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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
433
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Posted - 2013.11.30 02:50:00 -
[1] - Quote
If they change/remove damage mods, then they also need to change remove the shield regulators and move CPU chips to be a high slots module.
You guys don't seem to understand that these are the racial tradeoffs here. You went Caldari, they have a specific play style, and that play style doesn't normally include damage mods, so tough ****. I'm a Gallente and the Gal play style depends on damage mods.
What you guys are talking about with this bull****, is nerfing or just completely ruining an entire racial class here. I mean come on use ya friken head.
Now quit your *****ing and get gud scrubs.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
434
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Posted - 2013.11.30 03:35:00 -
[2] - Quote
JP Acuna wrote:Son-Of A-Gun wrote:If they change/remove damage mods, then they also need to change remove the shield regulators and move CPU chips to be a high slots module.
You guys don't seem to understand that these are the racial tradeoffs here. You went Caldari, they have a specific play style, and that play style doesn't normally include damage mods, so tough ****. I'm a Gallente and the Gal play style depends on damage mods.
What you guys are talking about with this bull****, is nerfing or just completely ruining an entire racial class here. I mean come on use ya friken head.
Now quit your *****ing and get gud scrubs. Yeah, i'd always hoped you could use PG/CPU upgrades in either low or high depending on your needs. But hey i'm a Gallente too and have weapon upgrades lvl5, and i don't think this would ruin me at all. Actually I think that races with more high slots are more dependant on damage mods than us.
No dude they use regulators/recharger, or at least they should be, because their suits are geared to this play style. The have a low shield regen time and high shield base HP. If your not you're ding it wrong.
And what are the Gallente supposed to use? They have the worst shild stats in the game. How the hell is it supposed to be expected that it is fair for the Gal to only have shield mods to rely on. It is not in the slightest bit fair at all.
The simple fact is, this game's racial classes are set up to function in very specific ways. And removing damage mods or nerfing them would ruin that dynamic, as it is that the shields extenders and damage mods seem to have been balanced with eachother in mind. If you take two player with the same suit and put a damage mod on one and a shield extender on the other, using the same gun, the drop into a match on opposit teams, find eachother, then both stand still and start firing at eachother at exactly the same time, the person with the shield extenders will win but just barly. The shield extender damage mod dynamic is balanced.
If your problem is with TTK, there is no reason to go asking for a fix that completely destroys an entire racial play style. Ask for a reduction in overal weapon damage output or for all of the suits to have they're base HP buffed.
Or perhapse that isn't the problem at all maybe you just suck and need something to blame your suck on.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
434
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Posted - 2013.11.30 04:17:00 -
[3] - Quote
"And you're wrong: most primary weapons have more effects on shields than armor."
Only until the other racial weapons come out. *facepalm* terrible argument.
Shields are weaker than armor, shield extenders offer less HP than armor, so an armor tanking suit with damage mods will destroy a shield tanker before."
Armor also has NO natural regen and speed penalties. functioning as intended.
"And IT'S NOT ABOUT TTK, i'll say it again, it's about INEQUITIES in damage output between players. Especially with proto suits against lower tier suits."
Tires are a fact of this game, they arn't going anywhere. Deal with it.
Yes, they're different play styles, which is awesome, but why should one crush the other in every situation, at all ranges, in all maps, etc...? You should tank differently, move and attack differently, NOT kill faster and better.[/quote]
One play style is meant to be a fast it and run play style with fast regen. The other is supposed to be a stand and deliver play style. Maybe you just suck or don't understand how to play the former described play style (since it takes a little brains to do). I don't seem to have any proble with it on my Cal alt.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
434
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Posted - 2013.11.30 04:24:00 -
[4] - Quote
And the reason I am upset is because you guys are trying to completely ruin this game with your moronic bull**** QQ.
This game has already been decimated enough by ridiculous, terribly thought out, QQ already. Enough is enough this is where I draw the damn line.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
434
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Posted - 2013.11.30 04:32:00 -
[5] - Quote
JP Acuna wrote:Son-Of A-Gun wrote:"And you're wrong: most primary weapons have more effects on shields than armor."
