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Kane Fyea
DUST University Ivy League
2206
|
Posted - 2013.11.16 23:10:00 -
[1] - Quote
calvin b wrote:Should they be removed or stay?
My opinion they give unskilled players an advantage over those who are skilled. When you stack 5 damage mods and run a proto weapon with proficiency 5 it does not take much to kill anything. Take away the mods and the TTK would be reduced and could solve the current issues we are facing. This again is my opinion. You do know that complex damage mod number 4 and 5 are useless thanks to stacking penalty (For both 4 and 5 you get a total of 5% extra damage so I suggest switching the last two with shield extenders) |
Kane Fyea
DUST University Ivy League
2206
|
Posted - 2013.11.16 23:14:00 -
[2] - Quote
DildoMcnutz wrote:This has been brought up before but they should be more creative than a damage buff, they should do things like affect accuracy, RoF, magazine size, modify the percentages of the dmg type and so on. Maybe even have positives and negatives in 1, increase the RoF lower accuracy for example.
I dont think they should go but they should change. I personally think CCP should implement a fitting system for weapons (The modules would be like faster reload speed, increased fire rate, different scopes, reduced recoil and a lot of other things). This would allow for even deeper customization. |
Kane Fyea
DUST University Ivy League
2206
|
Posted - 2013.11.16 23:30:00 -
[3] - Quote
calvin b wrote:Kane Fyea wrote:calvin b wrote:Should they be removed or stay?
My opinion they give unskilled players an advantage over those who are skilled. When you stack 5 damage mods and run a proto weapon with proficiency 5 it does not take much to kill anything. Take away the mods and the TTK would be reduced and could solve the current issues we are facing. This again is my opinion. You do know that complex damage mod number 4 and 5 are useless thanks to stacking penalty (For both 4 and 5 you get a total of 5% extra damage so I suggest switching the last two with shield extenders) So we are told, but without clear proof from CCP we can just be spinning our wheels. You can stack 3 Complex and 2 advance and you are not wasting your time. But for all we know there might not be a stacking penalty, no body can tell for there is no proof. There should be a stat located on your suit build showing as you place an item like damage mods they are reduce, but sadly there is not. I can tell you there are. If you want proof stack damage mods on a sniper shoot someone once then afk for the rest of the game. The end of match screen tells you how much total damage you did. |
Kane Fyea
DUST University Ivy League
2208
|
Posted - 2013.11.17 00:40:00 -
[4] - Quote
calvin b wrote:Kane Fyea wrote:calvin b wrote:Kane Fyea wrote:calvin b wrote:Should they be removed or stay?
My opinion they give unskilled players an advantage over those who are skilled. When you stack 5 damage mods and run a proto weapon with proficiency 5 it does not take much to kill anything. Take away the mods and the TTK would be reduced and could solve the current issues we are facing. This again is my opinion. You do know that complex damage mod number 4 and 5 are useless thanks to stacking penalty (For both 4 and 5 you get a total of 5% extra damage so I suggest switching the last two with shield extenders) So we are told, but without clear proof from CCP we can just be spinning our wheels. You can stack 3 Complex and 2 advance and you are not wasting your time. But for all we know there might not be a stacking penalty, no body can tell for there is no proof. There should be a stat located on your suit build showing as you place an item like damage mods they are reduce, but sadly there is not. I can tell you there are. If you want proof stack damage mods on a sniper shoot someone once then afk for the rest of the game. The end of match screen tells you how much total damage you did. Your idea is one way, but that would take to many matches and would hurt your team. Also does not were the shot land depend on the damage. So there is to many variables. I believe the only difference in damage is only for critical hits. (headshots) Plus it would only take one match to calculate the damage as long as you get a body shot. (Really even if you got a headshot you would just have to take into account the headshot bonus) If it doesn't have a stacking penalty it would be a 50% damage increase if it does it would have about 31.3% extra damage unless the source I'm looking at is wrong in which then it would take a bit longer to actually find out what the stacking penalty really is. |
Kane Fyea
DUST University Ivy League
2208
|
Posted - 2013.11.17 00:48:00 -
