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The-Errorist
344
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Posted - 2013.11.11 03:06:00 -
[1] - Quote
Damage mods, whether you like them or hate them, further decrease the already low Time to Kill (TTK). Making them active modules would add more depth to battles, make their use more tactical, and would be good for this game.
Related threads: Passive scan broadcast module |
Talos Vagheitan
171
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Posted - 2013.11.11 05:46:00 -
[2] - Quote
See this post:
https://forums.dust514.com/default.aspx?g=posts&t=120621&find=unread
Who cares what some sniper has to say
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The-Errorist
346
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Posted - 2013.11.11 05:56:00 -
[3] - Quote
That wouldn't do that much, is not as cool as the idea in my OP, and I don't agree with that thread you linked. |
The dark cloud
The Rainbow Effect
1850
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Posted - 2013.11.11 06:41:00 -
[4] - Quote
No. Its the only counter against those pesky hybrid brick tankers who put shield extenders and armor plates in every slot they have.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Fizzer94
L.O.T.I.S. Public Disorder.
780
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Posted - 2013.11.11 07:04:00 -
[5] - Quote
Damage mods are not why TTK is low, the hit detection fixes are wht TTK is low. Damage mods have been mathematically proven to be worse than extenders, because the have stacking penalties. The first Damage mod is just as good as an extender of equal level, but the second one is worse due to the penalty.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7031
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Posted - 2013.11.11 09:56:00 -
[6] - Quote
Fizzer94 wrote:Damage mods are not why TTK is low, the hit detection fixes are wht TTK is low. Damage mods have been mathematically proven to be worse than extenders, because the have stacking penalties. The first Damage mod is just as good as an extender of equal level, but the second one is worse due to the penalty. Yes damage mods didn't cause the sudden decrease in the overall TTK of the game, but its pretty obvious how a module that can increase damage by 10% will make TTK even lower for those using it. Not sure I support the OP's proposal, but I can definitely see how it would alleviate the issue.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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The-Errorist
349
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Posted - 2013.11.11 11:30:00 -
[7] - Quote
Fizzer94 wrote:Damage mods are not why TTK is low, the hit detection fixes are wht TTK is low. Damage mods have been mathematically proven to be worse than extenders, because the have stacking penalties. The first Damage mod is just as good as an extender of equal level, but the second one is worse due to the penalty. I never said that damage mods are the reason why TTK is so low. I said that they further decrease the already low Time to Kill (TTK). Damage mods that are always on IMO are not good for the game and one way to alleviate that problem is to make them active modules. Doing so has some other added benefits as I said in the OP. |
The-Errorist
349
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Posted - 2013.11.11 11:39:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:Fizzer94 wrote:Damage mods are not why TTK is low, the hit detection fixes are wht TTK is low. Damage mods have been mathematically proven to be worse than extenders, because the have stacking penalties. The first Damage mod is just as good as an extender of equal level, but the second one is worse due to the penalty. Yes damage mods didn't cause the sudden decrease in the overall TTK of the game, but its pretty obvious how a module that can increase damage by 10% will make TTK even lower for those using it. Not sure I support the OP's proposal, but I can definitely see how it would alleviate the issue. Also with 3 complex damage mods, people can die even quicker too with the always on ~27% damage increase they get. |
Fizzer94
L.O.T.I.S. Public Disorder.
780
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Posted - 2013.11.11 12:48:00 -
[9] - Quote
I would rather have them removed and replaced with 'indirect' damage mods instead. Things like stabilizers, heat sinks, and magazine extensions would be much better IMO.
IDEAS!
Heat Sinks: Standard Heat Sink....... -4% Heat Generation, -4% Cooling Time Enhanced Heat Sink......-8% Heat Generation, -8% Cooling Time Complex Heat Sink........-15% Heat Generation, -15% Cooling Time
Magazine Extenders: Standard Mag Extender...... +5% Mag Size/Carried Ammo Enhanced Mag Extender.... +10% Mag Size/ Carried Ammo Complex Mag Extender...... +20% Mag Size/ Carried Ammo
Weapon Stabilizers: Standard Weapon Stabilizer..... -5% Dispersion Enhanced Weapon Stabilizer.... -10% Dispersion Complex Weapon Stabilizer...... -15% Dispersion
Weapon Cyclers: Standard Weapon Cycler...... +4% RoF Enhanced Weapon Cycler.... +8% RoF Complex Weapon Cycler...... +15%RoF
Weapon Cap Chargers: Standard Cap Charger...... -6% Charge Time Enhanced Cap Charger.... -12% Charge Time Complex Cap Charger...... -25% Charge Time
Stacking Penalties would apply to all.
Weapon Proficiency should also be changed to a more weapon specific bonus, rather than the '+3% damage per level'that all weapons have right now. For some weapons the +3% damage is appropriate, but most could be changed.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Ferindar
Isuuaya Tactical Caldari State
75
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Posted - 2013.11.11 18:03:00 -
[10] - Quote
Reduce EHP of everyone, then take away the damage mods. For automatic weapons, maybe you can take them down a bit now. But for Alpha weapons, such as Sniper Rifles, which are absolutely dependent upon Damage Mods to be viable, this will really hurt the game.
Sure, you may not like being sniped, but imagine a world where nobody could snipe at all. You'd be mowed down by Duovolles all of the time instead of 90% of the time.
I am the middle finger of God. You may call me a Sniper.
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Dagger-Two
Villore Joint Task Force Villore Accords
134
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Posted - 2013.11.11 18:46:00 -
[11] - Quote
Fizzer94 wrote:I would rather have them removed and replaced with 'indirect' damage mods instead. Things like stabilizers, heat sinks, and magazine extensions would be much better IMO.
IDEAS!