Only until the other racial weapons come out. *facepalm* terrible argument.
"Shields are weaker than armor, shield extenders offer less HP than armor, so an armor tanking suit with damage mods will destroy a shield tanker before."
Armor also has NO natural regen and speed penalties. functioning as intended.
"And IT'S NOT ABOUT TTK, i'll say it again, it's about INEQUITIES in damage output between players. Especially with proto suits against lower tier suits."
Tires are a fact of this game, they arn't going anywhere. Deal with it.
"Yes, they're different play styles, which is awesome, but why should one crush the other in every situation, at all ranges, in all maps, etc...? You should tank differently, move and attack differently, NOT kill faster and better."
One play style is meant to be a fast hit and run play style with fast regen. The other is supposed to be a stand and deliver play style. Maybe you just suck or don't understand how to play the former described play style (since it takes a little brains to do). I don't seem to have any proble with it on my Cal alt. You already have 3 tiers for weapons plus a proficiency skill, i'm perfectly ok with that. But It's just ridiculous that one player kills another within a second. It nullifies different "play styles". I see your point, but you still don't get that part. But I don't expect you to understand what I am talking about so...
And I'll be ok with the removal of damage mods when you're ok with the removal of shield extenders, because it nullifies diferent play styles and It's just ridiculous that one player kills another with them.
If you have a proble with TTK then address that problem. But leave damage mods and their related play mechanics out of it.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
437
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Posted - 2013.11.30 05:17:00 -
[6] - Quote
JP Acuna wrote:AND-I-DON'T-HAVE-A-PROBLEM-WITH-TTK. Damn! didn't i make that clear enough already? how many times do i have to say that, jeeezzz.
Really, then what's this BS here all about:
JP Acuna wrote:But It's just ridiculous that one player kills another within a second.
Now, go tell some more bold-faced lies somewhere else.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
437
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Posted - 2013.11.30 05:22:00 -
[7] - Quote
Atiim wrote:Yes we do need damage modifers. Especially for niche weapons like the Laser Rifle and Mass Driver. These weapons have incredibly high TTK in comparison to automatic weapons like the Assault Rifle and/or Scrambler Rifle. (But don't get me wrong, if a good LR user is in his optimal range, they will melt you to ashes quickly). A better approach at the issue would be to either limit the amount of damage mods you can have to 1 per type. Here's how it would break down:
- 1 Heavy Weapon Damage Modifier
- 1 Light Weapon Damage Modifier
- 1 Sidearm Weapon Damage Modifier
You can have all of these modules on the same suit, but you cannot stack more than one of the same type. Meaning you can have both A Light and Sidearm damage modifier, but you can't have 2 light or sidearm damage modifier. It would work in a fashion similar to the afterburners, which only allow you to fit one of them on your vehicle. Another way we could go about things is by increasing the stacking penalties of the damage modifiers themselves. (Though the problem truly lies in the TTK, not the damage modifiers)
Yah right after they limit how many shield extenders you can equip to only one.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
437
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Posted - 2013.11.30 05:33:00 -
[8] - Quote
JP Acuna wrote:Son-Of A-Gun wrote:JP Acuna wrote:AND-I-DON'T-HAVE-A-PROBLEM-WITH-TTK. Damn! didn't i make that clear enough already? how many times do i have to say that, jeeezzz. Really, then what's this BS here all about: JP Acuna wrote:But It's just ridiculous that one player kills another within a second. Now, go tell some more bold-faced lies somewhere else. I meant: "one player kills another within a second [when it takes much longer for the other]" I thought i didn't need to be so redundant.
What other are you talking about. You either use damage mods to increase your TTK the opponent or you use extender to increase your personal TTK or TTBK. Your proble, by the quote I took form you is obviously with low TTK "one second". It has nothing to do with damage mods. Because one either sacrifices tank for gank or gank for tank.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
437
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Posted - 2013.11.30 05:34:00 -
[9] - Quote
Atiim wrote:Son-Of A-Gun wrote: Yah right after they limit how many shield extenders you can equip to only one.
