people who don't need to rely on HP to do well. But if you get prof V on a weapon like most people then you won't need to use more than one.
Doing so would be like using giant sledgehammers to smash kittens as opposed to using normal sized sledgehammers to smash kittens. They both get the job done quickly but one is highly wasteful.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Disturbingly Bored
The Strontium Asylum
1088
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Posted - 2013.11.09 22:24:00 -
[17] - Quote
Severance Pay wrote:On the subject of being OP. Nothing can be unfairly OP because anyone can use them, if they just skill into it. It's not like it's exclusive!
Then you end up with a homogenous game.
Every option should have a situation where it dominates. And there should always be another option that can take advantage of the dominant option's weakness.
That's balance. Telling everyone to skill into the one thing that dominates in all situations is not balance.
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Atiim
Living Like Larry Schwag
794
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Posted - 2013.11.09 22:26:00 -
[18] - Quote
ShinyJay wrote:Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. with that you might as well give scouts and heavies more slots as well to make up for the imbalance of the assault getting more. since most logis have like 8-9 slots (except for the amarr), the assault having 10 seems a bit unfair to what scouts and heavies have to work with Seems fair. But you'd also need to increase their CPU/PG to accommodate the increased amount of slots.
And when you are counting slots on the logistics, I truly hope you aren't including equipment slots. As they should always have more equipment than other roles.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Cat Merc
Ahrendee Mercenaries EoN.
4256
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Posted - 2013.11.09 22:28:00 -
[19] - Quote
Severance Pay wrote:Cat Merc wrote:Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconseption on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods. I dunno, 5 dmg mods on PLC gives me enough edge to OHKO anyone that doesn't shield tank Well, that's kind of a silly statement since PLC does +10% against shields.
Anyway, here is how your damage mods affect your damage: 1st - 100% 2nd - 87% 3rd - 54% 4th - less than 30% 5th - less than 10%
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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ShinyJay
RETR0 PR0 GAMERS
144
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Posted - 2013.11.09 22:30:00 -
[20] - Quote
Cat Merc wrote:ShinyJay wrote:Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. with that you might as well give scouts and heavies more slots as well to make up for the imbalance of the assault getting more. since most logis have like 8-9 slots (except for the amarr), the assault having 10 seems a bit unfair to what scouts and heavies have to work with This is kind of obvious. Any buff to assaults would require (demand) a buff to scouts and heavies.
i did forget to add that with that, it will make some suits blatantly OP and will call for a nerf regardless of how it's used. as i said in another thread, buffing isn't always good, but no one likes a nerf to what they use. scouts seemingly being nerfed every update though just became lenient and are just waiting for their time to shine and rain in hell when and if they do get that over due buff. a nerf or re-adjustment to one thing is sometimes easier to see and do then just buffing everything across the board.
The bunneh minnie scout sniper, hopping along and leaving blood trails
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ShinyJay
RETR0 PR0 GAMERS
148
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Posted - 2013.11.09 22:32:00 -
[21] - Quote
Atiim wrote:ShinyJay wrote:Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. with that you might as well give scouts and heavies more slots as well to make up for the imbalance of the assault getting more. since most logis have like 8-9 slots (except for the amarr), the assault having 10 seems a bit unfair to what scouts and heavies have to work with Seems fair. But you'd also need to increase their CPU/PG to accommodate the increased amount of slots. And when you are counting slots on the logistics, I truly hope you aren't including equipment slots. As they should always have more equipment than other roles.
i wasn't referring to equipment slots, just highs and lows, but for some suits, it can become more OP and called for a nerf and lead back to square one
The bunneh minnie scout sniper, hopping along and leaving blood trails
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Baal Omniscient
L.O.T.I.S. Public Disorder.
713
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Posted - 2013.11.10 05:44:00 -
[22] - Quote
Cat Merc wrote:Disturbingly Bored wrote:Cat Merc wrote: - Someone did the math back in closed beta
*raises hand* And since then, Shield Extenders have gotten a +2% effectiveness/level skill bonus... Cat is correct, complaining about damage mods always has been, and always will be, pure silliness. Right, forgot about that. Not to agree or disagree, but weapon damage has also gone up on many weapons as well since then. More damage per bullet means more damage added per bullet per damage mod. Again, not to be argumentative, just sayin'.
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Xocoyol Zaraoul
Superior Genetics
1401
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Posted - 2013.11.10 06:06:00 -
[23] - Quote
My philosophies still revolve around dual tanking unless doing specialist roles, or if you are a heavy armor-tanked sentinel who actually gets a lot more mileage with d-mods.
