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Pokey Dravon
OSG Planetary Operations Covert Intervention
1142
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Posted - 2013.12.02 06:26:00 -
[1] - Quote
I've always found it strange that weapon damage modules are high slot items.
Shield tanks are supposed to be hit and run, high damage, low HP units designed to do burst DPS then take cover to regenerate their HP quickly. The majority of shield modules are high slot items.
Armor units are supposed to be slightly slower, moderate damage units with high HP designed to sit and take a lot of damage over a longer period of time, and thus tend to have pretty solid defenses but with longer regeneration times. Armor modules are generally low slot items.
So why the hell are weapon damage mods high slot? Should the high damage output benefit, supposedly retained for shield units, not be low slot items? Instead they are built more for armor units because they don't infringe on the defensive slots that armor tanks rely on.
As it stands armor is capable of significantly more base HP which is augmented by more benefit from armor skills. This allows massive amounts of effective HP, and then paired with damage mods in the high slots, allows them to have a full gambit defenses as well as the most damage output.
I'm by no mean suggesting a massive nerf or buff to shields/armor, but I feel it would make a lot more sense if those damage modules were low slot items, and would alleviate much of the problems we currently see with Gallente units.
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Sgt Kirk
SyNergy Gaming EoN.
3151
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Posted - 2013.12.02 06:28:00 -
[2] - Quote
My guess is because of the CPU cost. I would have said to correspond with EVE but I think DUST Developers have thrown away EVE logic in DUST.
I'm not understanding why Reactive and Ferroscale plates aren't highslots because they are very CPU intensive. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1144
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Posted - 2013.12.02 06:42:00 -
[3] - Quote
Sgt Kirk wrote:My guess is because of the CPU cost. I would have said to correspond with EVE but I think DUST Developers have thrown away EVE logic in DUST.
I'm not understanding why Reactive and Ferroscale plates aren't highslots because they are very CPU intensive.
But the high CPU cost should really mean shield units, since they tend to have the highest CPU.
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1663
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Posted - 2013.12.02 06:49:00 -
[4] - Quote
Sgt Kirk wrote:My guess is because of the CPU cost. I would have said to correspond with EVE but I think DUST Developers have thrown away EVE logic in DUST.
I'm not understanding why Reactive and Ferroscale plates aren't highslots because they are very CPU intensive. I don't think you can move FS plates to the high slots since they resamble shield extenders but reactive plates for sure.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Saoa Scum
Judge Mercenaries
27
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Posted - 2013.12.02 06:53:00 -
[5] - Quote
Good to see im not the only one :) |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
151
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Posted - 2013.12.02 06:56:00 -
[6] - Quote
I always thought that every suit should have at least ONE equipment slot . That means giving Logi's three at the least and the one's that have one , two slots and just make a damage mod an equipment slot item . This would allow much more flexibility in their fits and a ability to maximize their suit's potential . This thought makes a slot free in the high end for use and places something that could be considered an equipment item ( damage increasing module ) in it's proper place .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1145
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Posted - 2013.12.02 06:57:00 -
[7] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I always thought that every suit should have at least ONE equipment slot . That means giving Logi's three at the least and the one's that have one , two slots and just make a damage mod an equipment slot item . This would allow much more flexibility in their fits and a ability to maximize their suit's potential . This thought makes a slot free in the high end for use and places something that could be considered an equipment item ( damage increasing module ) in it's proper place .
Would this just not encourage the use of Logis as Assault suits due to having the highest damage output potential?
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Templar 514
Amarr Templars Amarr Empire
55
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Posted - 2013.12.02 06:58:00 -
[8] - Quote
I disagree with this. Not because I think armor should have gank+tank (though mobility really does count for a lot more than people credit), but because then the there are literally three (useful) modules that can go into high slots:
Myofibril Stimulants (melee damage bonus. On a slower-than-mud suit. Yes, that's totally a good idea) Shield Extenders (which take up precious precious grid that's necessary for plates and reps) Precision Enhancers (Range enhancers are low slots, and seeing slightly better in a 10m radius is not that useful)
So. Yeah. Right now there are really only two viable high slot mods, shield extenders and damage mods. Shield extenders are obviously subpar for armor tankers, which leaves damage mods as the only useful thing to stick in their high slots. Precision Enhancers are not especially useful unless you also add Range Enhancers, because being able to passive scan slightly better in a 10-15m radius is neither impressive or useful.