That would be insanely broken and horribly unbalanced in terms of Armor and Shields. With that idea, the most additional health you can get from shields is 66HP. This would severely gimp the Caldari and Minmatar suits, as well as guaranteeing that the "speed tanking" play-style will never be viable again. And 66HP is not a lot when every weapon I have ever picked up can do more damage than that when I blink. (As long as it's used properly)
But you seem to have absolutly no proble gimping the Gallente. *shakes his head*
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
438
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Posted - 2013.11.30 05:52:00 -
[10] - Quote
JP Acuna wrote:the other PLAYER. One player can kill faster than the other..player...
*Facepalm* and with a shield extender one player can survive longer than the other... Damn seriously.
To obtain gank one must sacrifice tank. Are you even paying attention at all?
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
438
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Posted - 2013.11.30 05:55:00 -
[11] - Quote
JP Acuna wrote:Maken Tosch wrote:Removal of damage mods is out of the question.
Increasing stacking penalties seems ok but not practical considering the effect it has on all other modules such as biotics, Shields, electronic, etc. this will require too much rebalancing to make it work.
A better solution is to tweak the damage mods individually to have less bonus towards damage. Either that or increase their CPU PG usage. Finally! Thanks for passing by and leaving a reasonable opinion on the subject.
Reasonable right after they reduce the amount of HP shield extenders provide. Since that is what you are talking about doing to the damage mods.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
438
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Posted - 2013.11.30 05:56:00 -
[12] - Quote
JP Acuna wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Theex 1661 wrote:Hello.
It would make it easier for beginners to get into the game,.. and STAY.
A basic AR with proficiancy level 5 and two complex damage mods does more damage than an proto AR (duvolle) with proficiancy level 5 but without damage mods!! And a advanced AR (gek 38) with prof 5, but with only one complex damage mod, beats that same duvolle too!!
The only poeple that benefit from this are proto assaults and logis. They have the high slots so they can stack two damage mods and still have high ehp. But whats about the other role specific players and people who dont want to use damage mods because they like to have the benefits from putting in more tactical modules in that slots?
Over all, for me, and a few people i talked to about this topic, it makes no fun at all if there are players like this on the field. I would like to have that challenge, but mostly im just pi**ed. But we play for a while now and can deal with it. The new player would most likely quit the game because he has absolutly no chance (according to what i see every day, newberries playing like 0/15 up to 4/30).
I can understand why CCP put damage mods in this game and that they are a part of it. So they probably would never be removed. But at least i hope that they are overworking them. In my opinion, making the stacking penalties higher and e.g. reducing the values to 2% / 4% / 7% (basic / adv / pro) would be an important step to improve the gameplay.
I'd like the game to be more (personal) skill based and competitive again...
Greetings Theex I'm so tired of people using the " new player experience " as an excuse for radical changes . Look at what you said about the AR comparison and think about it next time . Damage mods are suppose to increase the damage output of that said weapon that it is applied to even more so if it's an advanced weapon , that's just one tier below . The Duvolle without the mod is at a disadvantage , of course and that argument isn't even valid . I'm a " New " player and one should learn who they are up against and adapt to their adversary . If you see top tier players and you are not top tier then you have to play more of a support role . If your new your not loosing because of damage mods , your loosing because your being out skilled and out classed and most of the time your strategies are weak and flawed . you cant stand toe to toe with anyone ( at least you shouldn't ) strafing and movement is necessary . If your a weaker player then your aim should be to outrange your opponent , meaning : finding weapons that you can deal death blows from longer distances so your not exposed to CQC . There are many tactics that one can use to maximize their potential and limit their vulnerability . That's the beauty of this game , their is NO ONE specific type of play style but if you keep taking away content that's exactly what will happen . You people are killing the game and the fun factor ... oh yeah , you people already say that it's not fun but that might just be for you , don't ruin it for the rest of us . So, what you're saying is that it's a very tactic decision when half a team are noobs in the mountains trying to snipe, not helping their team at all. Because that's the only chance they have to "compete". I have an alt with much less SP than my main. I'm telling you, i tried different weapons not to get closer to veterans. Tried the SCR, the Laser... there's no much of a point. I try to be supportive, logi lovin' and stuff.... Not possible when the other team is upon you killing everyone included you. A whole team can't be supportive when there's no one to support. But that's also a matchmaking problem that also needs to be addressed, but not here.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
438
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Posted - 2013.11.30 06:04:00 -
[13] - Quote
JP Acuna wrote:Son-Of A-Gun wrote:JP Acuna wrote:the other PLAYER. One player can kill faster than the other..player... *Facepalm* and with a shield extender one player can survive longer than the other... Damn seriously. To obtain gank one must sacrifice tank. Are you even paying attention at all? Yeah, to obtain gank one must sacrifice tank, i understand that, SO WHAT?!!!! Please understand my point: A shield extender, three shield extenders, don't make you survive any longer to this outrageous ammount of damage. Can't you just accept that this is a reality? It IS a fact.