[5] - Quote
Atiim wrote:Only allow one Damage mod per type. ie;
Only 1 Light Weapon Damage Modifier per suit
Only 1 Heavy Weapon Damage Modifier per suit
Only 1 Sidearm Weapon Damage Modifier per suit
Maybe we could even adjust them by tier, such as 3 allowed if their all basic, 2 allowed for enhanced, and only 1 for the complex tier. Or do something else such as make the stacking penalty even worse, make CPU and/or PG requirments higher, make the actual skill to get dmg mods require more SP, lower the damage mod values, and many other things that wouldn't hurt diversity since this game is supposed to have deep customization. |
Kane Fyea
DUST University Ivy League
2209
|
Posted - 2013.11.17 01:09:00 -
[6] - Quote
Everything Dies wrote:Kane Fyea wrote:Atiim wrote:Only allow one Damage mod per type. ie;
Only 1 Light Weapon Damage Modifier per suit
Only 1 Heavy Weapon Damage Modifier per suit
Only 1 Sidearm Weapon Damage Modifier per suit
Maybe we could even adjust them by tier, such as 3 allowed if their all basic, 2 allowed for enhanced, and only 1 for the complex tier. Or do something else such as make the stacking penalty even worse, make CPU and/or PG requirments higher, make the actual skill to get dmg mods require more SP, lower the damage mod values, and many other things that wouldn't hurt diversity since this game is supposed to have deep customization. I think one change should be using damage mods results in a lower rate of fire for some weapons (single-shot weapons such as the SR--the difference between firing a Kaalakiota and a Thale is quite noticeable) or increasing the kick of automatic weapons. As of right now, there's little to lose (aside from shield health) by running more than one damage mod. No I'm saying running more then 3 complex damage mods is a waste since the 4th and 5th dmg mods only give a total of 5% extra damage |
Kane Fyea
DUST University Ivy League
2210
|
Posted - 2013.11.17 01:22:00 -
[7] - Quote
calvin b wrote:Ignoble Son wrote:calvin b wrote:Kane Fyea wrote:calvin b wrote:Should they be removed or stay?
My opinion they give unskilled players an advantage over those who are skilled. When you stack 5 damage mods and run a proto weapon with proficiency 5 it does not take much to kill anything. Take away the mods and the TTK would be reduced and could solve the current issues we are facing. This again is my opinion. You do know that complex damage mod number 4 and 5 are useless thanks to stacking penalty (For both 4 and 5 you get a total of 5% extra damage so I suggest switching the last two with shield extenders) So we are told, but without clear proof from CCP we can just be spinning our wheels. You can stack 3 Complex and 2 advance and you are not wasting your time. But for all we know there might not be a stacking penalty, no body can tell for there is no proof. There should be a stat located on your suit build showing as you place an item like damage mods they are reduce, but sadly there is not. Wow, what a terrible understanding of dusts/eves game mechanics you have sir. Here, alow me to illuminate you: These are the stacking penalties: 1st mod: 100.0% effectiveness 2nd mod: 86.9% effectiveness 3rd mod: 57.1% effectiveness 4th mod: 28.3% effectiveness-á 5th mod: 10.6% effectiveness 6th mod: 3.0% effectiveness As well, it doesn't mater whether the mod is basic, enhanced or complex. What maters is the effect the mod is applying. So if you are stacking two complex and an enhanced your second complex is going to be worth 1.0869 damage buff, and your enhanced is going to be worth 1.0285 damage buff. Where as, if you had been stacking three complex instead, your third complex would have been worth 1.0571 damage buff. Ok now please provide proof of what you say and do not point to a a forum post. We need hard facts, like I said it needs to show on you stat sheet when you apply them. Also stacking penalties only apply to the level the are classified in. Complex effects complex not advance or basic. Without proof we are just estimating, some will tell you there is no stacking penalty and run 5 complex and do very well. Do the test I told you about and give me the numbers with 5 complex damage mods equipped and I'll calculate it for you. I would do it myself but my TV just broke the other day and I don't have another one. |
Kane Fyea
DUST University Ivy League
2210
|
Posted - 2013.11.17 01:26:00 -
[8] - Quote
calvin b wrote:I will do the test, but the question still remains. Do they stay or should we move in a different direction? I think they should stay but CCP should modify them a bit and display the correct damage given clearly in the fitting screen. |
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