If we moved all of the electronics mods (damps, precision&range enhancers), or some more of the biotics mods (kincats/cardiacs) to high slots, or maybe introduced an armor hardener mod that went into high slots, and/or changed myofibs to also increase movement (but not sprint) speed, then yeah, damage mods going into low slots is something I can get behind.
If, however, all of the (useful) utility mods remain in the low slots (thus favoring shield tankers), and damage mods are moved to the low slot as well (also favoring shield tankers), then quite frankly I'd probably be forced to commit the gravest of heresies and shield tank my Amarr suits. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1145
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Posted - 2013.12.02 07:01:00 -
[9] - Quote
Templar 514 wrote:I disagree with this. Not because I think armor should have gank+tank (though mobility really does count for a lot more than people credit), but because then the there are literally three (useful) modules that can go into high slots:
Myofibril Stimulants (melee damage bonus. On a slower-than-mud suit. Yes, that's totally a good idea) Shield Extenders (which take up precious precious grid that's necessary for plates and reps) Precision Enhancers (Range enhancers are low slots, and seeing slightly better in a 10m radius is not that useful)
So. Yeah. Right now there are really only two viable high slot mods, shield extenders and damage mods. Shield extenders are obviously subpar for armor tankers, which leaves damage mods as the only useful thing to stick in their high slots. Precision Enhancers are not especially useful unless you also add Range Enhancers, because being able to passive scan slightly better in a 10-15m radius is neither impressive or useful.
If we moved all of the electronics mods (damps, precision&range enhancers), or some more of the biotics mods (kincats/cardiacs) to high slots, or maybe introduced an armor hardener mod that went into high slots, and/or changed myofibs to also increase movement (but not sprint) speed, then yeah, damage mods going into low slots is something I can get behind.
If, however, all of the (useful) utility mods remain in the low slots (thus favoring shield tankers), and damage mods are moved to the low slot as well (also favoring shield tankers), then quite frankly I'd probably be forced to commit the gravest of heresies and shield tank my Amarr suits.
I actually agree on a lot of that, I feel there are a lot of Low-Slot modules which should probably be moved to high. How I always envisioned it working is Shield units got extra damage, and armor units got extra utility (scanning modules, ect). So you're right in that there are few 'good' options for high slots, but damage modules should be low, and many of the current lows utilities should be high.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5677
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Posted - 2013.12.02 07:02:00 -
[10] - Quote
Yep, shield tankers should definitely have literally every single useful utility module.
Oh, and armour tankers should shield tank.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1145
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Posted - 2013.12.02 07:07:00 -
[11] - Quote
Arkena Wyrnspire wrote:Yep, shield tankers should definitely have literally every single useful utility module. Oh, and armour tankers should shield tank.
I think there is some misunderstanding here... what are you getting at?
Did you not read what I just said about moving a number of low slot utility modules to high slots as well?
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Spectral Clone
Dust2Dust. Top Men.
718
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Posted - 2013.12.02 07:10:00 -
[12] - Quote
High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD
KDR > ALL
ME > KDR
ME > ALL
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1146
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Posted - 2013.12.02 07:11:00 -
[13] - Quote
Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that increase ROF.
Yes. I am playing eve xD
>_> Even us tankers don't use tracking computers in Dust
Its a shame we don't have drones in Dust yet, Gallente units could have a lot of fun with those.
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Rynoceros
Rise Of Old Dudes
1465
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Posted - 2013.12.02 07:12:00 -
[14] - Quote
Because all of the other reasonably decent modules are already Lows?
PG extenders should be Highs too.
We need Mid Slots for Biotics. More for Scouts.
Cheeseburgers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1146
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Posted - 2013.12.02 07:13:00 -
[15] - Quote
Rynoceros wrote:Because all of the other reasonably decent modules are already Lows?
PG extenders should be Highs too.
We need Mid Slots for Biotics. More for Scouts.
Again, did you not read the posts in this thread? I already stated this sort of change would be best matched with a move of many low power utility modules to high slots.