No it is not a fact, and, in fact, it has been tested in game and shield extenders actually beat damage mods in TTK. Now quite talking unfounded BS and calling it fact.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
438
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Posted - 2013.11.30 06:06:00 -
[14] - Quote
JP Acuna wrote:Son-Of A-Gun wrote:JP Acuna wrote:Maken Tosch wrote:Removal of damage mods is out of the question.
Increasing stacking penalties seems ok but not practical considering the effect it has on all other modules such as biotics, Shields, electronic, etc. this will require too much rebalancing to make it work.
A better solution is to tweak the damage mods individually to have less bonus towards damage. Either that or increase their CPU PG usage. Finally! Thanks for passing by and leaving a reasonable opinion on the subject. Reasonable right after they reduce the amount of HP shield extenders provide. Since that is what you are talking about doing to the damage mods. WHAT is your problem with shield extenders? DUDE, in which way are they so advantaged against damage mods?! you armor tank, let them shield tank. Fight differently, you said it yourself! So now it turns out that you don't support different play styles, i don't get it man. Are you just trolling here?
That one totally went over your head, by about a mile, didn't it
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
438
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Posted - 2013.11.30 07:36:00 -
[15] - Quote
Vicious Minotaur wrote:Son-Of A-Gun wrote:
No it is not a fact, and, in fact, it has been tested in game and shield extenders actually beat damage mods in TTK. Now quite talking unfounded BS and calling it fact.
What methods were utilized in the testing of shields vs. damage mods? Was it tested as two people representing "shields" and "damage" stood in-front of each other, unloading into each others chest? Or were actual in-game tactics used, like flanking, stealth-ish maneuvers, strafing, jumping, cover, etc... ? What weapons were used? Just rifles? Plasma cannons? All of them? What distances were used between subjects? All in optimal range? Effective range? Both? Was it tested at all three levels, standard, advanced, and prototype? What about cross tiers? Adv. vs Proto, etc... What suits? Medium frames? All four classes? Were the tests strictly 1:1? or were various battlefield scenarios tested? I have looked for the testing methods of shields vs. damage, but my searches have come up inconclusive (admittedly, I have never been good at searching for very specific items). I see people saying it has been tested, but I have absolutely no way of knowing the validity or the depth of the tests.
I don't remember every detail of the test, but I remember reading the thread and being satisfied by their method and results.
From what I remember it was this:
"What methods were utilized in the testing of shields vs. damage mods?"
"What distances were used between subjects? All in optimal range? Effective range? Both?"
Optimal
"What weapons were used? Just rifles? Plasma cannons? All of them?"
Gal AR
"Was it tested at all three levels, standard, advanced, and prototype? What about cross tiers? Adv. vs Proto, etc..."
Don't remember
What suits? Medium frames? All four classes?
Don't remember.
If you are unsatisfied there is a very simple solution: set up your own test. It is not something that is overly dificult to do.
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