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calvin b
Molon Labe. RISE of LEGION
956
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Posted - 2013.11.16 23:04:00 -
[1] - Quote
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.
Do not eat the yellow snow
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Patrick57
GunFall Mobilization Covert Intervention
1496
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Posted - 2013.11.16 23:05:00 -
[2] - Quote
Stay.
Shield Extenders > Damage mods in the current build.
I'd rather stack HP with no penalty than use up a slot just to get more damage, which I can do with Proficiency.
ö/\ö :D
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Mr Machine Guns
Nyain San Proficiency V.
140
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Posted - 2013.11.16 23:07:00 -
[3] - 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.
i think there is not point to have them if you have proficiency skills for weapons get rid of one of them |
Kal Kronos
L.O.T.I.S. Public Disorder.
122
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Posted - 2013.11.16 23:07:00 -
[4] - Quote
Patrick57 wrote:Stay.
Shield Extenders > Damage mods in the current build.
I'd rather stack HP with no penalty than use up a slot just to get more damage, which I can do with Proficiency. I hope you're being sarcastic...
Dedicated redline sniper, tower forger, nade spammer, protostomper, and mass driver.
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VAHZZ
The dyst0pian Corporation
226
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Posted - 2013.11.16 23:08:00 -
[5] - Quote
Give sniper scopes a zoom and i wouldn't need any damage mods
The merc with a mouth - beware of random bouts of insanity!
~
Proud Sniper
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Kane Fyea
DUST University Ivy League
2206
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Posted - 2013.11.16 23:10:00 -
[6] - 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) |
Viktor Hadah Jr
Negative-Impact Cult of War
1098
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Posted - 2013.11.16 23:11:00 -
[7] - Quote
Comp damage mods 10% --> 7-8%
Thoughts?
For the Empire!
Dual tanking is a sin.
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DildoMcnutz
Science For Death The Shadow Eclipse
325
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Posted - 2013.11.16 23:12:00 -
[8] - Quote
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. |
Patrick57
GunFall Mobilization Covert Intervention
1497
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Posted - 2013.11.16 23:12:00 -
[9] - Quote
Viktor Hadah Jr wrote:Comp damage mods 10% --> 7-8%
Thoughts? If they are going to change Damage Mods, then Complex should go down to at least 6%
Basic 2%
Enhanced 4%
ö/\ö :D
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calvin b
Molon Labe. RISE of LEGION
956
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Posted - 2013.11.16 23:14:00 -
[10] - Quote
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.
Do not eat the yellow snow
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Kane Fyea
DUST University Ivy League
2206
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Posted - 2013.11.16 23:14:00 -
[11] - 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. |
ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
48
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Posted - 2013.11.16 23:16:00 -
[12] - Quote
Kal Kronos wrote:Patrick57 wrote:Stay.
Shield Extenders > Damage mods in the current build.
I'd rather stack HP with no penalty than use up a slot just to get more damage, which I can do with Proficiency. I hope you're being sarcastic...
I've made the math countless times and in the end Shield Ext = Damage mods.
Two exact copies of (in my example) Amarr logis ADV , but one with 3X Cx Damage Mods and the other with 3X Cx Shield extenders and both took the SAME amount of bullets to drop the other one. THE EXACT SAME.
Is just how you prefer to play thats all. Me myself prefer dual tanking with my amarr assault and use 2 Cx shield ext and enh armor plates + armor reps for a total of 700 ish EHP.... While other people would prefer damage mods and running 500 EHP...
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The dark cloud
The Rainbow Effect
1873
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Posted - 2013.11.16 23:16:00 -
[13] - Quote
more then 2 complex damage mods on a suit is just overkill and a waste of CPU+PG.
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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Suanar Daranaus
Seykal Expeditionary Group Minmatar Republic
51
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Posted - 2013.11.16 23:18:00 -
[14] - Quote
I think there are ALOT more important basic mechanics fixes that need to be done first before removing things randomly all the time. But then again, I Just got skilled into Complex Damage mods. LOL |
Tectonic Fusion
567
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Posted - 2013.11.16 23:23:00 -
[15] - Quote
Suanar Daranaus wrote:I think there are ALOT more important basic mechanics fixes that need to be done first before removing things randomly all the time. But then again, I Just got skilled into Complex Damage mods. LOL All I know is the 10% damage mods are the only damage mods that are worth it, and I would gladly accept a respec if they got nerfed, as they are not as nearly as OP as the chromosome build stats.