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
151
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Posted - 2013.12.02 07:13:00 -
[16] - Quote
Pokey Dravon wrote:Shinobi MumyoSakanagare ZaShigurui wrote:I always thought that every suit should have at least ONE equipment slot . That means giving Logi's three at the least and the one's that have one , two slots and just make a damage mod an equipment slot item . This would allow much more flexibility in their fits and a ability to maximize their suit's potential . This thought makes a slot free in the high end for use and places something that could be considered an equipment item ( damage increasing module ) in it's proper place . Would this just not encourage the use of Logis as Assault suits due to having the highest damage output potential?
True and was not taken into consideration from my own naive .
Thank you for the correction .
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Sgt Kirk
SyNergy Gaming EoN.
3153
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Posted - 2013.12.02 07:15:00 -
[17] - Quote
Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD A RoF Module would be awesome awesome for low slots. but no time soon of course.
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Templar 514
Amarr Templars Amarr Empire
55
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Posted - 2013.12.02 07:19:00 -
[18] - Quote
Cody Sietz wrote:I don't think you can move FS plates to the high slots since they resamble shield extenders but reactive plates for sure.
In all honesty if there's going to be a high slot armor mod it should really be an armor hardener of some sort. If that happened, I'd also support a shield hardener being added for low slots, and perhaps an "armor repair pump" that buffed armor rep rate- taking the aggregate value of reppers, reactive plates, and any innate/built-in skill bonuses.
Shinobi MumyoSakanagare ZaShigurui wrote:I always thought that every suit should have at least ONE equipment slot . That means giving Logi's three at the least and the one's that have one , two slots and just make a damage mod an equipment slot item . This would allow much more flexibility in their fits and a ability to maximize their suit's potential . This thought makes a slot free in the high end for use and places something that could be considered an equipment item ( damage increasing module ) in it's proper place .
This makes no sense. Seriously, if I had two equip slots on my Amarr Assault, I'd run some combination of scanner, hives, and links. Maybe even Remotes/Proxies for AV fits. The other thing is that you have now made every heavy's wet dream come true, since they can now carry a nanohive, droplink, or scanner with them while gaining the benefits of massive EHP and heavy weapons.
If the HMG worked as described, then HMG+Scanner would be the ultimate murderbeast, while a FG+hives would provide a nigh-endless bombardment from a tower Forge sniper.
Finally, as I previously mentioned, damage mods and shield extenders are currently the only useful mods available in high slots. Myofibs are irrelevant- shield suits must compromise on tank to gain melee damage (this is generally dumb), while an armor suit is slower and thus unable to take advantage of increased melee damage.
This is especially a problem for pure armor tanking- what else is a GalSalt player supposed to stick in his high slots? Shield Extenders? With a mediocre recharge rate and poor base shield- along with limited PG- this is a poor choice at best; that valuable PG is better put to use for plates+reps, while shields are ignored entirely.
Shield Rechargers/Energizers are an even worse choice for an armor tanked suit, since again, shields are irrelevant on such a suit. Precision Enhancers? Even more ridiculous- with a 10m base scan radius, you're pretty much going to rely more on EHP to save you than actual warning from TacNET.
Pokey Dravon wrote:Would this just not encourage the use of Logis as Assault suits due to having the highest damage output potential?
It probably would, yes. I won't comment on the current Logisaulting proliferation as that's an entire topic in itself.
Pokey Dravon wrote:I actually agree on a lot of that, I feel there are a lot of Low-Slot modules which should probably be moved to high. How I always envisioned it working is Shield units got extra damage, and armor units got extra utility (scanning modules, ect). So you're right in that there are few 'good' options for high slots, but damage modules should be low, and many of the current lows utilities should be high.
I recommend you clarify this position in your OP, to avoid having legions of armor tankers (or guys who want balance in general) from dogpiling your thread and telling you 'you are stupid', since the thread would quickly degenerate into uselessness.
That said, if damage went into the lows, and I could pile utility mods into highs, I don't think I'd mind that much. Of course, an armor hardening mod in the highs would sweeten the deal a bit (and a shield hardener mod, though whether it should be a high slot or a low slot is a bit of a question; shields already have shield regulators in the lows). |
Templar 514
Amarr Templars Amarr Empire
55
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Posted - 2013.12.02 07:21:00 -
[19] - Quote
Because of lolquotelimits:
Pokey Dravon wrote:Arkena Wyrnspire wrote:Yep, shield tankers should definitely have literally every single useful utility module. Oh, and armour tankers should shield tank. I think there is some misunderstanding here... what are you getting at? Did you not read what I just said about moving a number of low slot utility modules to high slots as well?