Heat Sinks: Standard Heat Sink....... -4% Heat Generation, -4% Cooling Time Enhanced Heat Sink......-8% Heat Generation, -8% Cooling Time Complex Heat Sink........-15% Heat Generation, -15% Cooling Time
Magazine Extenders: Standard Mag Extender...... +5% Mag Size/Carried Ammo Enhanced Mag Extender.... +10% Mag Size/ Carried Ammo Complex Mag Extender...... +20% Mag Size/ Carried Ammo
Weapon Stabilizers: Standard Weapon Stabilizer..... -5% Dispersion Enhanced Weapon Stabilizer.... -10% Dispersion Complex Weapon Stabilizer...... -15% Dispersion
Weapon Cyclers: Standard Weapon Cycler...... +4% RoF Enhanced Weapon Cycler.... +8% RoF Complex Weapon Cycler...... +15%RoF
Weapon Cap Chargers: Standard Cap Charger...... -6% Charge Time Enhanced Cap Charger.... -12% Charge Time Complex Cap Charger...... -25% Charge Time
Stacking Penalties would apply to all.
Weapon Proficiency should also be changed to a more weapon specific bonus, rather than the '+3% damage per level'that all weapons have right now. For some weapons the +3% damage is appropriate, but most could be changed.
Agreed on the varying types of weapon upgrades, but I think that these would be best suited to an actual weapon upgrade system, where modules like this are fit directly to a weapon, and not to a dropsuit. Hopefully that will come in time.
Also, I think damage mods are still very much viable in a setting like that, since you could limit weapon upgrades themselves using a 'calibration' system like with ship rigs in EVE.
Say, a weapon has a certain amount of 'calibration' points, which are used up by fitting weapon upgrades to it, and a certain amount of slots (lets go with 3 for now). The better the upgrade, the more calibration it uses, and some types of upgrades use more calibration than others. This way, you COULD fit two 10% damage mods to the gun, but that would use up all the calibration points, leaving the last slot unusable.
This could also work well with a 'tiericide' strategy (changing weapons so that higher tiers are not just better in EVERY way than the lower ones). For example, we take our basic plasma rifle. It has the lowest base damage, but it is the most customizable, and has the most calibration points for its 3 calibration slots. The advanced model has better base stats, which represent inherrent tweaking of the weapon, meaning it has less options for upgrading, say, 2 calibration slots and fewer points than the base model. Finally the prototype is, well a prototype. it has the highest base stats of all, but can be prone to some sort of malfunctions because it is, again, a prototype. it has 3 calibration slots like the basic, but only as many calibration points as the advanced model, and can potentially jam / misfire / overheat (more)/ etc
I think that would bring a whole new level of gameplay to DUST |
The-Errorist
353
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Posted - 2013.11.15 09:24:00 -
[12] - Quote
Dagger-Two wrote:Fizzer94 wrote:I would rather have them removed and replaced with 'indirect' damage mods instead. Things like stabilizers, heat sinks, and magazine extensions would be much better IMO.
IDEAS!
Heat Sinks: Standard Heat Sink....... -4% Heat Generation, -4% Cooling Time Enhanced Heat Sink......-8% Heat Generation, -8% Cooling Time Complex Heat Sink........-15% Heat Generation, -15% Cooling Time
Magazine Extenders: Standard Mag Extender...... +5% Mag Size/Carried Ammo Enhanced Mag Extender.... +10% Mag Size/ Carried Ammo Complex Mag Extender...... +20% Mag Size/ Carried Ammo
Weapon Stabilizers: Standard Weapon Stabilizer..... -5% Dispersion Enhanced Weapon Stabilizer.... -10% Dispersion Complex Weapon Stabilizer...... -15% Dispersion
Weapon Cyclers: Standard Weapon Cycler...... +4% RoF Enhanced Weapon Cycler.... +8% RoF Complex Weapon Cycler...... +15%RoF
Weapon Cap Chargers: Standard Cap Charger...... -6% Charge Time Enhanced Cap Charger.... -12% Charge Time Complex Cap Charger...... -25% Charge Time
Stacking Penalties would apply to all.
Weapon Proficiency should also be changed to a more weapon specific bonus, rather than the '+3% damage per level'that all weapons have right now. For some weapons the +3% damage is appropriate, but most could be changed. Agreed on the varying types of weapon upgrades, but I think that these would be best suited to an actual weapon upgrade system, where modules like this are fit directly to a weapon, and not to a dropsuit. Hopefully that will come in time. Also, I think damage mods are still very much viable in a setting like that, since you could limit weapon upgrades themselves using a 'calibration' system like with ship rigs in EVE. Say, a weapon has a certain amount of 'calibration' points, which are used up by fitting weapon upgrades to it, and a certain amount of slots (lets go with 3 for now). The better the upgrade, the more calibration it uses, and some types of upgrades use more calibration than others. This way, you COULD fit two 10% damage mods to the gun, but that would use up all the calibration points, leaving the last slot unusable. This could also work well with a 'tiericide' strategy (changing weapons so that higher tiers are not just better in EVERY way than the lower ones). For example, we take our basic plasma rifle. It has the lowest base damage, but it is the most customizable, and has the most calibration points for its 3 calibration slots. The advanced model has better base stats, which represent inherrent tweaking of the weapon, meaning it has less options for upgrading, say, 2 calibration slots and fewer points than the base model. Finally the prototype is, well a prototype. it has the highest base stats of all, but can be prone to some sort of malfunctions because it is, again, a prototype. it has 3 calibration slots like the basic, but only as many calibration points as the advanced model, and can potentially jam / misfire / overheat (more)/ etc I think that would bring a whole new level of gameplay to DUST Interesting Ideas. |
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