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![stlcarlos989 stlcarlos989](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
stlcarlos989
SVER True Blood Public Disorder.
521
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Posted - 2013.12.04 23:01:00 -
[1] - Quote
The current shield/armor imbalance is laughable, armor suits being able to have a the most HP and still being able to have the most damage makes shields tanking incredibly inferior considering the insignificant movement penalty for plates. Basic armor plates being 85 while complex shields being 66 and now with the new shield delay nerf
CCP Logibro wrote:Uprising 1.7 Patch Notes Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible. Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Making this change will balance shields/armor as well as fall inline with EVE online.
YES.
TOTAL Yes:2 No:1 |
![R F Gyro R F Gyro](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
R F Gyro
Clones 4u
763
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Posted - 2013.12.04 23:06:00 -
[2] - Quote
Can I vote "no, but add a rate of fire enhancer as a low slot module"?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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![Sinboto Simmons Sinboto Simmons](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Sinboto Simmons
SVER True Blood Public Disorder.
2745
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Posted - 2013.12.04 23:07:00 -
[3] - Quote
yes
Sinboto - The True Blood Minja
Forum Warrior level 2
STB-Infantry (Demolition)
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![Azri Sarum Azri Sarum](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Azri Sarum
BurgezzE.T.F Public Disorder.
166
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Posted - 2013.12.04 23:27:00 -
[4] - Quote
R F Gyro wrote:Can I vote "no, but add a rate of fire enhancer as a low slot module"?
No, rof bonuses tend to actually be stronger than raw damage bonuses. Do not want stronger damage mods.
@OP - if your proposal is literally just moving damage mods to low then i would have to vote no. We need more things as high slot modules to compete with shield extenders,not less. If your talking a swap, damage mods go to lows and damps / hacking etc move to top then it might be reasonable.
EVE - Victor Maximus
DUST - Azri Sarum
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![Keri Starlight Keri Starlight](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Keri Starlight
0uter.Heaven Proficiency V.
1740
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Posted - 2013.12.04 23:32:00 -
[5] - Quote
YES.
Caps lock is not enough... let's try this one:
YES.
A bit better now.
"I load my gun with love instead of bullets"
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![Arkena Wyrnspire Arkena Wyrnspire](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5791
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Posted - 2013.12.04 23:34:00 -
[6] - Quote
No. Your idea of armour being overpowered is solely because of logistics.
Additionally, it quite literally forces armour tankers to shield tank.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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![HYENAKILLER X HYENAKILLER X](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
HYENAKILLER X
TEAM SHINOBI
363
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Posted - 2013.12.04 23:35:00 -
[7] - Quote
stlcarlos989 wrote:The current shield/armor imbalance is laughable, armor suits being able to have a the most HP and still being able to have the most damage makes shields tanking incredibly inferior considering the insignificant movement penalty for plates. Basic armor plates being 85 while complex shields being 66 and now with the new shield delay nerf CCP Logibro wrote:Uprising 1.7 Patch Notes Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible. Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Making this change will balance shields/armor as well as fall inline with EVE online. YES. TOTALYes:2 No:1 Correction: any slot except equipment
You are welcome for my leadership
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![True Adamance True Adamance](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
True Adamance
Amarr Templars Amarr Empire
4544
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Posted - 2013.12.04 23:37:00 -
[8] - Quote
Damage modules are stupid, what we should have are varying weapon utility modules that are either low or high depending on racial alignment from warhead delivery optimisers, weapons that affect RoF of Hybrid weapons, and projectile stabilisation modules which primarily either affect DPS or Alpha rather than just 10% damage modules.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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![DUST Fiend DUST Fiend](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DUST Fiend
OSG Planetary Operations Covert Intervention
8346
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.12.04 23:40:00 -
[9] - Quote
So long as you're giving out a full respec with your shenanigans, as that entirely destroys all my builds ^_^
I'd rather get rid of damage mods completely and replace them with cooler things, if people want to amplify their guns damage they should have to modify the gun itself, something CCP has expressed interest in.
Win ISK / Vids / O7
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![Dexter307 Dexter307](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Dexter307
The Unholy Legion Of DarkStar
644
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Posted - 2013.12.04 23:46:00 -
[10] - Quote
No Just no |
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![Oxskull Duncarino Oxskull Duncarino](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Oxskull Duncarino
Shadow Company HQ
281
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Posted - 2013.12.04 23:51:00 -
[11] - Quote
DUST Fiend wrote:So long as you're giving out a full respec with your shenanigans, as that entirely destroys all my builds ^_^
I'd rather get rid of damage mods completely and replace them with cooler things, if people want to amplify their guns damage they should have to modify the gun itself, something CCP has expressed interest in. Yep, either remove them altogether or limit them to one untill weapon modifications can take over. I'm a yes and no OP. I want to be able to fit to high or low, or both lol. |
![Kane Fyea Kane Fyea](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kane Fyea
2318
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.12.04 23:54:00 -
[12] - Quote
No. |
![Cyrius Li-Moody Cyrius Li-Moody](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1937
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Posted - 2013.12.04 23:55:00 -
[13] - Quote
I don't give a kitten about damage mods. I just want shields to not suck.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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![Slag Emberforge Slag Emberforge](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Slag Emberforge
Immortal Retribution
191
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Posted - 2013.12.05 00:02:00 -
[14] - Quote
No. |
![Tch Tch Tch Tch](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Tch Tch
Red Shirts Away Team
34
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Posted - 2013.12.05 00:05:00 -
[15] - Quote
No it's using meta game logic not how these modules would work in a simulation.
Also if you want to decrease armour usage increase competitive low slot mods like Dampeners.
Better yet add in medium slots.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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![Happy Violentime Happy Violentime](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Happy Violentime
L0ST PR0FITS
149
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Posted - 2013.12.05 00:32:00 -
[16] - Quote
NO |
![Cosgar Cosgar](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Cosgar
ParagonX
8327
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Posted - 2013.12.05 00:35:00 -
[17] - Quote
Yes. And before anyone checks, it's how it's done in eve. But at the same time move all scanning modules to high slots and any active EWAR related modules as well. Armor tankers only use damage mods because there's literally nothing else to put in high slots.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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![calvin b calvin b](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
calvin b
Molon Labe. RISE of LEGION
1088
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Posted - 2013.12.05 00:43:00 -
[18] - Quote
No, why we have enough S*** going into low slots. I would like to put my armor repair in my high slot. I think we need to just have so may slots and we should be able to put whatever we want in those slots.
F* the Snowflake
http://www.youtube.com/watch?v=TgKd3cdKdak
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![Vos Nuwem Vos Nuwem](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Vos Nuwem
ZionTCD Public Disorder.
42
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Posted - 2013.12.05 00:51:00 -
[19] - Quote
Cosgar wrote:Yes. And before anyone checks, it's how it's done in eve. But at the same time move all scanning modules to high slots and any active EWAR related modules as well. Armor tankers only use damage mods because there's literally nothing else to put in high slots.
good sir, gyrostabs/magstab/heatsinks are low slots and armour tankers fill their mids with points and webs and highs with weapons (or neuts if you are a bloodraider)
(edit)but this is not eve, keep damage mods in the highs!
[00:21:51] jont moor > if a bhaalgorn falls in the woods and no one hears him, is he drunk?
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