In Wyrnspire's defense, your post just prior to his (hers? Sometimes hard to tell on the internet) is timestamped a literal minute before his. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1147
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Posted - 2013.12.02 07:23:00 -
[20] - Quote
Templar 514 wrote:Pokey Dravon wrote:I actually agree on a lot of that, I feel there are a lot of Low-Slot modules which should probably be moved to high. How I always envisioned it working is Shield units got extra damage, and armor units got extra utility (scanning modules, ect). So you're right in that there are few 'good' options for high slots, but damage modules should be low, and many of the current lows utilities should be high. I recommend you clarify this position in your OP, to avoid having legions of armor tankers (or guys who want balance in general) from dogpiling your thread and telling you 'you are stupid', since the thread would quickly degenerate into uselessness. That said, if damage went into the lows, and I could pile utility mods into highs, I don't think I'd mind that much. Of course, an armor hardening mod in the highs would sweeten the deal a bit (and a shield hardener mod, though whether it should be a high slot or a low slot is a bit of a question; shields already have shield regulators in the lows).
I actually already did add a footnote in there to clarify. It was something I had in the back of my head but forgot to initially post. Granted many will just read the title of the thread and immediately go into mindless rage mode, but that's the internet for you.
Also you're right, he did post very soon after my prior post went up. I apologize if I came off as rude in my response, it was not my intention.
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Spectral Clone
Dust2Dust. Top Men.
719
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Posted - 2013.12.02 07:26:00 -
[21] - Quote
Sgt Kirk wrote:Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD A RoF Module would be awesome awesome for low slots. but no time soon of course.
Its funny how EVE has tenfolds of module variants for each skill. While we get one (At most three from armor plating). Somehow the SP grind for everything in dust doesnt make sense any more :(
Off topic: A low SP EVE character is useful. You can fit a frigate with warp scramblers and help out a fleet. A low SP character in dust........... useless!
KDR > ALL
ME > KDR
ME > ALL
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1147
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Posted - 2013.12.02 07:28:00 -
[22] - Quote
Spectral Clone wrote:Sgt Kirk wrote:Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD A RoF Module would be awesome awesome for low slots. but no time soon of course. Its funny how EVE has tenfolds of module variants for each skill. While we get one (At most three from armor plating). Somehow the SP grind for everything in dust doesnt make sense any more :( Off topic: A low SP EVE character is useful. You can fit a frigate with warp scramblers and help out a fleet. A low SP character in dust........... useless!
Meat shield?
But you're right, there is a lack of variety in Dust. It is my hope that in time when things get a little less crazy and a little more balanced, we'll see a fleshing-out of modules into more unique varients.
ADS Reports - Defining Racial Themes
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Alena Ventrallis
Osmon Surveillance Caldari State
191
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Posted - 2013.12.02 07:37:00 -
[23] - Quote
Templar 514 wrote:That said, if damage went into the lows, and I could pile utility mods into highs, I don't think I'd mind that much. Of course, an armor hardening mod in the highs would sweeten the deal a bit (and a shield hardener mod, though whether it should be a high slot or a low slot is a bit of a question; shields already have shield regulators in the lows). Personally, I'm against hardeners. Imagine how OP amarr suits would be, with lots of armor and lots of hardeners.
Instead, make an armor pump that increases armor repair rate.
Shields weakness is the recharge delay. Regulators shore this up.
Armors weakness is the slow regen. An armor pump would shore this up. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1147
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Posted - 2013.12.02 07:46:00 -
[24] - Quote
Alena Ventrallis wrote:Templar 514 wrote:That said, if damage went into the lows, and I could pile utility mods into highs, I don't think I'd mind that much. Of course, an armor hardening mod in the highs would sweeten the deal a bit (and a shield hardener mod, though whether it should be a high slot or a low slot is a bit of a question; shields already have shield regulators in the lows). Personally, I'm against hardeners. Imagine how OP amarr suits would be, with lots of armor and lots of hardeners. Instead, make an armor pump that increases armor repair rate. Shields weakness is the recharge delay. Regulators shore this up. Armors weakness is the slow regen. An armor pump would shore this up.