Solo Player
Squad status: Locked
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Iron Wolf Saber
Den of Swords
10331
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Posted - 2013.11.16 23:25:00 -
[16] - Quote
They should stay for sure we just need to adjust TTK elsewhere.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
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Kane Fyea
DUST University Ivy League
2206
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Posted - 2013.11.16 23:30:00 -
[17] - 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. |
GRIM GEAR
Isuuaya Tactical Caldari State
49
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Posted - 2013.11.16 23:31:00 -
[18] - 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 am agreeing to disagree with you on that one; It states in the Damage mod description that any kind of module that changes the same stat receives the stacking penalty.
On to the matter at hand I think damage modules should stay, the reason being is that they contribute to the overall depth of customizing our drop suits. Whether he or she want's to use them or not is totally up to them.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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calvin b
Molon Labe. RISE of LEGION
956
|
Posted - 2013.11.16 23:32:00 -
[19] - Quote
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.
Do not eat the yellow snow
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Kane Fyea
DUST University Ivy League
2208
|
Posted - 2013.11.17 00:40:00 -
[20] - 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. |
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Fire of Prometheus
DUST University Ivy League
1658
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Posted - 2013.11.17 00:43:00 -
[21] - Quote
They definitely need to go. They have seriously screwed up the game.
"It is the mark of an educated mind to entertain a thought without accepting it."
-Aristotle
I'll take your Iskies
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Atiim
Living Like Larry Schwag
1059
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Posted - 2013.11.17 00:44:00 -
[22] - Quote
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.
Check out my corp's new website here :D
-HAND
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5118
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Posted - 2013.11.17 00:47:00 -
[23] - Quote
Stay. They're not the problem - the problem is the sheer power of hitscan weapons.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Kane Fyea
DUST University Ivy League
2208
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Posted - 2013.11.17 00:48:00 -
[24] - 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. |
Everything Dies
Chatelain Rapid Response Gallente Federation
220
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Posted - 2013.11.17 00:58:00 -
[25] - Quote
Tough call. I currently run 3 complex on my sniper/AV builds for the extra 25% or so damage, but I can see how they are throwing off game balance. On one hand, you could argue that SRs across the board need a buff; but in order to do that, you'd really need to boost the base EHP for suits. I always feel a bit dirty after one-shotting a red with my Kaalakiota, then arriving at the end of the battle and seeing that the player went 0-12 for the match. How long are people willing to spend getting stomped like that? On the other hand, following the recent buffs to armor you'll notice quite a few more armor tankers out there and it's hard to take them out without landing at least one headshot. I guess it breaks down into 1. Make it harder to kill militia/standard gear, and 2. Make it easier to kill the armor-tanking protos. I just don't know how this can be achieved without major changes being made...
Life is killing me.
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Louis Domi
Pradox One Proficiency V.
4
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Posted - 2013.11.17 01:01:00 -
[26] - Quote
Stay. Without em i can't break that 500 dmg mark with a sniper... Without it it'll take alot of shots to kill a heavy or even a proto assualt. Edit: Forgot swarms and such. |
Everything Dies
Chatelain Rapid Response Gallente Federation
220
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Posted - 2013.11.17 01:02:00 -
[27] - Quote
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.
Life is killing me.
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Kane Fyea
DUST University Ivy League
2209
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Posted - 2013.11.17 01:09:00 -
[28] - 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 |
Duran Lex
Xer Cloud Consortium
390
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Posted - 2013.11.17 01:12:00 -
[29] - Quote
I wish i had the options of running more then 1-2 high slots.
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Ignoble Son
3dge of D4rkness SoulWing Alliance
368
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Posted - 2013.11.17 01:14:00 -
[30] - 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.
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.
{:)}{3GÇó>
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