Not sure why anyone complains about d-mods on medium suits though considering they mean insta-lose if ambushed/caught unaware.
Closed Beta Vet
Reading the forums detracts from overall enjoyment of the game
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I-Shayz-I
I-----I
1323
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Posted - 2013.11.10 11:50:00 -
[24] - Quote
Your argument about the whole "math" thing isn't actually a valid argument.
Don't believe me?
Look, there are 4 types of encounters in this game:
-You suprise enemy (Advantage = You) -Enemy suprises you (Advantage = Enemy) -Both players start shooting at each other at about the same time (No advantages) -Both players walk past each other without noticing the other (No advantages)
Obviously there are some special circumstances on top of these (height, distance, weapon type, etc.), but if we assume both players are using the same loadouts and are both on even ground, then whoever shoots first will obviously be the winner. ___________________
Which brings me to my first point:
1. Damage mods are for aggressive fittings, extenders are for defensive fittings.
Wnat this means is that if you are good at flanking, keeping the advantage, and using intel (radar, scanners, squad chat), you will do even better with damage mods. The only thing that can counter advantages is reaction time or more ehp.
Shield extenders should be used if you are not trying to fight back as much, and instead only rely on your weapon to defend yourself if running away isn't an option. _________________________
2. Reaction time counters damage mods
If an enemy can react faster than you can deal enough damage to defeat them, you lose. Damage mods make sure that the enemy has little time to react, increasing the chance of success.
Shield extenders are good for players with slower reaction times, and players that find themselves constantly being the one flanked instead of the one flanking. ___________________________
3. Even grounds are where extenders shine
If you constantly find yourself in 1on1 matches where both you and the enemy standoff until one player goes down, extenders are the better option. This is where the whole "math" thing comes into play. Yes, extenders will always win over damage mods if neither player has the advantage. _______________________________
To sum up:
Damage mods are only good if you can actually deal damage to your opponent. If your opponent has the advantage, your damage mod will have been wasted. When you run damage mods you must always take the advantage to make use of the small decrease in time to kill.
Shield extenders are better for making sure you have enough time to find who is shooting at you so you can fire back. They also provide a good buffer for armor tanks as the longer you can delay the enemy eating into your armor, the less time you have to spend repping that chunk of armor.
Either way, it all depends on what kind of fitting you're using, your playstyle, your reaction time, and especially your weapon. Shotguns can OHKO without damage mods, but damage mods just increase the damage that the shot does in case you miss. The forge gun is completely different though, as damage mods can make the weapon destroy turrets in 2 shots instead of 3 or 4. This not only decreases time spent shooting/reloading, but conserves a lot more ammo too.
Links:
List of Important Topics
I make logistics videos!
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Keri Starlight
0uter.Heaven Proficiency V.
1923
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Posted - 2013.11.10 12:17:00 -
[25] - Quote
Complain about Gallente Assault? OMG no... Gal Assault can't even be the best brick-tanked Assault, since it's armor-based and it definitely needs a Repper. Cladari Assault is better for omni-tanking and the Minmatar is great for flankers...
Gallente Assault is an excellent glass cannon, just like the Amarr Assault (I'm more worried about an Amarr Assault with an Imperial Scrambler, though).
However, let me tell you that Damage mods can become quite unbalanced pretty fast but, just like you said, this generally happens with Logistic suits.
With a built-in repper, more slots and more PG and CPU to fit them, you can both HP and damage tank, with the only costs being speed and shield regen (not much of a cost). Shield Extenders are good to increase your survivability, but the power given by Damage mods is insane. They are not OP only until you have to pay a consistent price for them and, in the case of the Gallente Assault, this price is a drastically reduced survivability.
Of course, this is just my personal opinion.
-Caldari Achura - One with the Universe
-Tac AR Specialist
"I load my gun with love instead of bullets"
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Mortedeamor
WASTELAND JUNK REMOVAL
696
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Posted - 2013.11.10 12:29:00 -
[26] - Quote
in fact! from the amarian perspective it is the same you can have 350 shields 400 armor non dmg tanked
dmg tanked at best you will have to armor regen tank over actually hp tanking which means you have to use peek and stab tactics
my dmg tanked proto suit has 400 armor and 22 armor hps and 100 shields total of 500ehp and its really not possible to have any other kind of sexy tank other than that one running 3 dmg mods on proto amarian logi
( i believe amarian logi's were meant to be dmg tanked with armor regen and low over all hp tiers ive found that this is the best way to run the suit altogether) |
Mortedeamor
WASTELAND JUNK REMOVAL
696
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Posted - 2013.11.10 12:35:00 -
[27] - Quote
I-Shayz-I wrote:Your argument about the whole "math" thing isn't actually a valid argument.