Armor Pump isn't a bad idea really.
As for hardeners, I think damage specific resistance amps for both shield and armor would be an interesting addition. It would allow you to resist against specific types of damage and tailor your defenses based off of what the enemy is using. For example a Explosive Armor Resistance Amp would reduce explosive damage to armor by X% but not affect other damage types.
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The dark cloud
The Rainbow Effect
1912
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Posted - 2013.12.02 09:33:00 -
[25] - Quote
You dont understand the ways of caldari and gallente. Gallente are getting up close and shot you to pieces with blasters (highest damaging weapons) while the caldari are long range sepcialists and not really used for ultra high damage output. Just look at cruise missiles. With the right ship you get a range of 200km quite easy.
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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Azri Sarum
BurgezzE.T.F Public Disorder.
154
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Posted - 2013.12.02 11:26:00 -
[26] - Quote
Sgt Kirk wrote:My guess is because of the CPU cost. I would have said to correspond with EVE but I think DUST Developers have thrown away EVE logic in DUST.
I'm not understanding why Reactive and Ferroscale plates aren't highslots because they are very CPU intensive.
Thrown away most of it, and the rest they got backwards. Its rather depressing because much of what EVE has can be brought over intact. They do not need to spend time trying to re-invent everything, just tweaking whatever doesn't feel quite right. Damage mods should be low slot, so shield tanks can use proper hit and run tactics. Many of the low slot utility modules should be high slots...
Seriously... is anyone else just baffled at how a game, taking place in the same universe as an existing game, bringing with it (supposedly) everything that universe has, could get so many things wrong? Its the same fracking company ....
Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD
Might want to pay a bit closer attention to it then since tracking computers are harder to fit than most damage mods
EVE - Victor Maximus
DUST - Azri Sarum
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Spectral Clone
Dust2Dust. Top Men.
721
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Posted - 2013.12.02 11:29:00 -
[27] - Quote
Azri Sarum wrote:Sgt Kirk wrote:My guess is because of the CPU cost. I would have said to correspond with EVE but I think DUST Developers have thrown away EVE logic in DUST.
I'm not understanding why Reactive and Ferroscale plates aren't highslots because they are very CPU intensive. Thrown away most of it, and the rest they got backwards. Its rather depressing because much of what EVE has can be brought over intact. They do not need to spend time trying to re-invent everything, just tweaking whatever doesn't feel quite right. Damage mods should be low slot, so shield tanks can use proper hit and run tactics. Many of the low slot utility modules should be high slots... Seriously... is anyone else just baffled at how a game, taking place in the same universe as an existing game, bringing with it (supposedly) everything that universe has, could get so many things wrong? Its the same fracking company .... Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD Might want to pay a bit closer attention to it then since tracking computers are harder to fit than most damage mods
Well, a computer does not need CPU to operate, it needs PG. High slots = CPU intensive (in Dust 514) Low Slots = PG intensive (in Dust 514) So in some sense it would only draw PG.
EDIT: Yeah, i-¦m still an EVE noob. I was refering to gyro stabilizers!
KDR > ALL
ME > KDR
ME > ALL
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Ekrano Fergus
Molon Labe. RISE of LEGION
21
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Posted - 2013.12.02 12:03:00 -
[28] - Quote
When you think about it dust high slots are more like eve mid slots, while weapon and equipment slots would be high slots in eve.
/)_/)
( . .)
C(") (")
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Cat Merc
Ahrendee Mercenaries EoN.
4236
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Posted - 2013.12.02 12:07:00 -
[29] - Quote
You do understand that armor and shields at the prototype level have near exact same HP values right? My Gallente assault - 504 My Caldari Assault: 490~
And I have armor maxed while I can still go further with shields.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cat Merc
Ahrendee Mercenaries EoN.
