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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5623
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Posted - 2013.11.30 09:02:00 -
[61] - Quote
This would reduce high slots to shield tanking only. Well, unless the tank type with the movement speed reduction is expected to fit melee damage modifiers...
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Saoa Scum
Judge Mercenaries
25
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Posted - 2013.11.30 10:22:00 -
[62] - Quote
My opinion: do NOT remove dmg mods, instead remove that 10% dmg buff ( on AR and SCR only ) all weapons got a year ago and increase stacking penalty There...problem solved.
Now to the guy who stated the brickarmor tanking combined with insane dps is the gallente way and that caldari way is to hit and run tactic with literally no dps, are you hearing yourself? You cant be serious. |
8213
BIG BAD W0LVES
882
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Posted - 2013.11.30 10:30:00 -
[63] - Quote
Like all things in life, youget used to and adapt.
I'm used to the faster TTK, so to go back would be a shock to my system all over again... |
Rei Shepard
The Rainbow Effect
1201
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Posted - 2013.11.30 11:22:00 -
[64] - Quote
JP Acuna wrote:Hi all
In the last months we've seen and experienced a lot of kills/deaths by high RoF weapons such as ARs and SCRs (plus others, maybe) in alarming ways, which has lead to the typical 'Nerf' discussion, but i think we could address this situation from a new (?) and different angle.
This is not the same game it was back in 1.3. With the new TTK, do we really need damage modifiers?
A bit extra damage is always welcome, but why not just content with Proficiency skill for the weapons of your choice?
Shooting a damage-modded advanced or prototype weapon (PLUS proficiency) gives you a ridiculous advantage over others who have to shoot a lot longer to kill. You can shoot AND take damage while the other guy has to shoot more than you without the option to take any shots because he dies instantly.
Right now i see it as absurd as having shield/armor hardeners for dropsuits (don't even think about it!). Doesn't make sense, It's a feature that belongs to a past where gameplay was entirely different.
My suggestion: remove damage mods from the game. Keep proficiency skill bonus.
Now, your thoughts...
The damage mods should be on a system where you Customize your weapon and not on the suit itself.
for instance this could go like
Complex Damage Mod: +10% damage for weapon, -10% Clip Capacity, +1 Weapon Kick and the gun itself has at proto level the same amount of high & low slots like a suit.
Edit: chances are if i dont run 2 or 3 damage mods myself, ill be unable to down people that run Armor Logis with 3 damage mods, its an easy equasion really, if skill level aprox the same and both use the same damage mods, the one with the most health wins every time.
Now remove damage mods from one person and he will lose every encounter, right now damage mods are not a choice on a suit, they are needed.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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CharCharOdell
1703
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Posted - 2013.11.30 12:52:00 -
[65] - Quote
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Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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