Don't believe me?
Look, there are 4 types of encounters in this game:
-You suprise enemy (Advantage = You) -Enemy suprises you (Advantage = Enemy) -Both players start shooting at each other at about the same time (No advantages) -Both players walk past each other without noticing the other (No advantages)
Obviously there are some special circumstances on top of these (height, distance, weapon type, etc.), but if we assume both players are using the same loadouts and are both on even ground, then whoever shoots first will obviously be the winner. ___________________
Which brings me to my first point:
1. Damage mods are for aggressive fittings, extenders are for defensive fittings.
Wnat this means is that if you are good at flanking, keeping the advantage, and using intel (radar, scanners, squad chat), you will do even better with damage mods. The only thing that can counter advantages is reaction time or more ehp.
Shield extenders should be used if you are not trying to fight back as much, and instead only rely on your weapon to defend yourself if running away isn't an option. _________________________
2. Reaction time counters damage mods
If an enemy can react faster than you can deal enough damage to defeat them, you lose. Damage mods make sure that the enemy has little time to react, increasing the chance of success.
Shield extenders are good for players with slower reaction times, and players that find themselves constantly being the one flanked instead of the one flanking. ___________________________
3. Even grounds are where extenders shine
If you constantly find yourself in 1on1 matches where both you and the enemy standoff until one player goes down, extenders are the better option. This is where the whole "math" thing comes into play. Yes, extenders will always win over damage mods if neither player has the advantage. _______________________________
To sum up:
Damage mods are only good if you can actually deal damage to your opponent. If your opponent has the advantage, your damage mod will have been wasted. When you run damage mods you must always take the advantage to make use of the small decrease in time to kill.
Shield extenders are better for making sure you have enough time to find who is shooting at you so you can fire back. They also provide a good buffer for armor tanks as the longer you can delay the enemy eating into your armor, the less time you have to spend repping that chunk of armor.
Either way, it all depends on what kind of fitting you're using, your playstyle, your reaction time, and especially your weapon. Shotguns can OHKO without damage mods, but damage mods just increase the damage that the shot does in case you miss. The forge gun is completely different though, as damage mods can make the weapon destroy turrets in 2 shots instead of 3 or 4. This not only decreases time spent shooting/reloading, but conserves a lot more ammo too.
i agree with your statement however doesnt this then explain why logi's need the high hp tiers and settle the logi=OP argument ..i mean (i dont think logis are op.) although as an amarian logi i dmg tank...my goal is to stay by my mates with my proto repper ammo and injector..and use cqc weapons and splash like md ar lr (sidearm smg) to teamfire whatever my squad mates are shooting at..my logi playstyle is different than the average logi i am a mid to long range battle support logi..\\
i feel the other logi types all validly need to tank hp (other than amar)
and your statement explains why |
Monkey MAC
killer taxi company General Tso's Alliance
948
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Posted - 2013.11.10 12:40:00 -
[28] - Quote
I like how you had to put that bit in about Logi suits at the end!
Short of nerfing a logi suit into the ground, a squad of logis will always beat an assault suit, why? Because they have choice, you could make it identical to assault suits with extra equipment, they would still win because they have choice. Thats the way it should be, I think the assault should be moved down the tree and replaced with crusader and/or grenadier suits.
The pen is mightier than the sword
The gun is mightier than both
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Cat Merc
Ahrendee Mercenaries EoN.
4269
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Posted - 2013.11.10 21:19:00 -
[29] - Quote
Monkey MAC wrote:I like how you had to put that bit in about Logi suits at the end!
Short of nerfing a logi suit into the ground, a squad of logis will always beat an assault suit, why? Because they have choice, you could make it identical to assault suits with extra equipment, they would still win because they have choice. Thats the way it should be, I think the assault should be moved down the tree and replaced with crusader and/or grenadier suits. uhh... no. Nowhere does it say that logistics is a better assault. It says it's a support platform, and yet it's used as an assault suit that can beat pretty much every assault suit.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Chunky Munkey
Amarr Templars Amarr Empire
2070
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Posted - 2013.11.10 21:26:00 -
[30] - Quote
I love a gal's ass.
No.
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