4236
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Posted - 2013.12.02 12:10:00 -
[30] - Quote
Also, you're forgetting that armor tanking as infantry means you have very low regeneration compared to shields, unlike EVE and vehicles in Dust where armor reps are pretty god damned powerful. If you move damage mods to low slots, I BETTER get both an HP buff so there will actually be a major HP difference, AND get my fricking active armor reps
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Saoa Scum
Judge Mercenaries
33
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Posted - 2013.12.02 12:21:00 -
[31] - Quote
Ekrano Fergus wrote:When you think about it dust high slots are more like eve mid slots, while weapon and equipment slots would be high slots in eve.
Actually its just like in eve... look at the names on the slot layout and it says midslots where extenders go..the highslot is actually your weapon.. |
Korvin Lomont
United Pwnage Service RISE of LEGION
299
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Posted - 2013.12.02 13:39:00 -
[32] - Quote
Pokey Dravon wrote:I've always found it strange that weapon damage modules are high slot items.
Shield tanks are supposed to be hit and run, high damage, low HP units designed to do burst DPS then take cover to regenerate their HP quickly. The majority of shield modules are high slot items.
Armor units are supposed to be slightly slower, moderate damage units with high HP designed to sit and take a lot of damage over a longer period of time, and thus tend to have pretty solid defenses but with longer regeneration times. Armor modules are generally low slot items.
So why the hell are weapon damage mods high slot? Should the high damage output benefit, supposedly retained for shield units, not be low slot items? Instead they are built more for armor units because they don't infringe on the defensive slots that armor tanks rely on.
As it stands armor is capable of significantly more base HP which is augmented by more benefit from armor skills. This allows massive amounts of effective HP, and then paired with damage mods in the high slots, allows them to have a full gambit defenses as well as the most damage output.
I'm by no mean suggesting a massive nerf or buff to shields/armor, but I feel it would make a lot more sense if those damage modules were low slot items, and would alleviate much of the problems we currently see with Gallente units.
EDIT: To clarify, this change would probably be best paired with a move of many current Lot-Slot utility modules, to High-Slot. This would solidify the concept that shield units get more damage output, and armor units get more utility.
There is already a small amount of usefull H-Slot modules and a great range of L-slot modules and you want to further extend that gap?
Maybe CCP should start to give is more H-Slot options instead of shield or damage...
BTW Hit and Run does not automatically means High Damage it is more go in fast and retreat fast to recover, shield tanker already could do that if they would use their speed to retreat instead of (rather useless) strafing around.... |
Logi Bro
Greatness Achieved Through Training EoN.
2429
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Posted - 2013.12.02 14:40:00 -
[33] - Quote
Arkena Wyrnspire wrote:Yep, shield tankers should definitely have literally every single useful utility module. Oh, and armour tankers should shield tank.
I don't think you read this thread correctly. The only useful utility modules that shield tankers have as of 1.7 are ammo caches. They need their high slots for tanking, so they can't use those.
No, I am not CCP Logibro.
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Poonmunch
Sanguis Defense Syndicate
592
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Posted - 2013.12.02 14:48:00 -
[34] - Quote
Which slots do the damage mods go in EVE?
Munch
What if the hokey pokey really is what it's all about?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1152
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Posted - 2013.12.02 20:39:00 -
[35] - Quote
Poonmunch wrote:Which slots do the damage mods go in EVE?
Munch
Typically Low. There are a few exceptions but generally speaking they're low slot items. Scanners, EWAR, Target Painters, ect go in Medium Slots, though in Dust that means High. (High Slots in EVE are for weapons and a handful of other modules. Medium Slots in EVE are equivalent to High slots in Dust.)
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ZiwZih
Seraphim Initiative..
277
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Posted - 2013.12.02 20:59:00 -
[36] - Quote
Posting in stealth make shield tanking more manly thread.
ZEN 514
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Saoa Scum
Judge Mercenaries
37
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Posted - 2013.12.02 21:26:00 -
[37] - Quote
Pokey Dravon wrote:Poonmunch wrote:Which slots do the damage mods go in EVE?
Munch Typically Low. There are a few exceptions but generally speaking they're low slot items. Scanners, EWAR, Target Painters, ect go in Medium Slots, though in Dust that means High. (High Slots in EVE are for weapons and a handful of other modules. Medium Slots in EVE are equivalent to High slots in Dust.)
Ive said this in another thread but i say it again.. Next time you create a new fit, look at the names on the slot layout and you will see the highslot is your weapon slot.. midslots are where shield extenders go and so on... Just like in eve!
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CharCharOdell
1718
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Posted - 2013.12.02 21:32:00 -
[38] - Quote
Because every race has their specific 'perfect build'. GA: damage mods and armor plates CA: Shields and biotics/electronics MN: damage mods and biotics/electronics AM: shields and armor
Changing the location of these would mess with the entire balance of things. Without DMG in HS, all the gallente would use are shields or microfibil stims
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Agrios Endendros
Single Serving Friends
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Posted - 2013.12.02 21:54:00 -
[39] - Quote
Honestly, I think Dmg mods and biotics, and maybe even CPU/PG enhancers, should be universal and able to be placed in high or low slots at the same time.
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Happy Violentime
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Posted - 2013.12.02 22:05:00 -
[40] - Quote
Why are they high slot items.
Well, that's so people like you can ***** and moan about themGǪ. |
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DUST Fiend
OSG Planetary Operations Covert Intervention
8207
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Posted - 2013.12.02 22:10:00 -
[41] - Quote
That would totally invalidate basically all my fits
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Posted - 2013.12.02 22:11:00 -
[42] - Quote
Cat Merc wrote:You do understand that armor and shields at the prototype level have near exact same HP values right? My Gallente assault - 504 My Caldari Assault: 490~
Not sure what these numbers are related to? is that 504 meant to be the armour you have on your gallante proto assault with armour plates?
If so.. that kinda sucks I generally run with over 540 armour on a Gallente starter fit (with militia plates) |
Iron Wolf Saber
Den of Swords
10965
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Posted - 2013.12.02 22:17:00 -
[43] - Quote
Its probably lore related and balance related
Low slots are stuff underneath the skinweave or inside the clone itself.
High slots are stuff you attach to the outside of the suit.
Similar to eve's high mid and low slots.
High slots are mostly surface mounted modules and most even have models. Mid slots are in the defense layer. Low slots are deep ship core items.
As for balance it creates a synergy and gives value to a certain slot.
For example a suit with lets say 5 high slots and 1 low slot speaks a lot for what it can and cannot do. Most of you would instantly think. Shield + Damage Tank because both module types find their homes there.
In an FPS environment going SLOWER is bad, generally. So to make up for it they have better health and access to better damage but generally armor tankers don't have many high slots.
Shield tankers have high mobility and relatively high up time and can engage far more frequently thus damage is not as important as oh say speed to duck in and out of combat which is a low slot item.
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Tch Tch
Red Shirts Away Team
22
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Posted - 2013.12.02 22:21:00 -
[44] - Quote
A) Mid slots could be added B) I thought the layers were based on where they were on the suit. Armour on the inside, shields on the outside. Turret er weapon damage mods near the weapons, CPUs on the inside etc
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Needless Sacermendor
Red Fox Brigade
596
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Posted - 2013.12.02 22:48:00 -
[45] - Quote
Iron Wolf Saber wrote:In an FPS environment going SLOWER is bad, generally. So to make up for it they have better health and access to better damage but generally armor tankers don't have many high slots.
Shield tankers have high mobility and relatively high up time and can engage far more frequently thus damage is not as important as oh say speed to duck in and out of combat which is a low slot item. This ^^
You people seriously want to be able to run rings round armour tankers AND out DPS them !? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1156
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Posted - 2013.12.02 23:02:00 -
[46] - Quote
Needless Sacermendor wrote:Iron Wolf Saber wrote:In an FPS environment going SLOWER is bad, generally. So to make up for it they have better health and access to better damage but generally armor tankers don't have many high slots.
Shield tankers have high mobility and relatively high up time and can engage far more frequently thus damage is not as important as oh say speed to duck in and out of combat which is a low slot item. This ^^ You people seriously want to be able to run rings round armour tankers AND out DPS them !?
It really comes down to what sort of roles the developers envision for armor/shield. Admittedly I can't read their minds and don't have as much of a communication with them as I like, so I'm not sure what their overall vision is.
I suppose the real question I raise about this is, how should shield units better deal with damage mod stacked armor units? There is a problem currently with the system feeling one sided (Funny since shields were far superior before). I
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mini rehak
The Southern Legion The Umbra Combine
142
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Posted - 2013.12.02 23:05:00 -
[47] - Quote
Pokey Dravon wrote:
Shield tanks are supposed to be hit and run, high damage, low HP units designed to do burst DPS then take cover to regenerate their HP quickly. The majority of shield modules are high slot items.
You do realize that if you run Damage mods on a Shield based dropsuit you are running high damage low hp?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2013.12.02 23:12:00 -
[48] - Quote
mini rehak wrote:Pokey Dravon wrote:
Shield tanks are supposed to be hit and run, high damage, low HP units designed to do burst DPS then take cover to regenerate their HP quickly. The majority of shield modules are high slot items.
You do realize that if you run Damage mods on a Shield based dropsuit you are running high damage low hp?
I'm referring to the fact that shield extenders offer far less HP than armor plates.
Whereas right now armor can run High HP, High Damage
EDIT: Also, I dont have the values available at the moment, but are Gallente and Caldari dropsuits the same movement speed? If so, the Gallente should be increased to offset that speed penalty from armor modules.
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Iron Wolf Saber
Den of Swords
10966
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Posted - 2013.12.02 23:28:00 -
[49] - Quote
Well if an armor tanker wanted to have lots of HP and go fast, he can't reliably do it, because one plate is more than enough to cancel the effects of any kinkat he could install.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2013.12.02 23:30:00 -
[50] - Quote
Iron Wolf Saber wrote:Well if an armor tanker wanted to have lots of HP and go fast, he can't reliably do it, because one plate is more than enough to cancel the effects of any kinkat he could install.
You raise some good points, though I'm still not entirely convinced that the current setup is ideal. We should get together and chat sometime about some of these topics, I'd enjoy your insight.
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Dimmu Borgir II
The New Age Outlaws WINMATAR.
179
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Posted - 2013.12.02 23:54:00 -
[51] - Quote
Sgt Kirk wrote:Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD A RoF Module would be awesome awesome for low slots. but no time soon of course.
A roll on floor module?? I want me one of those, I'd stack three complex ROF modules and roll to the objective really freaking fast... maybe the complex module could be a ROFL module... just an idea.
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Killar-12
The Corporate Raiders Top Men.
1828
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Posted - 2013.12.03 00:07:00 -
[52] - Quote
Pokey Dravon wrote:I've always found it strange that weapon damage modules are high slot items.
Shield tanks are supposed to be hit and run, high damage, low HP units designed to do burst DPS then take cover to regenerate their HP quickly. The majority of shield modules are high slot items.
Armor units are supposed to be slightly slower, moderate damage units with high HP designed to sit and take a lot of damage over a longer period of time, and thus tend to have pretty solid defenses but with longer regeneration times. Armor modules are generally low slot items.
So why the hell are weapon damage mods high slot? Should the high damage output benefit, supposedly retained for shield units, not be low slot items? Instead they are built more for armor units because they don't infringe on the defensive slots that armor tanks rely on.
As it stands armor is capable of significantly more base HP which is augmented by more benefit from armor skills. This allows massive amounts of effective HP, and then paired with damage mods in the high slots, allows them to have a full gambit defenses as well as the most damage output.
I'm by no mean suggesting a massive nerf or buff to shields/armor, but I feel it would make a lot more sense if those damage modules were low slot items, and would alleviate much of the problems we currently see with Gallente units.
EDIT: To clarify, this change would probably be best paired with a move of many current Lot-Slot utility modules, to High-Slot. This would solidify the concept that shield units get more damage output, and armor units get more utility. Ok Green and Red Mods need to be Highs like ABs,MWDs,Cap Boosters/Batteries
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Iron Wolf Saber
Den of Swords
10968
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Posted - 2013.12.03 00:36:00 -
[53] - Quote
Dimmu Borgir II wrote:Sgt Kirk wrote:Spectral Clone wrote:High power slots makes more sense than low power for damage mods. Low power mods that increase damage could be a tracking computer that reduce weapon spread.
Yes. I am playing eve xD A RoF Module would be awesome awesome for low slots. but no time soon of course. A roll on floor module?? I want me one of those, I'd stack three complex ROF modules and roll to the objective really freaking fast... maybe the complex module could be a ROFL module... just an idea.
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